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heya, i only recently joined but i thought i would just post some of the bugs or problems i encountered while playing the new AI. I'm a huge SC fan (plan on buying the game second it comes out in my country) and hope these are helpful in some way.
- a common one many have noticed is the terran command center lifting off but never recovering
- while the new AI zerglings attacks barriers making the games interesting I found that a could attack them from the opposite side of the barrier and yet the zerglings just keep on attacking.
- using the SC2ALLin1.exe launcher i played a couple of 2vs2 games and it seems everytime that my team mate will rarely protect his own base no matter his race. It ends up with me trying to keep him alive while he just keeps rushing the enemy with small forces. in 2vs2 matches it also seems that my team mate rushes both teams at once making them both focus attack on him early game making it hard for hims to survive.
-while watching 3 zerg AI's face off against one another while being spectator (via SC2ALLin1.exe launcher) I noticed that the zergs make more use of the queens creep tumours which is excellent, but i also noticed they rarely try connect their bases together or place them in areas where creep already exists.
-while watching 3 protoss AI's face off against one another while being spectator I also noticed that while they make good use of their nexus's chrono boost early game they eventually after reaching mid game start only putting it on the nexus despite it not building any probes or doing anything for that matter and completely ignoring the other buildings it should be focusing on that are at that time researching or building units.
- not really a problem I think but in all the AI's I have played I have rarely seen the AI's use the Broodlord, Yamoto Cruizer and the protoss Mothership. actually finding it hard to place ultralisk usage too. I saw the hard AI's income rate and they make more than enough money late game to introduce these units.
Suggestions?:
- it could be a nice tactic if for the terrans thay not only lifted their command center when it gets attacked but also other buildings when critically damaged and they are not building any units or researching.
- perhaps instead of building at a new miniral deposit for the terrans they could 1st build the command center and then move it to the location if its near by (dunno if this really worth it but just putting it out there)
- for the zergs when miner drones are under attack and the burrow research has been completed they burrow underground to avoid damage when there are no detectors.
- better team work in protecting other team members bases and defending their own might be nice after seeing how i had to permanently stop them being crushed by sheer numbers
- zergs connecting bases with creep tomour paths or pathing towards the enemies to increase their attacks and their efficiency (of most of the teams for some reason i find the zerg ai to be the weakest one and i usually play zerg myself)
- protoss and terrans attack inactive creep nodes (ones without the expand ability) to hamper the zergs as a counter strategy. enemy zergs should not do this as they actually have an advantage on it.
I think thats it for now. I have some other suggestions but since I have never done AI coding myself I dont know what can be done or not (Im a student of software engineer so i do get the basic programming concepts). Hope this is found to be helpful in some way. Zergs ftw
heya, i only recently joined but i thought i would just post some of the bugs or problems i encountered while playing the new AI. I'm a huge SC fan (plan on buying the game second it comes out in my country) and hope these are helpful in some way.
- a common one many have noticed is the terran command center lifting off but never recovering
- while the new AI zerglings attacks barriers making the games interesting I found that a could attack them from the opposite side of the barrier and yet the zerglings just keep on attacking.
- using the SC2ALLin1.exe launcher i played a couple of 2vs2 games and it seems everytime that my team mate will rarely protect his own base no matter his race. It ends up with me trying to keep him alive while he just keeps rushing the enemy with small forces. in 2vs2 matches it also seems that my team mate rushes both teams at once making them both focus attack on him early game making it hard for hims to survive.
-while watching 3 zerg AI's face off against one another while being spectator (via SC2ALLin1.exe launcher) I noticed that the zergs make more use of the queens creep tumours which is excellent, but i also noticed they rarely try connect their bases together or place them in areas where creep already exists.
-while watching 3 protoss AI's face off against one another while being spectator I also noticed that while they make good use of their nexus's chrono boost early game they eventually after reaching mid game start only putting it on the nexus despite it not building any probes or doing anything for that matter and completely ignoring the other buildings it should be focusing on that are at that time researching or building units.
- not really a problem I think but in all the AI's I have played I have rarely seen the AI's use the Broodlord, Yamoto Cruizer and the protoss Mothership. actually finding it hard to place ultralisk usage too. I saw the hard AI's income rate and they make more than enough money late game to introduce these units.
Suggestions?:
- it could be a nice tactic if for the terrans thay not only lifted their command center when it gets attacked but also other buildings when critically damaged and they are not building any units or researching.
- perhaps instead of building at a new miniral deposit for the terrans they could 1st build the command center and then move it to the location if its near by (dunno if this really worth it but just putting it out there)
- for the zergs when miner drones are under attack and the burrow research has been completed they burrow underground to avoid damage when there are no detectors.
- better team work in protecting other team members bases and defending their own might be nice after seeing how i had to permanently stop them being crushed by sheer numbers
- zergs connecting bases with creep tomour paths or pathing towards the enemies to increase their attacks and their efficiency (of most of the teams for some reason i find the zerg ai to be the weakest one and i usually play zerg myself)
- protoss and terrans attack inactive creep nodes (ones without the expand ability) to hamper the zergs as a counter strategy. enemy zergs should not do this as they actually have an advantage on it.
I think thats it for now. I have some other suggestions but since I have never done AI coding myself I dont know what can be done or not (Im a student of software engineer so i do get the basic programming concepts). Hope this is found to be helpful in some way. Zergs ftw