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Attack move units: Reparing Scvs #1 Priority. - Page 5

Forum Index > SC2 General
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edahl
Profile Joined February 2008
Norway483 Posts
August 19 2010 10:44 GMT
#81
I kinda like the idea of not having attack priorities at all. Isn't this the way it was in BW? Changing mechanics like this because of the strategies people pick just seems like it might screw us over in the long run.

On the other hand, the OP suggestion is interesting as well. Are there examples of games where this causes an 'unstoppable' problem that would be fixed by this?
ejac
Profile Blog Joined January 2009
United States1195 Posts
Last Edited: 2010-08-19 11:04:11
August 19 2010 10:49 GMT
#82
On August 19 2010 19:44 edahl wrote:
I kinda like the idea of not having attack priorities at all. Isn't this the way it was in BW? ?

There are priorities in sc, although they're not nearly as prevalent. They also lead to some interesting bugs:

This occurs due to priority bug in the sunken ai. Basically the pylon is in range of the sunken, but the cannon is a higher priority unit so the sunken wants to attack that instead. The glitch occurs when the sunken doesn't check if the higher priority unit is in range.

Some more instances of priorities screwing up are workers on ramps/walling off. The units want to attack the ranged units behind them walloff/block, but are to dumb to kill the units in front of them to get there.
esq>n
MonkeyKungFu
Profile Joined June 2010
Norway154 Posts
August 19 2010 10:51 GMT
#83
The early thor push with auto repair would still be very hard to deal with, it usually comes with marines, hellions, marauders or tanks and by the time you kill all the scv´s your army is gone. The only good "counter" is mass baneling as this unit with auto repair has no weakness when it comes to zvt. I think reverting the NP nerf would be a better idea as blizzard nerfed it before the terran "abuse" really exploded.
..
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
August 19 2010 10:52 GMT
#84
Why is it that everyone started thinking autorepair was the problem? The problem isn't autorepair, any idiot can hotkey the scvs and right click the thor the second it takes damage, the problem is what to do when they're repairing.
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
MonkeyKungFu
Profile Joined June 2010
Norway154 Posts
August 19 2010 10:55 GMT
#85
The problem is killing the scvs repairing..... read the thread.

..
kidcrash
Profile Joined September 2009
United States624 Posts
Last Edited: 2010-08-19 10:59:45
August 19 2010 10:56 GMT
#86
On August 19 2010 19:52 Osmoses wrote:
Why is it that everyone started thinking autorepair was the problem? The problem isn't autorepair, any idiot can hotkey the scvs and right click the thor the second it takes damage, the problem is what to do when they're repairing.


Auto repairing is actually a pretty big deal.. I mean ya any idiot can right click on a thor and tell his scvs to repair... but it's not really that simple. When the thor reaches max HP, your scvs stop repairing and you have to re-click. This becomes a big issue because if you tell them to start repairing too early (after only 5 of so HP is taken) they then finish and just sit there. So without auto repair, you have to time the repair so it doesn't start too early, but also doesn't start too late to save either.

Edit: Not saying I'm against the mechanic.. just making a point that's it's actually a pretty huge mechanic
Jameser
Profile Joined July 2010
Sweden951 Posts
August 19 2010 10:57 GMT
#87
it seems like a stupid advantage for terran to be able to auto repair, in BW at least you had to select which SCV repairs what, which balanced out the fact that they were the only race that could repair

I say remove autorepair altogether and force some micro on terrans, only then can you be expected to individually target scvs...
hoovehand
Profile Joined April 2010
United Kingdom542 Posts
August 19 2010 11:05 GMT
#88
all offensive units (including medivac, repairing scv etc) and structures (including turret, manned bunker, planetary fortress) should have the same priority.

medivac high priority is stupid, it makes stalkers and hydra insanely vulnerable because they waste so much time firing at the non-threat units and therefore die before taking out any bio units. especially when the medivacs can be micro'd to the back after soaking a substantial amount of damage.
Competent
Profile Joined April 2010
United States406 Posts
August 19 2010 11:43 GMT
#89
You want your 1a lings to 1a better so you don't have to micro? I don't get it... target fire the SCVs.
Nurrrhhh, I'm gonna be A+ by Wendsday! -Day[9] "I'm going to spread out my lings so it looks like there is more. Lots of animals do that." -CatZ
RxN
Profile Joined May 2010
United States255 Posts
August 19 2010 12:15 GMT
#90
I think this should be implemented. The problem for me is that the SCVs can be a pain in the ass to see in the middle of a fight. I barely held off a thor timing push yesterday as I didn't notice the 2 SCVs auto-repairing the thor until the rest of his army was wiped out. I even looked for them at the beginning of the fight but couldn't see them in his jumbled mass of units. One was just barely noticeable under his leg and the other was just barely visible under him, as well.
pSeUd0
Profile Joined August 2009
14 Posts
Last Edited: 2010-08-19 12:45:34
August 19 2010 12:21 GMT
#91
if there is a priority system, there are always complications.

regarding the auto repair issue the problem is obvious and known - scvs autorepair thereby "walling off" the unit or structure they repair. this leads to to an asymetrical distribution of required actions by the players. this should not be the case in an "optimal" scenario.
on the other hand if u give autorepairing scvs priority, the terran player could put an autorepairing scv in the back of his army and every attacking unit would try to run around the terran army to finish off this scv. therefor changing the priority is not a solution. (at least to the thor/scv/ling problem)

a third alternative would be to remove prioritys at all like it was already sugested.
On August 19 2010 13:52 Disarray wrote:
I am alone in wishing units had no priority over what they would attack ? They should just attack the thing closest to them ? I cannot stand when i swarm 30 lings into a mineral line, Attack Move them, just to have them all leave to surround one dumb unit


but removing all priority would probably lead to units behaving retarded.
therefor some priority system is reasonable.
for example any unit > any building > rest (e.g. warping-in units, zerg larva or mules). with this approach would be implementing global classes with different prioritys. target choosing within the class might be implemented with a a simple check on the distance to the next target of the actual calss that is prioritized. therefor units do not behave retarded and if a player wants his army to target the "jucy" stuff first, he has to work(micro) in order to do so.
furthermore one might add simple modifiers that force units to prioritize entities within a class over others out of this calss if these units are able to attack (e.g. cannons over pylons, spinecrawlers over hatcheries and bunker over depots)


Edit:
i think the issue that stuff is done automaticly (autorepair etc) is to be differenciated from the issue what is targeted first by a-moving units. even without outorepair a terran player could tell his scvs to repair a thor and we are back to square one.
to comment on this supposedly off topic issue: in my personal oppinion we have moved WAY to far into automated processes in sc2. some of these changes are ok for they apply to all races(e.g. automining). others are just a bad joke (e.g. autorepair or autoslow). but these are just my thoughts.
kidcrash
Profile Joined September 2009
United States624 Posts
Last Edited: 2010-08-19 12:36:01
August 19 2010 12:35 GMT
#92
On August 19 2010 21:21 pSeUd0 wrote:
if there is a priority system, there are always complications.

regarding the auto repair issue the problem is obvious and known - scvs autorepair thereby "walling off" the unit or structure they repair. this leads to to an asymetrical distribution of required actions by the players. this should not be the case in an "optimal" scenario.
on the other hand if u give autorepairing scvs priority, the terran player could put an autorepairing scv in the back of his army and every attacking unit would try to run around the terran army to finish off this scv. therefor changing the priority is not a solution. (at least to the thor/scv/ling problem)

a third alternative would be to remove prioritys at all like it was already sugested.
Show nested quote +
On August 19 2010 13:52 Disarray wrote:
I am alone in wishing units had no priority over what they would attack ? They should just attack the thing closest to them ? I cannot stand when i swarm 30 lings into a mineral line, Attack Move them, just to have them all leave to surround one dumb unit


but removing all priority would probably lead to units behaving retarded.
therefor some priority system is reasonable.
for example any unit > any building > rest (e.g. warping in units or zerg larva or mules). with this approach would be implementing global classes with different prioritys. target choosing within the class might be implemented with a a simple check on the distance to the next target of the actual calss that is prioritized. therefor units do not behave retarded and if a player wants his army to target the "jucy" stuff first, he has to work(micro) in order to do so. but thats just my thoughts.

furthermore one might add simple modifiers that force units to prioritize entities within a class over others out of this calss if these units are able to attack (e.g. cannons over pylons, spinecrawlers over hatcheries and bunker over depots)



Although that's a very elaborate and well thought out idea, the problem like you said is with any priorities system, something is always compromised. With no priority system units would just act retarded as you stated.

I still think nerfing repairing scv to have diminishing returns for each additional scv is the most effective solution. I understand lore has no place in balance discussion but picture for a second mechanics working on a car. Would there not be diminishing returns on the speed at which the car was finished being repaired when you compared, lets say 1 mechanic, 3 mechanics, 5 mechanics and 10 mechanics repairing it?
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2010-08-19 12:38:41
August 19 2010 12:38 GMT
#93
On August 19 2010 13:35 JPSke wrote:
An easier idea would probably be just to limit the amount of scvs who can repair a specific unit at any one time. Maybe three for a thor, six for a PF, etc. That gets rid of both the surround issue and the "thor + repairz = GodMode" occurrences.

I'd rather just remove auto-repair then.

On August 19 2010 19:44 edahl wrote:
I kinda like the idea of not having attack priorities at all. Isn't this the way it was in BW? Changing mechanics like this because of the strategies people pick just seems like it might screw us over in the long run.

On the other hand, the OP suggestion is interesting as well. Are there examples of games where this causes an 'unstoppable' problem that would be fixed by this?

Compare probe+zealot vs zerglings in SC2 to SC1.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
pSeUd0
Profile Joined August 2009
14 Posts
Last Edited: 2010-08-19 12:39:53
August 19 2010 12:39 GMT
#94
On August 19 2010 21:35 kidcrash wrote:
Although that's a very elaborate and well thought out idea, the problem like you said is with any priorities system, something is always compromised. With no priority system units would just act retarded as you stated.


we need to figure out the one solution that generates the smallest amount of problems and simultaneously distributes these problems equally to all races. its the only way i can think of a reasonable solution to this issue. there is no first best solution here
ta2
Profile Joined July 2010
125 Posts
August 19 2010 12:42 GMT
#95
I think it's ridiculous how SCVs get this great auto-micro, and yet if you have too many speedlings they won't auto-surround but rather just run around stupidly in a bunch. Especially so on buildings, usually you only get 50% surround unless you manually move half your lings.
HubertFelix
Profile Joined April 2010
France631 Posts
August 19 2010 13:02 GMT
#96
On August 19 2010 20:43 Competent wrote:
You want your 1a lings to 1a better so you don't have to micro? I don't get it... target fire the SCVs.


Having to fight against the A.I. is a bad way to make a game harder. Look at the planetary fortress, it's ridiculous.
Meff
Profile Joined June 2010
Italy287 Posts
August 19 2010 13:03 GMT
#97
On August 19 2010 21:39 pSeUd0 wrote:
Show nested quote +
On August 19 2010 21:35 kidcrash wrote:
Although that's a very elaborate and well thought out idea, the problem like you said is with any priorities system, something is always compromised. With no priority system units would just act retarded as you stated.


we need to figure out the one solution that generates the smallest amount of problems and simultaneously distributes these problems equally to all races. its the only way i can think of a reasonable solution to this issue. there is no first best solution here

There's actually a simpler way: make repairing SCVs have the same priority as the thing they are repairing. Priority switches based on actions already happen with workers (think of the difference in targeting between an attacking worker and a mining one), so that's nothing new.
SkeweredFromEarToEye
Profile Joined August 2010
Canada19 Posts
August 19 2010 13:21 GMT
#98
On August 19 2010 22:03 Meff wrote:
There's actually a simpler way: make repairing SCVs have the same priority as the thing they are repairing. Priority switches based on actions already happen with workers (think of the difference in targeting between an attacking worker and a mining one), so that's nothing new.


Perfect.
On a spit, your head will burn...Charring flesh; brain tissue congeals...Grab the skull; open wide; scoop it out...I consume your mind. Eating the brain, to gain the knowledge of death
kidcrash
Profile Joined September 2009
United States624 Posts
Last Edited: 2010-08-19 13:39:00
August 19 2010 13:37 GMT
#99
On August 19 2010 22:03 Meff wrote:
Show nested quote +
On August 19 2010 21:39 pSeUd0 wrote:
On August 19 2010 21:35 kidcrash wrote:
Although that's a very elaborate and well thought out idea, the problem like you said is with any priorities system, something is always compromised. With no priority system units would just act retarded as you stated.


we need to figure out the one solution that generates the smallest amount of problems and simultaneously distributes these problems equally to all races. its the only way i can think of a reasonable solution to this issue. there is no first best solution here

There's actually a simpler way: make repairing SCVs have the same priority as the thing they are repairing. Priority switches based on actions already happen with workers (think of the difference in targeting between an attacking worker and a mining one), so that's nothing new.


I think that this might cause the AI to bug out though and I'll try to explain why through an example, although it may be hard because it's complicated. Let's use zerglings attacking a bunker for an example. The zerglings will always start attacking the bunker before the scvs because the bunker isn't damaged yet. So now one single SCV goes to repair the bunker. Do all of the lings attacking the bunker stop attacking it to kill one SCV? You'd probably have to program it so the ling closest to the scv attacked the scv and the rest kept attacking the bunker.

Blizzard would have to draw a line between how close the zerglings would have be to the repairing scvs before it chose to attack it (the scv), unless you want all your zerglings to stop attacking the main target over 1 single repairing scv.

Remember when the zerglings enter the battleground, it is assumed nothing is damaged beforehand, therefore the #1 priority will always technically be the attacking unit/structure over the scvs. The AI will then have to make a decision as to which zerglings should attack the repairing scvs or which lings should target the attacking unit instead, unless you want all your zerglings to attack even just single scv.

This could probably all be bypassed if units could just mind-read which scvs were on auto repair and which ones weren't, although this would be slightly controversial. Scvs repairing walls would also be another situation where there would be AI issues as well.

Edit: In the end I believe if Blizzard wanted to they could probably program it correctly, and I do believe this is the best method, the question is are they willing to do it?
eLFootman
Profile Joined April 2010
Chile58 Posts
August 19 2010 14:07 GMT
#100
auto-attack on auto-repairing SCVs... geez, just remove auto repair and let humans make the game
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