But yea i dont' want my marines to walk in a formation, i want them to move like I WANT.
HUGE potential pathfinding issues - Page 2
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aW]Nevermind
Venezuela73 Posts
But yea i dont' want my marines to walk in a formation, i want them to move like I WANT. | ||
azndsh
United States4447 Posts
auto-formation auto-walk speed none | ||
Blacklizard
United States1194 Posts
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flabortaster
Philippines99 Posts
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fight_or_flight
United States3988 Posts
On August 15 2007 15:41 LosingID8 wrote: yeah, i really agree. when i saw the rines and reapers running around i was like "wow they'd get owned by storm" since they clump together so much. funny coincedence that storm has been nerfed. Could it be that AoE is getting nerfed because they got rid of magical boxes? | ||
aka_star
United Kingdom1546 Posts
On August 15 2007 23:18 flabortaster wrote: Maybe custom formations? You create an formation and you press a button to "lock" the units in that position? what happens then if you have a vertical line of marines and then they come to a horizontal swarm of lings? would you prefer they stood locked in a stright line where maybe the top few are out of reach to fire and stand there idle or move foward to arch so that all of them could open fire ? There is a fine line between wanting a unit to do what you want exactly and wanting a unit to be sensible in a given situation. | ||
HaXxorIzed
Australia8434 Posts
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omgbnetsux
United States3749 Posts
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Klockan3
Sweden2866 Posts
But anyhow, the pathfinding is much better in wc3, and in sc2 as we saw. If you ordered your units to attack something around a corner in sc they would go in a line and get obliterated since its the worst formation ever, while in wc3 you can toggle for them to wait for each other giving them a much better formation than sc, and now in sc2 they can even push each other if someone is in the way meaning that there will be no pathing issues with your units blocking each other. However, what you are talking about isnt pathing issues, its formation issues. In sc you had a semi formation system were the units kept their old formation unless something intervened with it, but the formation wouldnt hold for battles or for any obstacles wich meant that it was very micro dependant and less macro dependant, while the wc3 one is a good overall formation that is quite tight but not tight enough to be aoe targets and its kept throughout any obstacles and airunits followed the ground units, this is very good for macro but less for micro. But here anything is good, as long as they have a formation movement toggle so that your units move in unison im happy, using it for a guardian/hydra combo would be neat since then the guardians wouldnt rush out were the hydras cant follow. | ||
holy_war
United States3590 Posts
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SoleSteeler
Canada5396 Posts
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rpf
United States2705 Posts
On August 15 2007 17:01 MYM.Testie wrote: I said that a couple years ago when I started playing about the reaver bugs.Don't get into a fit about path finding stuff you guys see so far. Blizzard is really working on pathing issues to the best of their abilities and I have no doubts that they'll pull through. Don't hold your breath. | ||
Auspicious
United States175 Posts
As to the OP, this is a great point. It never even occurred to me, actually. I did notice that there was an incredible amount of clumping in gameplay videos though and thought it looked really ugly. | ||
lololol
5198 Posts
On August 16 2007 01:11 SoleSteeler wrote: Look at his screenshots people, it's quite obvious if you look at the formation toggle it's set to OFF It's also obvious if they read the OP, but I guess reading is hard, too | ||
Blacklizard
United States1194 Posts
On August 16 2007 00:27 Klockan3 wrote: snippage-- and now in sc2 they can even push each other if someone is in the way meaning that there will be no pathing issues with your units blocking each other. I'm worried about this. At what point do they move out of the way or just go around? 5 units, walk around, 6 units go through? Or is it dependent on temporary formation? Or hit collisions? It should be really clear and consistent to the player. Sounds like it'll be "automatic" and therefore unpredictable behavior, which is just as annoying as the unpredictable behavior of bad pathing. | ||
StripedBlueCrow
United States506 Posts
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SoleSteeler
Canada5396 Posts
On August 16 2007 04:02 Blacklizard wrote: I'm worried about this. At what point do they move out of the way or just go around? 5 units, walk around, 6 units go through? Or is it dependent on temporary formation? Or hit collisions? It should be really clear and consistent to the player. Sounds like it'll be "automatic" and therefore unpredictable behavior, which is just as annoying as the unpredictable behavior of bad pathing. I've played a lot of War3 and it never seemed to bother me... Very easy to get used to, I've never heard of players, noob, mediocre or pro, saying that they lost a game because of this pathing 'problem'. There were some pathing bugs throughout war3's life though (units stopping for no reason), not talking about those. | ||
x_woof_x
United States659 Posts
On August 15 2007 17:41 LosingID8 wrote: we terran users have no right to complain when protoss have the dragoon hey, i can control goons pretty well | ||
Naib
Hungary4843 Posts
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Zanno
United States1484 Posts
On August 15 2007 23:45 fight_or_flight wrote: That's what I think happened. I strongly believe a lot of the AOE nerfing done late in war3 development (they put max damage caps on all AOE spells) could have been easily avoided if they fixed the pathfinding instead.funny coincedence that storm has been nerfed. Could it be that AoE is getting nerfed because they got rid of magical boxes? | ||
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