As for different settings, it is possible to Handicap players in WC3 (changing the amount of damage done + hp of units.... there will probably be a similar setting for SC2)
Korean Blue Post Translations (11/04/09) - Page 3
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Krikkitone
United States1451 Posts
As for different settings, it is possible to Handicap players in WC3 (changing the amount of damage done + hp of units.... there will probably be a similar setting for SC2) | ||
andrewlt
United States7692 Posts
On November 04 2009 23:43 Luddite wrote: I guarantee that they will just add unfair advantages to the AI for the harder levels. People don't realize how hard it is to program a good AI. It took about 50 years to get chess programs that could play against the pros. Doing such an AI for SC2 would probably take far more effort than actually making the basic game. Well, if they have abilities like that of the ghost that seem like no brainers and only limited by apm, the computer will be at a tremendous advantage. | ||
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Spazer
Canada8026 Posts
On November 05 2009 00:32 Equaoh wrote: Does burrowed count as cloaked - does EMP reveal burrowed units. I kinda doubt it. Logically speaking, this would make no sense whatsoever. | ||
Tsagacity
United States2124 Posts
On November 04 2009 20:02 Catch]22 wrote: Yeah, sniping ghosts in a decent mass would get pretty insane, but I don't think they're going to be built for that considering their insane cost at the moment.Why wouldnt it have smartcast? All smartcast means is that if you have 5 ghosts selected, and press snipe and click the templar, only one will snipe. Also, ghosts are freaking expensive in SC2 I believe. 150/200, 2 food, if SC2armory is correct. | ||
CharlieMurphy
United States22895 Posts
On November 04 2009 15:26 Whiplash wrote: ghost is def an anti caster role type unit, although i am kind of disappointed that they nerfed toss shields. I could argue that it's actually a buff, and not a nerf. the new mechanic only worked when out of combat (after X seconds or whatever) where it compensated for the lack of regen during the fight. When a point of shields is popping up every hit or every other hit its like an armor upgrade. On November 04 2009 19:29 Krikkitone wrote: In any case I hope the Ghost loses that EMP detection effect It's probably not as cheap as it sounds. Just look at the ways terran has to detect in SC1 compared to sc2. SC1: ebay-Turrets acad-gas-scanner tier 3 tech- vessel SC2: ebay-turret+sensor tower Orbital command center-scan(at expense of mule energy) (does the new vessel detect still?) and then there is the ghost temp detect It's one more option for detection, but detection seems to be a lot harder/more expensive in sc2. Think of it like a mini scan. Or if you have multiple ghosts its like a shittier version of constant detection that a vessel provides. Or the long lasting effect of scan. I think it will provide more cool moments where DT are dodging scans and such. On November 05 2009 04:10 Spazer wrote: I kinda doubt it. Logically speaking, this would make no sense whatsoever. Agree with that. EMP = Electro magnetic pulse. It haywires all machines (which cloak things) drains all power and shields, and apparently fucks with psi energy as well (which would explain how DT becomes uncloaked). However Burrowed units are just buried, you can ever argue that they might even be protected from the EMP being underground and all. (assuming that) This brings me back to my detection is harder in sc2 point. The ghost 'scan' doesn't even work versus zerg. | ||
Zozma
United States1626 Posts
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neobowman
Canada3324 Posts
Also, camera limits may be set up so that there is terrain outside of the playable map area for the sake of aesthetics. Fuck. More work for mappers. | ||
Krikkitone
United States1451 Posts
On November 05 2009 06:50 CharlieMurphy wrote: I could argue that it's actually a buff, and not a nerf. the new mechanic only worked when out of combat (after X seconds or whatever) where it compensated for the lack of regen during the fight. When a point of shields is popping up every hit or every other hit its like an armor upgrade. It's probably not as cheap as it sounds. Just look at the ways terran has to detect in SC1 compared to sc2. SC1: ebay-Turrets acad-gas-scanner tier 3 tech- vessel SC2: ebay-turret+sensor tower Orbital command center-scan(at expense of mule energy) (does the new vessel detect still?) and then there is the ghost temp detect Actually, for SC2 its ebay-Turrets Orbital command center-scan(at expense of mule energy) tier 3 tech- Nighthawk Ghost.. with ability to detect Ghosts, Banshees, DT, Observers.. and possibly Mothership cloaked units/buidings If Terrans are having problems with Detection, then they should just make Comsat cheaper... 50 too expensive, make it 25.... or 10... or 5 if Terrans still have too much trouble with detection. And the Protoss thing isn't as much of a Buff or a Nerf as it is a decrease in distintiveness. The ability was easy to balance 1. Change the 'delay' 2. Change the ooc rate Both 1 + 2 could be affected by techs/buildings if they were imbalanced at different points in the game (Building certain buildings/researching certain upgrades increases the ooc rate or the delay across the board) They could even design it so that attacking/using an energy ability resets the 'delay' as well. | ||
Macavenger
United States1132 Posts
Not really, that sounds like the same functionality the Warcraft 3 editor already has, which isn't painful to manage at all. By default there's just enough extra space on each side to fill in the camera when it hits the edge of the gamefield, and it's really easy to adjust. They also really need to put some more work into having the AI actually use its advantages if its going to cheat. The WC3 Insane AI gets double resources, and then proceeds to not use them and has 4k gold 5 minutes into the game. It's actually very little different from the normal AI except that it can last longer with 0 mining bases, since it's spent the entire game building up tons of resources. | ||
CharlieMurphy
United States22895 Posts
On November 05 2009 15:14 Krikkitone wrote: Actually, for SC2 its ebay-Turrets Orbital command center-scan(at expense of mule energy) tier 3 tech- Nighthawk Ghost.. with ability to detect Ghosts, Banshees, DT, Observers.. and possibly Mothership cloaked units/buidings If Terrans are having problems with Detection, then they should just make Comsat cheaper... 50 too expensive, make it 25.... or 10... or 5 if Terrans still have too much trouble with detection. And the Protoss thing isn't as much of a Buff or a Nerf as it is a decrease in distintiveness. The ability was easy to balance 1. Change the 'delay' 2. Change the ooc rate Both 1 + 2 could be affected by techs/buildings if they were imbalanced at different points in the game (Building certain buildings/researching certain upgrades increases the ooc rate or the delay across the board) They could even design it so that attacking/using an energy ability resets the 'delay' as well. wait, i'm pretty sure turrets need sensor towers to be able to detect. I swear it was like that at blizzcon. It could have changed though since then? | ||
Two_DoWn
United States13684 Posts
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PobTheCad
Australia893 Posts
On November 05 2009 16:06 Clownbaby wrote: In addition to all the AI settings, I wish we could have the ability to make the computer perform specific build orders, rather than seeing the stupid zealot rush with shield battery over and over. the toss ai in brood war has 3 openings zealot rush fast expansion DT rush | ||
myzael
Poland605 Posts
On November 05 2009 06:50 CharlieMurphy wrote: I could argue that it's actually a buff, and not a nerf. the new mechanic only worked when out of combat (after X seconds or whatever) where it compensated for the lack of regen during the fight. When a point of shields is popping up every hit or every other hit its like an armor upgrade. I would agree with you. Yet, super-regen after certain delay was soo cool lorewise. | ||
spkim1
Canada286 Posts
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dukethegold
Canada5645 Posts
On November 04 2009 18:08 Konni wrote: They could if they were using some machine learning algorithms and one central AI. This would be quite difficult to implement though and I doubt they're doing it. But this way the AI would learn BOs and micro tricks just as any other bnet player. A supernatural infinitive fast learning player that is, a player with the experience of many thousand games played a day. It is most likely possible with the current technology. Google already has an AL system that is capable of self-perfecting its own translation function through reading online posts. But of course, like hell that Blizzard is gonna spend millions on developing a system like that when they know that the customers want multiplayer, not human v.s. AL. On November 05 2009 17:40 spkim1 wrote: The best AI will never beat the best human. All Hail Never_Die (to an AI) Jaedong! July once said that Zerg is the most powerful race if the perfect micro can be achieved...umm... | ||
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Liquid`Jinro
Sweden33719 Posts
On November 05 2009 16:24 PobTheCad wrote: the toss ai in brood war has 3 openings zealot rush fast expansion DT rush Just like a human Protoss player, am I right? I believe that qualifies for a *zing*. | ||
AdunToridas
Germany380 Posts
[B]On November 04 2009 15:10 n00bonicPlague wrote: PROTOSS SHIELD REGENERATION: The out-of-combat "super-regen" has been removed, and shield regeneration has returned to the same slow rate found similarly in SC1. The rate is the same for all shielded units. Yay when Beta's out SC2's new features have been deleted completely and SC1 is fully restored. Hooray xD *sarcasm* | ||
bellweather
United States404 Posts
On November 06 2009 01:08 FrozenArbiter wrote: Just like a human Protoss player, am I right? I believe that qualifies for a *zing*. Haha your little red probe betrays you FA. | ||
d(O.o)a
Canada5066 Posts
On November 05 2009 02:59 Krikkitone wrote: Well I think it was reported that the highest level AI would not cheat 'map hack' wise but would get extra income, and that all the rest would be normal As for different settings, it is possible to Handicap players in WC3 (changing the amount of damage done + hp of units.... there will probably be a similar setting for SC2) I'm fairly certain it's impossible to make the computer not maphack, it's builds are completely based off the map itself and there's no way to make it scout like a human at correct times and in correct areas. | ||
Knee_of_Justice
United States388 Posts
Am i the only one to be a little irritated to see it gone? What could their reasoning be? I dont see why they would have scrapped it since it doesnt seem that hard to balance... and it was definitely very protoss-y I mean, who am I to say that, but seriously, it seemed like there were enough variables to make sure it was balanced right? | ||
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