The dragoon that walked all the way over the impassable terrain only to get hit by the tank.... I love this game. Is this a clip from a specific match?
Game is so hard.
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The dragoon that walked all the way over the impassable terrain only to get hit by the tank.... I love this game. Is this a clip from a specific match?
Game is so hard.
If dragoons had good pathfinding they would be the most op unit in the game. 90% of starcrafts balance is the fact that most units path like shit.
Yeah, StarCraft 2 massively improved the pathfinding, plus it removed the unit selection limit, leading to a tendency towards big clumps of units effortlessly gliding around the battlefield and smashing into one another, since it's no longer a battle against the UI to actually move those big armies around.
This is an idea I actually find very interesting, the "actually, the game needs to be shit in order to be good" principle (well, that's it stated hyperbolically of course, I guess a more proper phrasing would be something like "the game requires a certain degree of friction in order for its mechanics to work"). Another example of this is Deus Ex - the original game infamously had some pretty clunky shooting mechanics, so Eidos-Montréal "fixed" that in Human Revolution - except, they promptly realized that by making the shooting good and effective, they actually just made it the easiest and most direct approach and kind of negated the point of stealth, so they then had to run a fucking surveillance program on ammo pickups to make sure the player doesn't have too much ammo at any given point.
The original Deus Ex didn't need to worry about that and was free to give away some pretty juicy rewards for exploration, because it knew that you wouldn't be able to actually use all that ammo to casually headshot every enemy in the level with the starting pistol without first having invested a substantial amount of points in getting your respective weapon skill up to that point, and weapon mods in improving the gun's stats itself. Removing friction from games, while intuitively an obvious improvement that makes the game "smoother" to play, can in fact have all these weird knock-on effects that mess up some other gameplay system.
Ah, to be a PC player headshotting every guard trivially, and then eating shit to a boss that expected me to have armour and an assault rifle and combat stats. I had fun
This is an idea I actually find very interesting, the "actually, the game needs to be shit in order to be good" principle
Diablo II had so many mechanics like this. Desynchronization being the main example. It being fixed in D2: Resurrected has drastically altered pk/PvP. Other things in this category include the Zod bug, ethereal bug, patch .08 items being OP as shit, claw block mechanics, and more. In this essay, I will
There's a starcraft 2 mod that replaces every player controlled unit in the campaigns with a "meme" version of that unit. Those range from being silly puns to making the game nearly unplayable. The description of the meme dragoon is basically just
-restored starcraft 1 pathfinding
and it's absolutely beautiful
Later RTSs really trended towards having giant deathball armies that moved around the map almost like a single unit. Whereas even small engagements in Brood War have an interesting geometry to them.
Brood war was all about micro in battles it was super fun. Balancing battle with production was extremely satisfying and difficult
for some reason I've been obsessed with starcraft lately
More like protass am I right
I don't remember if Starcraft had this feature, but in Total Annihilation (the RTS GOAT) you could use Shift to give units waypoints.
You can totally do that, but dragoons (the units shown in the OP) are like malevolent genies. They will happily twist any command you give them, so giving them a queue of move commands is like giving them carte blanche to crab dance into the nearest enemy siege tank position
Starcraft has waypoints too (also with Shift, I assume this was a UI convention just taken from Windows)
But in this particular case, what's happening is an element of pathfinding where if something goes wrong and the unit ends up in an invalid state/location, it's bumped in a random direction to get it out. Here, I think the SCV and Dragoon end up accidentally occupying the same space, which causes the Dragoon to get bumped downwards - except that bumps it into the water, which is also unpathable terrain for a ground unit, and so it keeps getting bumped down until it eventually occupies a valid spot of land.
yeah looks like the SCVs were tasked to a mineral patch then just as the last one was passing the dragoon they must have been given a move command to a non-mineral patch location making them lose the magical no-collision property with one suddenly occupying the same tile as the dragoon which was boxed in.
This is a tactic usually referred to 'drone drill' or 'drilling' but it's exactly as you described. the technique is so effective but to pull it off requires immense amounts of focus and speed.
It's very useful vs early zealot rushes when playing as zerg, as you can effectively stop the units from doing damage while you build zerglings
Well they are spiders. Nothing wrong here.