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The Official Minor Complaints Thread - Page 5

Forum Index > SC2 General
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hiroxx
Profile Joined July 2008
Ireland115 Posts
November 04 2008 16:50 GMT
#81
what the hell is skillful about spending 5 minutes in singleplayer learning the map? any idiot can do that, plus its pointless
when yoü aim for Perfection yoü discover it's a Moving target.
sushiman
Profile Joined September 2003
Sweden2691 Posts
November 04 2008 17:12 GMT
#82
On November 04 2008 21:05 DeCoup wrote:
Show nested quote +
On November 04 2008 19:48 sushiman wrote:
On November 04 2008 12:27 onepost wrote:
On November 04 2008 05:10 sushiman wrote:
Autosurround. I think alot of people will agree on that one.

I don't. Besides, it can't really be removed because there is no such thing as autosurround; it's the result of improved pathfinding.

In BW, the pathfinding was for individual units, and it was such a crappy heuristic (wander around obstacles at random, increase search depth incrementally if that doesn't work) that it hardly deserved to be called pathfinding.

But in SC2, the game uses cooperating pathfinding (managing one solution for multiple units, if you prefer), seamlessly managing collisions at chokes for example (you know, what made your tanks or dragoons disperse erratically if they bumped into each other at a narrow passage, sometimes without a single unit coming out?). Naturally, it makes large groups of units surround a common target or they would all bump into each other. There is no workaround.

And frankly, I don't think there is a problem either.

There is autosurround. Units will instantly form a perfect circle around a unit if they're given the order to attack it. This even applies to workers.
Maybe you don't see it as a problem, but the fact is that this greatly reduces skills required to micro. You no longer have to be careful with flanking or split up your lings to make that perfect surround of a unit; the computer will handle it for you. As it is, players will only be able to focus on defensive micro instead of both defense/offense as in original SC. It's dumbing down the game.
Better pathfinding should be in the game, units reacting instantly to surround other units should not.


No, onepost is right. There is no such thing as auto-surround. The units surrounding an enemy is a result of improved pathing. An attempt to get out from behind the guy infront of them so too can attack. Units being so stupid that they stand behind each other instead of moving so they can attack would be a stupid thing to maintain.

If you were in a war and your captain told you to kill an enemy with a knife, you would not just stand their because your team mates are between you and the enemy. You would move around your friend to get to your enemy. It would be beyond stupid to break improved pathing to maintain this lack of feature.

Improved pathing is one thing, units automatically surrounding is another. I have nothing against units knowing which route to take to a destination, I love the concept of not having to babysit my units due to some map having small passages or neutral buildings blocking the route, making the AI of the units break and forcing them to dance around.
However, units automatically positioning themself to always attack units is an entirely different thing. If anything, they should just stop units from dancing around trying to reach the target. Instead they should wait in place until given order to move around or the unit in front moves/dies, then continue with the previous command, unless another one is given. If the units automatically find the best angle and moves around, I'd say the amount of micro required for your units would be reduced by at least 30-40%, which is not good for a game that have already streamlined macro immensely (which is another subject that won't be discussed here).
I realize you might consider this a backward move when pathing can be improved so much, but I find this a huge concern in a game that should demand alot from a player and his/her control of the units.
1000 at least.
Equaoh
Profile Joined October 2008
Canada427 Posts
November 04 2008 17:24 GMT
#83
Seeing as there's no macro, and better AI takes care of much of the micro, I'll get my 1a2a3a fingers warmed up.

That being said:

1) Creep contrast, I can't see units.
2) I feel that increased zerg speed on creep should be turned into a 10% decreased speed for enemies - isn't creep supposed to be a mushy, nutritious mud secretion that feeds zerg buildings?
3) The Protoss nullifier looks unreasonably fragile, and reminds me of a crayfish or something. But maybe that's just me.
Spartan
Profile Blog Joined July 2005
United States2030 Posts
November 04 2008 17:51 GMT
#84
On November 04 2008 03:51 FrozenArbiter wrote:
- The creep looks great, but units need to be more easily distinguishable when on it. Some of the darker units meld right into it (don't know if this is an issue when playing, but it was when watching the blizzcon games on the stream).

YES! I really hope they fix this. I got so confused many times while playing at BlizzCon.
# http://nkspartan.com (web engineer)
# TL member since July 2005; CEO of Vile Gaming; President of Team Vile
Blacklizard
Profile Joined May 2007
United States1194 Posts
November 04 2008 18:34 GMT
#85
On November 04 2008 04:33 XCetron wrote:
In SC I could have a probe selected and do bp+leftclick +rightclick on a mineral patch and there would be a pylon warping in and my probe would be mining, all in less than a second. When playing SC2 at blizzcon, I had to wait for the probe to actually sits there and build the pylon before being able to order it to mine again, there was a delay. If I did the bp+leftclick+rightclick too quickly then the probe would just sit there and be stupid for approx .25 sec and then go back to mining, without initiating the warp for the pylon.


Yeah, sounds to me like it's going too fast b/c of the LAN thing like FA said. Just hold shift down while doing this, and you'll be fine.
Augury
Profile Blog Joined September 2008
United States758 Posts
November 04 2008 19:23 GMT
#86
On November 05 2008 01:50 hiroxx wrote:
what the hell is skillful about spending 5 minutes in singleplayer learning the map? any idiot can do that, plus its pointless


There are pluses to both aspects, I think having an option to turn it on or off would be nice, that way pro leagues can have it off. As far as Automatchmaking on Bnet goes, this is definitely something that would affect casuals a fair amount, so it would be good to have it the same as in BW.
oki
Profile Joined October 2008
United States35 Posts
November 04 2008 19:36 GMT
#87
I used to think of pathfinding and auto-surround as two separate issues, but what onepost says makes sense to me. It's really just one issue, how units move. We can have a healthy disagreement on how units move in SC2, but only if we address the whole issue. It seems the majority in this thread agree with the following.

On November 04 2008 19:48 sushiman wrote:
Better pathfinding should be in the game, units reacting instantly to surround other units should not.

But I wonder if this kind of statement is useful. Probably a more meaningful question would be something like, "what is more important to you, smart pathfinding or removing auto-surround?"

(If everyone really wanted to have their cake and eat it too I suppose we could ask Blizzard to create two completely different movement algorithms, but I doubt they would seriously consider it.)
Magic84
Profile Joined October 2008
Russian Federation1381 Posts
November 04 2008 20:33 GMT
#88
Just one that contains a million of little ones, but still just one complain.

Less warcraft-ish, more starcraft-ish please.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
November 04 2008 21:18 GMT
#89
On November 04 2008 22:51 IdrA wrote:
Show nested quote +
On November 04 2008 20:58 DeCoup wrote:
On November 04 2008 18:57 IdrA wrote:
when you give a unit a command, if you have ctrl pressed at the same time the unit ignores the order, or 'attack move' overrides whatever command youve given (not sure which).

not a huge deal but kind of annoying, and as long as theres no beneficial reason for it it should be removed.


are you saying that ctrl click is now attack move?

i dont really know what the behavior was

i just have the habit, from sc1, of spamming ctrl+the units hotkey when im microing with the mouse and my keyboard hand isnt doing anything (just an idle habit)

but, for instance, when i was doing that with a scout worker in sc2 and i right clicked to move away from whatever was chasing it it would turn around and attack the unit instead, when i had ctrl pressed. even if i spam right clicked to move away. (i didnt realize it was ctrl at first, i thought the unit ai was just overriding me)

so i dont know the details of the behavior, but i dont see any point to it. (and a-move was still attack move)

Control is a subgroup modifier key, when holding it only your subgroup receives the order.

Example: You have 3 marines and 2 reapers selected. You engage some zerglings which attacks the reapers, you want the reapers to move while the marines continue firing in the zerglings. Then you press tab if the reapers are not yet highlighted to subgroup select them as if you were to use their ability and then hold control and click to move only the reapers will receive the order and the marines stay shooting.

In warcraft 3 you can disable this and you can probably do it for starcraft 2 also. If you can get used to it it probably helps micro a lot.
PliX
Profile Joined May 2008
Netherlands72 Posts
November 04 2008 22:35 GMT
#90
Oh yeah baby this thread rocks!

-Fucking kill the medivac (mediFUCK) I want some oldfashioned medics. I am in love...
-Get our reaver back! I love the fatass slow bug that is just plain awesome!
-Change the protoss voices and more in general please give all units cool oneliners, not a complete speech...

Why I want these changes? Because I am an old fashioned prick.
1. NTT - Best Brood War player in the history of the game. Also totally awesome and super sweet. Some ego problems.
DeCoup
Profile Joined September 2006
Australia1933 Posts
November 04 2008 23:01 GMT
#91
On November 05 2008 06:18 Klockan3 wrote:
Control is a subgroup modifier key, when holding it only your subgroup receives the order.

Example: You have 3 marines and 2 reapers selected. You engage some zerglings which attacks the reapers, you want the reapers to move while the marines continue firing in the zerglings. Then you press tab if the reapers are not yet highlighted to subgroup select them as if you were to use their ability and then hold control and click to move only the reapers will receive the order and the marines stay shooting.

In warcraft 3 you can disable this and you can probably do it for starcraft 2 also. If you can get used to it it probably helps micro a lot.


ok thats just cool.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
never_jiggy
Profile Blog Joined September 2008
Australia25 Posts
November 07 2008 11:18 GMT
#92
improved pathfinding doesn't defeat sc micro, it just changes it, now it is more important to spread out units when attacking etc. the way storm has been modified is good and these principles i hope blizzard applies to other splash effects

anyway:
-the nydus worm exit animation is really overdone. it should just be some spikes or something tearing a hole in .5 seconds after the transit is complete (should take longer the further you are from your hive)

-seriously WTF is with the overlord creep deposit animation? they just diarrhoeah out double ther own volume if you weren't aware, just make them drop a creep spore that grows to a certain size geez

also those advocating increasing the strength of units to differentiate them be aware that the reason starcraft is so good is because much more significant than how 'good' units were was just how different they are, resulting in very low unit redundancy.
~2000 zerg looking for people to play with, pm me
s3r4ph
Profile Joined October 2008
Hungary9 Posts
November 07 2008 12:20 GMT
#93
All these MBS, auto-sorround etc should be removed from MULTIPLAYER, I don't really see a reason why we can't have an EZ mode in single-player for the casual gamers containing these. The result would be: no whining from either side.
"Don't take life seriously...noone gets out alive anyway"
Aerox
Profile Blog Joined September 2004
Malaysia1213 Posts
Last Edited: 2008-11-07 13:07:43
November 07 2008 12:58 GMT
#94
Ugh, WHY SO MANY low count posters in here coming out of nowhere posting without understanding OP??? MINOR COMPLAINTS ONLY PLEASE!!111!!!1ELELVENEENNONE11!!!
Could you guys not parrot the other guy on the internet in this thread?

On November 05 2008 01:02 ocoini wrote:
It's part of the skill pool and. it's usually much easier to expand to an area where you can build directly at without scouting. Also learning the map is fun. And someone that knows the map instinctivly should have an edge. It takes extra time to set up expansions sometimes when you havent explored it. Sometimes frustrating to have to send that worker closer to the patches, but it's defenatly not a bad thing when someone that plays more "perfect" gets things done faster, than the person fumbeling the dark.

Your post is exactly why the minimap is not totally blacked out. Blacked out maps makes the game rely more on experience with a map than skill. Non blacked out maps, however, reduces your disadvantage going into a new map when your opponent knew it beforehand. Therefore, no more "I'm better than you just because I know the map and you don't".

So, yes, it reduces but does not completely eliminate the advantage of knowing a map. There still would be things like "dropping my tanks here is better". But still, non blacked out maps means you have a better chance of beating the opponent who has played the map many times with just your first time on the map. Wouldn't it feel greatly satisfying to be able to judge your skill without having to blame "I lose because I don't know the map"? Wouldn't it feel satisfying to defeat your opponent and your opponent can't give that as an excuse?

The fun of discovery part of blacked out maps however I think will remain in the single player campaigns and does fit mission where you are not provided a map especially in non-basebuilding missions. Also, practically, commanders usually don't simply go into battle without knowing the terrain or having a map on-hand.
"Eyes in the sky."
SuperJongMan
Profile Blog Joined March 2003
Jamaica11586 Posts
November 07 2008 13:02 GMT
#95
THE LURKERS!!!
Blizzard!!! THEY ARE UGLY.
Their razor spine attacks look thin and not cool like before.
THE LURKER IS SO UGLY.
One of the coolest looking units in BW became sooo lame in the sequel.

The whole zerg look really is lacking imo...
Zerglings and Lurkers look just silly.
POWER OVERWHELMING ! ! ! KRUU~ KRUU~
ilovehnk
Profile Joined October 2008
475 Posts
November 07 2008 13:41 GMT
#96
Fix siege tank look, make it look more advanced but not ugly; it is like a god damn bunker with a huge cannon stuck on top, way too big in size compared to other units.
Fix zergling look, it looks very ugly and movement animation is horrible, it should look more like dog running not bunny hopping.
Fix corruptor look, it looks like tadpoles on viagra.

Just a general improvement on graphics appreciated, perhaps make HD available. WC3 graphics looks very plain and old for something like SC2.
Hikou Shinketsushuu
Centric
Profile Blog Joined March 2008
United States1989 Posts
November 07 2008 14:35 GMT
#97
On November 07 2008 21:58 Aerox wrote:
Ugh, WHY SO MANY low count posters in here coming out of nowhere posting without understanding OP??? MINOR COMPLAINTS ONLY PLEASE!!111!!!1ELELVENEENNONE11!!!

I was thinking the same thing.
Super serious.
SilverskY
Profile Joined September 2008
Korea (South)3086 Posts
November 07 2008 17:36 GMT
#98
I think the colors of SCII are a bit too bright. Maybe turn it down a notch? It looks too "colorful". I can't say because I haven't played it myself, but from the pictures, and videos that I've seen so far, the colors seem too in-your-face.
Graphics
SilverskY
Profile Joined September 2008
Korea (South)3086 Posts
November 07 2008 19:13 GMT
#99
On November 07 2008 22:02 SuperJongMan wrote:
THE LURKERS!!!
Blizzard!!! THEY ARE UGLY.
Their razor spine attacks look thin and not cool like before.
THE LURKER IS SO UGLY.
One of the coolest looking units in BW became sooo lame in the sequel.

The whole zerg look really is lacking imo...
Zerglings and Lurkers look just silly.


I agree. By the way, didn't they say they're giving the lurker a remake on the look? What happened to that?
Graphics
Centric
Profile Blog Joined March 2008
United States1989 Posts
November 07 2008 19:17 GMT
#100
People will probably disagree with me, but I hate the way the Banshee looks. It doesn't look like it's realistic at all.
Super serious.
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