The Mechanics of SC2 [Part 1] - Page 3
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FlamingTurd
United States1059 Posts
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omg.deus
Korea (South)150 Posts
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Rinrun
Canada3509 Posts
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Sylvr
United States524 Posts
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Viktator
Denmark23 Posts
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Piski
Finland3461 Posts
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GenesisX
Canada4267 Posts
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check mate
Germany39 Posts
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TheYango
United States47024 Posts
On June 22 2010 22:48 kajeus wrote: So while I respect your plea, I think this is a mechanic perhaps best left to BW. Your solution of lowering zergling speed seems like a huge sacrifice simply to encourage possible worker surrounds. Your proposal of having zerglings (etc) spread out when you don't tend to them is interesting, but I'm not sure anyone really understands what you mean. How would they "spread out''? When are they "moved carelessly"? How would this encourage interesting gameplay? IMO the ultimate goal of an RTS interface should be to do what you tell it to, but to do nothing that you *don't* tell it to. If you want to bring your units together, the interface should let you, but it's *bad* that it does so for you, for two reasons: 1) If the AI is automatically bringing units together/surrounding, it is performing tactical decisions that a player should be required to make. In doing so, a player who is not good enough to make those decisions well may come out ahead in battles he shouldn't because the AI covered an area of tactical decision-making that he should be punished for not thinking about. 2) If the AI is automatically bringing units together, it makes it difficult for a player who *wants* to spread hits units out to do so. The simple solution is for units to behave by moving in the formation they were in when they started (within reason). This way, a player can choose to bring his units together if he wants, but the AI doesn't do it *for* him. The magic boxes of SC1 behave somewhat like this, but it certainly could be refined. | ||
TrueRedemption
United States313 Posts
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Shiladie
Canada1631 Posts
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Voronoff
United States302 Posts
On June 22 2010 23:02 nihoh wrote: U forget that spells like Storm were much more stronger due counter the "spreading out" of units from primitive AI. I'm wondering if this is part of the reason that many people feel siege tanks are too strong (besides the lack of overkill). Is the splash of the tank reduced proportionally to storm? I can find the liquidpedia link for how the splash works in sc2, but not in sc1. | ||
bubblegumbo
Taiwan1296 Posts
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IaniAniaN
Canada555 Posts
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DuncanIdaho
United States465 Posts
But yeah, my one complaint with the current pathing system of sc2(don't get me wrong, it's way more awesome than that of broodwar, they've come a long way) is that banelings don't get priority and just wander around behind the zergling line if the lings get to the enemy first, and then ultralisks have a similar problem. I wish that the melee that deals the most damage would get priority and the grunts would move out of the way, but I guess it's nothing that some efficient micro-management can't cure... | ||
StarBrift
Sweden1761 Posts
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pedduck
Thailand468 Posts
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n.DieJokes
United States3443 Posts
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Tyraz
New Zealand310 Posts
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nihoh
Australia978 Posts
Does Warcraft III have the same pathing as Brood War does? And can't wait for Part II ^^ | ||
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