Tricks with pathfinding - Page 8
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Torpedo.Vegas
United States1890 Posts
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Redunzl
862 Posts
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yellowmoe
Canada59 Posts
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ru.meta
Russian Federation88 Posts
On May 03 2011 17:20 Torpedo.Vegas wrote: So you can scout the entire map by simply going to the middle and doing the line trick to each of the mains? no, you should have straight line to check: from ramp to minerals. Sometimes this line is pretty long for expansions on some maps (i.e. Xel'naga Fortress). | ||
GhostFall
United States830 Posts
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FoFo
Netherlands207 Posts
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Vorenius
Denmark1979 Posts
A) It's the same for everyone. B) It's a very little issue that woud probably require quite a bit of work to be 'fixed'. I'd rather have them doing something else with their time. The most useful useage of this imo is checking for expansions. On Xel'Naga Caverns, Delta Quadrant, Metalopolis and Shattered Temple you can get a straigth path to the natural from the center of the map. In addition, on Shattered Temple you can see when the rocks to the third base for your opponent goes down. On all 4player maps you can now scout their starting location without letting them see your probe. I guess that helps with canon rushing and proxy gate/rax, but maybe that will teach people to scout their base. | ||
Bswhunter
Australia954 Posts
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niteReloaded
Croatia5281 Posts
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Gridline
United States41 Posts
With a little memorization could it not be used to insta scout? | ||
Gridline
United States41 Posts
I'm dumb, please carry on. | ||
me_viet
Australia1350 Posts
Also, it's not that big of a deal for zerg imo, ppls have always been scouting zerg creep and then retreating to plant proxies already. You scout it like any other proxy; their base, or with oves/worker around base. TLDR: Cool trick, shouldn't be patched out completely, not as big of a deal as people think at first. | ||
Qntc.YuMe
United States792 Posts
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zende
Sweden234 Posts
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Phinix
United States116 Posts
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Uhnno
Netherlands288 Posts
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ABXG
Canada16 Posts
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Deleted User 101379
4849 Posts
On May 02 2011 23:18 Talho wrote: Program wise this might be very hard to fix without bugging other pathfinding stuff :/ I don't think it would be hard. There is already a "map state" on the client side. The pathfinding just needs to use that, instead of the map itself. I don't think it will be fixed very soon however, as i don't think that it will effectively change much. You can't scout the opponents position without being very close to it anyways. We will definatly not see it used in any pro games. | ||
ru.meta
Russian Federation88 Posts
On May 03 2011 17:48 yellowmoe wrote: Is it just me or does that voice in the video sound like a science vessel? There are different opinions who I am in real. I even thought to start a poll ^_^ Anyway: I've added subtitles for nice ears. | ||
GxZ
United States375 Posts
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