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  • Some aspects that could be improved:
    The AIs in gernerell (for Protoss and Zerg) have problems in usage of defense buildings: They attack emerging army in a "defense all in move" out of the range of the defense buildings, instead of waiting until the enemy force is in range of them. Somehow friendly defense buildings are seen as normal buldings without considerations for combat.
    Additionally, especially for Protoss against Zerg: Protoss should locate their Zealots in closer proximity to their workers (especially if fast expanding) in early game to avoid the scenario that zerglings do free kills on single zealots. (Btw: Nice that Terran AI moves its Marines to the Mineral line occasionally!)
    Another point is ZvP: Zerg AI should take account of its greatest fear more seriousely: Colossi! It is underestimating it deadly, sending a mixed army of zerglings, roaches and hydras against an army that includes Colossi: FAIL! There must be a special script against this extraordinary unit countering it with Corrupters or Infestors.
    I am not sure if there is an Zerg operator at all that uses Infestors, but since it is one of the Zergs key-units in chasing down running forces and countering expenisve units it should be seen rather as a standard unit.
    Good luck,
    KaPy

    Anonymous
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