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Dustin Browder on tanks "smart target"

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Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
Last Edited: 2010-07-16 11:25:24
July 16 2010 11:24 GMT
#1
I doubt everyone were on the chat yesteday with Dustin Browder and other Blizz devs, some very interesting questions were answered such as this..

(Some guy says tanks smart-fire is overpowered vs zerg)

[image loading]

He's seems very much into the problem, and as he explains it, it's a performance issue such that many things doesn't happen at once on screen.

If tanks shoots 1/16-1/8 secs apart, the target is most likely already dead, and the other tanks wont shoot it...

Which leads into we will most likely will never see a solution.

I thought you guys might wanted to know.
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
Nyx
Profile Blog Joined May 2010
Rwanda460 Posts
July 16 2010 11:27 GMT
#2
I wish they'd clear stuff like this up sooner, I'm sure they knew very well that people had a problem with tanks.

Also, performance optimizations effecting gameplay?
TheFinalWord
Profile Joined May 2010
Australia790 Posts
July 16 2010 11:27 GMT
#3
I don't see a problem if the stats are 50/50 win loss, although I am a terran player so take that as it is.
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
July 16 2010 11:28 GMT
#4
On July 16 2010 20:27 Nyx wrote:
Also, performance optimizations effecting gameplay?



Exactly... =)
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
blackodd
Profile Joined April 2010
Sweden451 Posts
Last Edited: 2010-07-16 11:28:39
July 16 2010 11:28 GMT
#5
There were slowdown issues in SC1 where all tanks fired at once, where you had like 20 tanks.. at least on my old computer. I guess it would be the same with SC2.
For I am the Queen of Blades. And none shall ever dispute my rule, again...
GoDannY
Profile Joined August 2006
Germany442 Posts
July 16 2010 11:29 GMT
#6
Guess we all have to get used to it that just speedlots or zerglings do not perform so well vs tanks.
Team LifeStyle - it's more than a game
heynes
Profile Joined July 2009
Germany201 Posts
July 16 2010 11:30 GMT
#7
On July 16 2010 20:27 Nyx wrote:

Also, performance optimizations effecting gameplay?


yep and its so sad. Graphics > Gameplay at SC2 i guess xD while sc:bw is the ultimate gameplay > graphics game xD
Na_Dann_Ma_GoGo
Profile Joined March 2010
Germany2959 Posts
July 16 2010 11:31 GMT
#8
As Dustin Browder said in this chat.
They won't make any (bigger I think) balance changes for some time. The community gotta learn all the strategies, counters etc. which does take some time. And by then doing the right balance change is much easier.

Also I think it was pretty clear why Tanks don't overkill. Who thought there was some kind of smart targeting in form of a special system?
WrathBringerReturns said: No no no. Sarcasm is detected in the voice. When this forum is riddled with stupidity, you think I can tell every post apart? Fair enough it was intended sarcastically, was it obvious? Of course not.
urashimakt
Profile Joined October 2009
United States1591 Posts
July 16 2010 11:31 GMT
#9
I'm not sure exactly what you mean here. Is it that there's a problem with siege tanks firing the way they do? Do you want them to fire "dumb" rounds?

Either way, none of what he said means there's no solution to whatever you feel the problem is. The random delay is softly "coded" into the game via the Galaxy layer. You can go right into the editor and change it to have no random delay at all and siege tanks will go crazy shooting the same target immediately, wasting tons of damage on overkill. He didn't say that couldn't change, he just explained why it seemed siege tanks were shooting "smartly".

They could also add a slight travel time to the round, also simple to do. This would also make them waste rounds. I just think the development team doesn't see why tanks should waste rounds at all.
Who dat ninja?
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
July 16 2010 11:34 GMT
#10
On July 16 2010 20:31 urashimakt wrote:
I'm not sure exactly what you mean here. Is it that there's a problem with siege tanks firing the way they do? Do you want them to fire "dumb" rounds?

Either way, none of what he said means there's no solution to whatever you feel the problem is. The random delay is softly "coded" into the game via the Galaxy layer. You can go right into the editor and change it to have no random delay at all and siege tanks will go crazy shooting the same target immediately, wasting tons of damage on overkill. He didn't say that couldn't change, he just explained why it seemed siege tanks were shooting "smartly".

They could also add a slight travel time to the round, also simple to do. This would also make them waste rounds. I just think the development team doesn't see why tanks should waste rounds at all.


Thanks for the insights.
I doubt they'll change the delay (the 1/16-1/8 sec) if it screws with performance of poor hardware pcs.
I still find it interesting, I for one thought it was new AI optimization.. It could be done that way .
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
blackodd
Profile Joined April 2010
Sweden451 Posts
Last Edited: 2010-07-16 11:35:39
July 16 2010 11:35 GMT
#11
On July 16 2010 20:31 urashimakt wrote:
I'm not sure exactly what you mean here. Is it that there's a problem with siege tanks firing the way they do? Do you want them to fire "dumb" rounds?

Oh you explained it yourself.. nvm lol
For I am the Queen of Blades. And none shall ever dispute my rule, again...
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
July 16 2010 11:35 GMT
#12
Could anyone post link to that interview? If it exist somewhere? Thanks..
gillon
Profile Blog Joined April 2010
Sweden1578 Posts
July 16 2010 11:35 GMT
#13
I kinda have the same feeling. I mean, sure, tanks feels really good versus zerg, but if terrans aren't winning matches, are they really overpowered?

I mean, that's what matters in the end.
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
urashimakt
Profile Joined October 2009
United States1591 Posts
July 16 2010 11:37 GMT
#14
On July 16 2010 20:35 Everlong wrote:
Could anyone post link to that interview? If it exist somewhere? Thanks..

http://www.teamliquid.net/forum/viewmessage.php?topic_id=132653
Who dat ninja?
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
July 16 2010 11:37 GMT
#15
On July 16 2010 20:35 Everlong wrote:
Could anyone post link to that interview? If it exist somewhere? Thanks..


There's a thread with some of the answers/questions here:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=132653
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
HubertFelix
Profile Joined April 2010
France631 Posts
Last Edited: 2010-07-16 11:38:24
July 16 2010 11:38 GMT
#16
I don't think they should make balance choice only with percentages.
"50/50", so no units in both races need a change? wtf ?

If protoss has 50/50 in all their matchup, they should let carriers weak. But it's ok dude, it's 50/50

As zerg I feel that some of my units are too strong like the baneling and others too weak like zerglings or roaches..I guess they won't change anything because hey, it's 50/50.
skeldark
Profile Joined April 2010
Germany2223 Posts
Last Edited: 2010-07-16 11:40:16
July 16 2010 11:38 GMT
#17
i think the problem is : if terra wins vers z he dont win close he win without loose many units.

So the Zerg who lost thinks its overpowerd, but t dont win more games than they should.
its just how it looks IF they win....
Save gaming: kill esport
towerranger
Profile Joined March 2010
Austria134 Posts
July 16 2010 11:41 GMT
#18
i`d like to now if its 50/50 top 50 diamond league or 50/50 overall
Shirolol
Profile Joined April 2010
England504 Posts
July 16 2010 11:41 GMT
#19
On July 16 2010 20:38 HubertFelix wrote:
I don't think they should make balance choice only with percentages.
"50/50", so no units in both races need a change? wtf ?

If protoss has 50/50 in all their matchup, they should let carriers weak. But it's ok dude, it's 50/50

As zerg I feel that some of my units are too strong like the baneling and others too weak like zerglings or roaches..I guess they won't change anything because hey, it's 50/50.


C'mon now, they never said they only look at the percentages of win ratios.. Their point however is the fact that across a LARGE amount of people there doesn't seem to be a huge imbalance like most people claim.

This is especially apparent if you look at results of tournaments, if mech was so overpowered why does zerg seem to do the best? (Arguing that ALL good players ONLY play zerg isn't an arguement. -.-)
Korean Netizen wrote: My ears died from the static and the music and my eyes died from the depressing gameplay and bad observer.
urashimakt
Profile Joined October 2009
United States1591 Posts
July 16 2010 11:42 GMT
#20
On July 16 2010 20:38 HubertFelix wrote:
I don't think they should make balance choice only with percentages.
"50/50", so no units in both races need a change? wtf ?

If protoss has 50/50 in all their matchup, they should let carriers weak. But it's ok dude, it's 50/50

As zerg I feel that some of my units are too strong like the baneling and others too weak like zerglings or roaches..I guess they won't change anything because hey, it's 50/50.

They definitely are not saying that they only use statistics to back up their choices. It's just an important thing to consider! They took some pretty hardcore action to prevent units from being useless, like removing the lurker when it conflicted with the roach/baneling combo. They were so close in their use that you probably would only use the "better" one in all match-ups. They'll get every unit to feel just right eventually.
Who dat ninja?
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