I'm admit that I'm not a good Starcraft 2 commander so there is some commander good but also some commander really bad. So can you tell me how you feel about them and some suggestion to improve it better.
To find a fault is easy; to do better may be difficult.
v0.48b zerg making to many creep tumor.creep tumor position too bad. same location 8 tumor not good.
to many static air defense but a few ground defense. not good for early game. zerg ai have aprox.9000 mineral and gas and not makin army. reinforcements not coming. thanks
The worst is Dark Hasu obs: A fast coloss build but after the robotics is finished there come at least 3 immortals before the first coloss. :) (and that against a marine only build...) And it seems to cut probes for that.. omg, it is the very worst of all commanders
lol, the enemy now product based on his resources. If he finds out that his Minerals is a lot more than gas so better train Immortal because it high cost Minerals to balance the Gas and Minerals.
Next time we will try to group the commander for better build counter.
To find a fault is easy; to do better may be difficult.
Sorry I don't know their names right off, I'm a casual player so I don't play enough to memorize it, just the tactics employed.
These are based on 1v1 games on my favorite 4 player maps, Lost Temple/Metropolis/Shakura's Plateau.
Strong Yay - Aggressive Protoss Mass Ground Army
I'm a strong fan of the heavy ground forced protoss commander, using zealots, stalkers, sentries, immortals, colossus and void rays. It's a very strong unit mix making it effective against pretty much anything thrown at it.
Any player with strong macro, moderate-high micro and an effective unit mix of their own, should be able to fend it off with minor to moderate casualties.
While those who suffer either- poor unit compositions, weak macro ability or not microing at all, will suffer extreme casualties resulting in losing your army, and most likely your expos and main.
It's very strong from start to finish, being a very aggressive Ai, which can make any XvP quite the challenge to deal with depending on your play style; and makes for a very realistic Ai to train against when trying new builds or races.
I absolutely love this Commander Ai! because there isn't a single second where you aren't kept on your toes. Every second strongly counts, and those who love macro intensive games which require split second decisions, there is nothing better.
My least favorite one of all would be the protoss carrier/mothership rush commander; who strongly struggles with defending the base early game and mid game.
The primary flaws from when I've allowed it to tech up revolved around the Vortex ability being used in bad locations, often resulting in every interceptor being swallowed up along with a few of its carriers.
With moderate micro, a player can easily keep anti air units far enough back, and let the melee units just run underneath the carriers, so the mothership Vortex's them causing the problem above.
This results in the anti air having no contest against destroying the mothership; or with detection allowing you to easily snipe down interceptor-less carriers, causing the Ai to retreat.
By retreating, it leaves the few carriers in the vortex completely surrounded by your units, causing them to be shredded like tin-foil. This creates the perfect window of opportunity for your final push in a very poorly defended base, with just a mothership and the carrier casualties. ----
Sorry it's so review like, but I like attention to detail, especially when pointing out strengths and flaws in someones project.
This next portion will be my personal opinion on greatly improving it, and will be denoted by the box around the text.
Improvement - The carrier commander needs to better reinforce its base. I'm often met with small resistance, and poor reinforcement shortly after. Harass is also too easy because of this, so it's easy to cripple the resource lines.
I believe this can easily be fixed by evolving the build to the next level. I strongly recommend adding mid-game void rays to the build. Mothership, Carriers and Void Rays clearly make it an air superiority build, and make mid-game defense stronger so it can defend long enough to prepare a fleet of Carriers to go with.
When I preform a Protoss air superiority "rush" during Beta; very quick Lv1 air weapons, a few voids and the mothership easily dominate those who aren't prepared for it mid-late game.
Just ensure the voids don't travel too far outside the Motherships cloaking field, otherwise the voids can be easily picked off before the Mothership is in range.
Being 1-2 seconds worth of time away from the maximum cloaking range is more than enough to have 2 seconds of charge built up while preventing any voids from being too heavily damaged or destroyed.
By preforming this mid-late harass, the carriers will be safe to build back at home, ready for the mothership recall which will be ready when the 1-2 carriers exit the starports.
Assuming the player did not have proper detection and the mother ship is alive. If you can command the Ai to use Recall on the carriers at base, then the player is in for a very rude awakening when dealing with potentially fully charged voids, and a carrier or two stomping away at their doorstep.
With more carriers and voids being produced back at home to reinforce the fleet. The Ai will have to focus on more expansions to support additional stargates.
Thus as more time goes by, he will eventually be overwhelmed by the increasing numbers of voids and carriers joining the fleet from the many stargates.
Should the mothership be destroyed and recreated, there is no need to use recall, and it's then considered an appropriate time for use of Vortex in any future encounters.
However! try and program Vortex to only target units capable of attacking air, so that it won't improperly swallow units that aren't a threat, and accidentally taking down some of its own ships with it.
This is where the void ray will truly shine, since its attack isn't swallowed by the Vortex and can continue assaulting the remaining enemy forces, powering its charge so when the Vortex collapses, the threat within will quickly be ripped apart by the fleet.
This was something I used more so as a 2v2 tactic, but even in 1v1 it will greatly increase it's odds of survival greatly in comparison to waiting for the latest tech Carriers.
Use of deterrents helped keep the enemy from making any early resource harass, by buildings making a 1px choke, a single zealot holding position in this choke, and uses of either 2 stalkers or 2 Photon cannons, one placed at the mineral line and the other by the ramp.
Take as much from my strategy as you'd like. It would be pleasing to see the Ai employ such tactics to gain a stronger mid-late game upper hand by warping in the carrier reinforcements to help stand it's ground in it's assault.
But it would also be interesting to hear how people have found the change in difficulty. Along with strategies used to defeat it.
Thank you, I'm very appreciate this and try to implement this in my AI :). About Mothership Ability Vortex, it hard to distince between range and not ranged unit in blizzard code, I will try another way.
To find a fault is easy; to do better may be difficult.
I know nothing of coding, but if it's unable to determine between a ranged or un-ranged unit.
Could it be able to determine what exact unit to use it on? For example, being told to specifically target stalkers when it sees them.
Also since you haven't voiced any concern against the recall for the carriers at home, I'm hoping you're able to pull it off. That would make it feel much more "human" when it comes to the harass tactic.
You are also very welcome, but I should be thanking you for putting such effort into making this great Ai.
It hard, because we need every unit type in function. Mass Recall function not implemented. This would also be great tactic :) but haven't try the target from far Mothership yet.
To find a fault is easy; to do better may be difficult.
I'm admit that I'm not a good Starcraft 2 commander so there is some commander good but also some commander really bad. So can you tell me how you feel about them and some suggestion to improve it better.
My favourite is "Thor Defender"
he have power of M&M in early game and Thor (that can attack land units air units and buildings very well) in mid and late game
there is no worst :)
maybe Zerg AI is weak a little, but i like it like this :D
Same question about Dark commander :D
v0.48b
zerg making to many creep tumor.creep tumor position too bad.
same location 8 tumor not good.
to many static air defense but a few ground defense.
not good for early game.
zerg ai have aprox.9000 mineral and gas and not makin army. reinforcements not coming.
thanks
78.187.4.xxx
The worst is Dark Hasu obs: A fast coloss build but after the robotics is finished there come at least 3 immortals before the first coloss. :) (and that against a marine only build...)
And it seems to cut probes for that.. omg, it is the very worst of all commanders
81.189.240.xxx
lol, the enemy now product based on his resources. If he finds out that his Minerals is a lot more than gas so better train Immortal because it high cost Minerals to balance the Gas and Minerals.
Next time we will try to group the commander for better build counter.
Sorry I don't know their names right off, I'm a casual player so I don't play enough to memorize it, just the tactics employed.
These are based on 1v1 games on my favorite 4 player maps, Lost Temple/Metropolis/Shakura's Plateau.
Strong Yay - Aggressive Protoss Mass Ground Army
I'm a strong fan of the heavy ground forced protoss commander, using zealots, stalkers, sentries, immortals, colossus and void rays.
It's a very strong unit mix making it effective against pretty much anything thrown at it.
Any player with strong macro, moderate-high micro and an effective unit mix of their own, should be able to fend it off with minor to moderate casualties.
While those who suffer either- poor unit compositions, weak macro ability or not microing at all, will suffer extreme casualties resulting in losing your army, and most likely your expos and main.
It's very strong from start to finish, being a very aggressive Ai, which can make any XvP quite the challenge to deal with depending on your play style; and makes for a very realistic Ai to train against when trying new builds or races.
I absolutely love this Commander Ai! because there isn't a single second where you aren't kept on your toes. Every second strongly counts, and those who love macro intensive games which require split second decisions, there is nothing better.
Strong Nay - Turtle/Tech Carrier & Mothership Rushing
My least favorite one of all would be the protoss carrier/mothership rush commander; who strongly struggles with defending the base early game and mid game.
The primary flaws from when I've allowed it to tech up revolved around the Vortex ability being used in bad locations, often resulting in every interceptor being swallowed up along with a few of its carriers.
With moderate micro, a player can easily keep anti air units far enough back, and let the melee units just run underneath the carriers, so the mothership Vortex's them causing the problem above.
This results in the anti air having no contest against destroying the mothership; or with detection allowing you to easily snipe down interceptor-less carriers, causing the Ai to retreat.
By retreating, it leaves the few carriers in the vortex completely surrounded by your units, causing them to be shredded like tin-foil.
This creates the perfect window of opportunity for your final push in a very poorly defended base, with just a mothership and the carrier casualties.
----
Sorry it's so review like, but I like attention to detail, especially when pointing out strengths and flaws in someones project.
This next portion will be my personal opinion on greatly improving it, and will be denoted by the box around the text.
This was something I used more so as a 2v2 tactic, but even in 1v1 it will greatly increase it's odds of survival greatly in comparison to waiting for the latest tech Carriers.
Use of deterrents helped keep the enemy from making any early resource harass, by buildings making a 1px choke, a single zealot holding position in this choke, and uses of either 2 stalkers or 2 Photon cannons, one placed at the mineral line and the other by the ramp.
Take as much from my strategy as you'd like.
It would be pleasing to see the Ai employ such tactics to gain a stronger mid-late game upper hand by warping in the carrier reinforcements to help stand it's ground in it's assault.
But it would also be interesting to hear how people have found the change in difficulty.
Along with strategies used to defeat it.
/Tired from writing
Thank you, I'm very appreciate this and try to implement this in my AI :). About Mothership Ability Vortex, it hard to distince between range and not ranged unit in blizzard code, I will try another way.
I know nothing of coding, but if it's unable to determine between a ranged or un-ranged unit.
Could it be able to determine what exact unit to use it on?
For example, being told to specifically target stalkers when it sees them.
Also since you haven't voiced any concern against the recall for the carriers at home, I'm hoping you're able to pull it off.
That would make it feel much more "human" when it comes to the harass tactic.
You are also very welcome, but I should be thanking you for putting such effort into making this great Ai.
It hard, because we need every unit type in function. Mass Recall function not implemented. This would also be great tactic :) but haven't try the target from far Mothership yet.
I like Thor Defender and I dont remember but this one who make DT.
I love DT and their crazy 50-60 DMG.
Like Thor deffender, dont like Blue Marauder and Black reaper sneaker: Not enough anti-air
109.128.43.xxx
except for the 6 pool Zergling Rush!
I like them all!