Tricks with pathfinding - Page 5
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JiYan
United States3668 Posts
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ExileStrife
United States170 Posts
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Kinetik_Inferno
United States1431 Posts
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wankey
98 Posts
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Mr. Wiggles
Canada5894 Posts
For the patrol trick, I've also heard ideas of how it can be used with a group of Zerglings. You patrol zerglings from beneath an opponents base to the top of his base, so they just sit on the wall. Then, when he opens his front door, they will attempt to run into the base to complete their "patrol". I haven't seen it used in a pro game yet, but I did see the thread where someone discovered it a few months ago. This just reminded me about it. | ||
Wolf
Korea (South)3290 Posts
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Golgotha
Korea (South)8418 Posts
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Corvette
United States433 Posts
cannon rushes just got scarier | ||
N3rV[Green]
United States1935 Posts
Just think of what you are actually saying you stupid people claiming it needs to be removed. Also you lack a simple understanding of whats going on, this would take some pretty major changes in the pathfinding system which is currently pretty amazing. It's fluid, but still a little clunky in certain situations, as it should be. I am amazed at how subtle it is, and how much it can improve scouting and the like, as well as mindgames and such. Wonderful find. But to be honest, it's really not "game breaking" in the slightest, it's just really nifty. | ||
windsupernova
Mexico5280 Posts
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R3N
740 Posts
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KevinIX
United States2472 Posts
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Lunchador
United States776 Posts
On May 02 2011 23:10 Dny wrote: Hope Blizzard will fix this. Blizzard should also fix mutalisk stacking, mineral hopping, vulture jumping, burrow hopping, etc etc etc, from BW too, right? You're obviously not supposed to play the game that way, right? Nevertheless, I still don't understand why unit pathfinding is done ahead of vision. We could have units try to blindly run in a straight line like retards if you don't have vision of the area yet, if that's how you want it. It's not so much the "1 second" faster, it's that there are multiple spawn locations and the player never see's a probe wander in his base; thus there never is a missing probe to make him check around his base. It gives cannon rushers a HUGE advantage to get a "blind scout" as they will almost always get the pylon completely done. It won't be that big for the reason alone being your probe must physically be at their ramp to know for sure if the opponent is there or not. It's a shortcut for sure, but not some deal like, "Ha! I know you're in the 3 o'clock position without even scouting anywhere!" | ||
MurdeR
Argentina89 Posts
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Flowjo
United States928 Posts
On May 03 2011 00:54 ZeromuS wrote: Why does this need to be patched? I don't understand. We have finally found a pathing related micro trick. This means there might be other pathing related micro tricks out there yet to discover. This means there really is small amounts of micro that differ from basic unit movement and this game does have little AI issues just like BW did. Maybe theres a hidden moving shot mechanic that we will one day discover !! :D because... you can check for expos without actually getting your scout in there just by pathing? | ||
Flowjo
United States928 Posts
On May 03 2011 02:40 N3rV[Green] wrote: I can't believe people are crying about this on the first page even. "oh noooo we found a trick that good players can use to get an advantage!!!!! get rid of it now!" Just think of what you are actually saying you stupid people claiming it needs to be removed. Also you lack a simple understanding of whats going on, this would take some pretty major changes in the pathfinding system which is currently pretty amazing. It's fluid, but still a little clunky in certain situations, as it should be. I am amazed at how subtle it is, and how much it can improve scouting and the like, as well as mindgames and such. Wonderful find. But to be honest, it's really not "game breaking" in the slightest, it's just really nifty. I'm not stupid, I just feel that scouting through FOG OF WAR without actually being there is kinda retarded no? | ||
artanis2
United States732 Posts
On May 03 2011 02:40 N3rV[Green] wrote: I can't believe people are crying about this on the first page even. "oh noooo we found a trick that good players can use to get an advantage!!!!! get rid of it now!" Just think of what you are actually saying you stupid people claiming it needs to be removed. Also you lack a simple understanding of whats going on, this would take some pretty major changes in the pathfinding system which is currently pretty amazing. It's fluid, but still a little clunky in certain situations, as it should be. I am amazed at how subtle it is, and how much it can improve scouting and the like, as well as mindgames and such. Wonderful find. But to be honest, it's really not "game breaking" in the slightest, it's just really nifty. It's a bug. It should be fixed. Seeing through the fog of war is cheating and that's what this does. | ||
Mulu731
United States99 Posts
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kzn
United States1218 Posts
On May 03 2011 03:29 artanis2 wrote: It's a bug. It should be fixed. Seeing through the fog of war is cheating and that's what this does. Except it doesn't. It tells you very, very rudimentary stuff like "there's a building somewhere on this line", and perhaps even tells you how far along the line if you're really smart about it. It does not tell you what the building is, and even if you spent the necessary time to try the 6-10+ waypoint paths you'd have to set up to establish if it was a nexus/hatch/cc it could still be tricked and you'd have wasted minutes of time. It gives slightly more confirmation of things people already have a pretty good idea of. Given the amount of people who have complained about feeling forced into playing blind, this can only be a good thing. | ||
Furycrab
Canada456 Posts
On May 03 2011 01:51 artanis2 wrote: Blizzard can fix this, and probably will as soon as it is well known. It is not a hard problem. It's not an easy fix. Not if you don't want to add a lot more computation and memory requirements on the pathfinding which may or may not be needed. The tricks he shows I find interesting, but I don't think it justifies what would be required to fix it, unless they come up with an elegant solution, and that I doubt will be a quick fix if they want to avoid other problems. The sneaky base scout thing I find interesting, but not incredibly useful, since it only really changes things on maps that aren't 2 player maps and if you don't see the initial probe coming in or at all. Scouting naturals is a bit more useful, however since the probe has to be past mid map on most maps to get the info... You are playing mindgames with nothing telling you that he's expand build might be safe anyways. ScrapStation thing... is the only legit problem, but it's a map specific thing... If it became a serious issues, I'd rather have one map modified (and it is possible) than throw a wrench in the whole pathfinding. At least not something where I would rush a quick fix. | ||
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