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Messages - greenbird

#1
gg2 you seriously are a nub.
You don't know what you are talking about once more.
Only the people with VERY GOOD MICRO can beat 5zealots with 6zerglings.

Lurker AI is uncontrollable it auto attacks the nearest target(not talking about lurker hold trick).

Marine Vs Lurker

Best Marine micro ever!!!
This is in actual "Pro game".

Everyone plz ignore gg2 he is a nub who thinks playing vs AI equates to skill vs other players.

GG2 you are full of shit again. Post me one NORMAL BO that someone has done that won vs this AI. A normal BO is if you are PVP and you see him build 2gateways you making 2 gateways. If you see him get 6pool in ZVZ you are also going to go 6pool. Your posts are so stupid.

As the only person who knows what he is talking about manfredmusterman said, you can't play "normally" vs someone who starts off with 1000 more minerals at start.

If you played a person and they built pool with their 6th drone what would be the normal response by players. You'd build rax/gateway/pool straight away, You'd start pumping units.
Guess what? This response loses you the game.

Everyone ignore gg.sc2 he is full of it.
#2
You are a newb, you are 'boasting' about beating an AI that a lot of people have beaten dozens of times. Fast DT tech vs mass gateways is a valid strategy? No, you are abusing the fact you know the AI won't be attacking with its 4zealots even if you have 0 until it creates another 4.

The problem I have with you is that you can 'beat' AI without abusing the system. Fast DT tech no cannons, no zealots isn't a valid strategy vs anyone. Especially knowing he has 4zealots out when your DT structure isn't finished.

If you read earlier before you posted I said fast DT tech is one of the ways to win, because you can abuse the fact it won't rush.

This isn't a forum for starcraft2 strategies vs other players, but how to beat cheating AI. Because it starts off with 1000minerals more at start , all strategies in beating the AI revolves around knowing when he attacks and which units he is sending.

If you really think you are pro because you learnt how to fast tech to DT, you are an idiot.

No ones here to discuss 'tactics' to beat other players , but discussion about beating AI.

I'd love to see anyone who can win vs this cheating AI going a build order they would normally go vs another human player. Etc If I scout and see opponent making 2 gateways I'd do the same thing, the difference being this opponent will have 4gateways while you have 2.
#3
16minutes beat TVT on LT , though 3 minutes of it was taken up killing his buildings, could probably manage 15 minutes if I built my 2nd fact/rax closer to his base. On a smaller map could probably win a bit faster

Bobosmrade: AI starts off with about 1000gas/minerals at start which is how he builds his mass buildings from start. Scouting is useful to figure out which build AI will send. There are 2 build types per race. And you are wrong, I've seen the AI create 4 CCS if you give it mapcontrol. It expands to its natural straight after its initial push.

The non cheat version is way too easy, that's the problem. I could win by giving the computer a 3minute headstart or win in first 3minutes with a 6ling rush. The cheat version(non chinese version) is only semi hard at the start. The chinese cheat which most people are talking about here, is the hardest AI to beat, but even then it's mid game tactic is horrible.

I just want to play vs an AI without winning by playing with mouse only and if the AI starts off with 1000minerals, yeah so be it.
#4
krutoisstudent, you don't know what you are talking about. The AI has 2 different modes of play per race. Try defending ZVZ one hatch roach/ling when he goes roach ling. His first roach/ling push comes out 5minutes before the Hydra build and he attacks with 12lings+8 roaches.
ZvZ there isn't much you can do without defensive structure, and your burrow won't be half way done when he hits unless you 'rushed burrow' with early gas.

Fast DT is abusing computer weakness. Like any other "build" people have to beat the modified AI. It relies on you knowing that it's never going to 'rush' so you can fast tech before he hits with his 10zealots. VS any decent human opponent in PVP you aren't going to be teching straight to DTs if you know they are massing gateways.

It's only the first push where his extra 1000 minerals make it hard to defend against, once you defend that, it's pretty easy to win.

I should time how fast I can beat the AI without going proxy rax/cannon rush.
#5
protoss AI uses up most of his minerals from the initial push so if you take his natural he has 4 stargates with no minerals to build a carrier.

Even when he gets carriers , anti air units with ghost +EMP owns them pretty quickly, BCS work well as well.

With protoss mass expand after initial push and get your own carriers, though I usually end the game a lot faster.

Zerg has it easy. Mass upgraded hydras own everything except his main. For some reason AI builds like 20cannons in his base when he starts building his carriers.

But yeah, if you take out his natural he doesn't have enough minerals for carriers. Just a lot of unused gas.
#6
gg2 from your posting it's obvious you don't know what you are talking about.
A good terran player can kill a lurker with a single marine by abusing the cooldown timings for attack in sc1. Starcraft 1 AI would auto attack nearest threat which is why decent players can 'dance' units around people who didn't micro them at all. Agro the zealots with 1 ling then hit the furthest zealot with the other 5 and swap ling positions so they never get hit more than twice. Mainly because it takes 3 zealot hits to kill a ling. While 2 hits from 5lings kill a zealot. This is assuming you aren't playing a player but the computers default auto attack controls.

In starcraft 2 the dancing doesn't work effectively in that the unit will stop chasing and go back on the default path after a few seconds if it can't hit the unit.

Easiest way I found to defeat AI zealots is simply to constantly dance units while your defensive structure hits it. AI priortises units first so with 1-2 units keep moving back and forth while your range units/structure hits it. Requires careful micro or your units die pretty quickly. Can't do this vs any other units because lings are faster and rines have range. Killed the initial 10zealot rush with 4lings and 2sunks this way.

Claushouse  with TVP either build a bunker at chokepoint with supply/rax and have 3-4 scvs repairing. Have a scout scv ahead so you know when he moves out, that's when you pull your scvs from base to repair. I usually have about 6 rines and my tank ends up popping during the battle.

BO is 9 rax 10upgraded CC and gas/supply depot 12 factory 14-16 supply depending on whether you want to wallblock using supply or bunker. Main thing in terran is to constantly use the mule, which is why rax before supply. A mule equals 6scvs. Pumping out rines meanwhile.
This works vs zerg/toss , but vs terran you need to cut down on minerals faster and have your gas out earlier so your tank comes out with SIEGE earlier. If you time it right, your tank gets siege just before they hit and with 8rines with 4 in a bunker you should barely win.

Toss is easiest to win with either 14nexus (expand) 15gate/forge and end up with 2-3zealots + 3cannons to win. Must stress the use of chronosphere, gotta keep spaming it on gateway or nexus to get your units out faster. 2-3zealots blocking a choke with cannon support pretty much forces AI to retreat.  Or if you aren't good at expanding fast, gateway with 2-3zealots+2 sentry  +2cannons pretty much wins as well. Another is fast dts, quick gas and don't build any defensive structure make late 2nd gateway and pump out 2dts and put them on hold on choke. Chronosphere boost on gateways so they come out just in time to block.

Zerg 14 2nd hatch14 pool by the time your pool finishes so should your 2nd hatch. Make sure 2nd hatch is built on choke point so you can create your defensive structures there. 2-3 sunkens(can make more if you feel you need to) +8lings +queen+drones if needed stops any rush.

Best things about my specific builds is that you aren't behind economically and you actually start matching the AIs resource pool once you hold off defending.

Terran has it easiest to win quickly, after the initial rush push out with 2tanks +12rines+4marauders +4scvs. Bunker down on his natural and GG.
You win with ez with protoss with zealots 2sentries and 2 collusus. Nothing the AI has at that point can stop it. 
Zergs the only race you can't beat the AI within 20minutes , but pretty ez to win anyway.

#7
It's not like starcraft 1 where you could abuse the AI or outmicro the opponents even with inferior numbers. In starcraft 2 there is very little micro except for spells. In starcraft 1 a good player with 6lings could beat 4zealots , now because the AI or auto attack micro is better than most peoples trying to micro manage your units most of the time causes you to lose more than win.

You can still win by proxy rax/bunker rush, cannon rush (5 pool doesn't work, because AI micro is too good), but I doubt anyone in the world can defeat 6zealots with 3zealots vs anyone simply because AI does all the work.

Because the AI will build 3-4gateways from the start I'd like to hear how anyone can harass the  AI without going cannon rush et c. You can't. Anyone who says they can is a liar.

Starcraft 1 the ceiling for good micro was very high, but starcraft 2 micro is nearly non existent, so anyone who talks about beating 6zealots with 3 zealots are talking out of their ass.

You can defeat it without defensive structures such as terran if you send scvs to repair supply/rax block , but the amount of wasted time scvs are sent to repair is more than the cost of a bunker. Zerg can stop certain rushes without defensive , but without enough drones to power to 3rd tier, they are pretty stuffed for 2nd push. Protoss can do it by rushing DTs and DT blocking ramp, but that's not something you'd do 'normally'.

The problem doesn't lie with the mapmakers script, the problem lies with the AI micro. A good player vs Computer AI fighting means the person with more units or on defence wins. This wasn't the case in starcraft 1.

Because there's only so many variations in build orders for the AI races, once you know what they are going to send and the timing, it's pretty easy to win.

What's lacking in cheating AI is that it uses its resources really inefficiently. Building 4gateways at start?? Making 6lings and not doing anything with them until it has 16? The script fails badly mid game where it suddenly stops making tier 1 units and starts trying to mass tier 4 units.

Non cheating AI will always be too ez for decent people, and a cheating AI can only be won vs by playing defensively at start thanks to its massive initial resources. I don't mind playing defensively at start, the problem is that if you can hold off the initial rush , it's way too ez to stomp the computer.

#8
gile23 is a liar. Disregard anything he says in how he beat "ai".
Having said that, anyone who is decent in starcraft 1 can beat this cheating AI quite easily.

The key to winning is knowing what 'build' the AI will do, there are 2 builds for each race.
Zerg will either mass roach/ling or mass ling/hydra, with the mass roach build hitting much earlier.
With good scouting and an advanced scout to tell you when he is due to come you can position your units pretty safely.

You cannot mass units at start to win this game, because you will be so far behind economically.

There's two ways to win regardless of which race you pick.
One is defensive tech build. This is where you slowly build troops from one gateway/rax/hatch while putting down cannons/sunks/ on chokepoint while teching to tier 3 units. 3-4 cannons et ci s good enough to hold the initial rush as long as you have enough troops. Key point is not over creating units or you will be too poor to expand or being too slow to create tier 3 units before the 2nd attack.

The other method is fast expand. This is abusing knowing the timing of their attack. The AI does not 'rush' , so you expand to your natural on 14th prob/drone/scv and at the last minute pump out defensive structures just before first wave hits. This is harder to defend with since if your build timing is 5seconds too late the first rush will hit you just before you have enough units todefend with. But if you do survive the first rush you will have more income than the AI and be able to mass units pretty quickly.

If zerg goes hydra rush, it is pretty hard to stop since defensive buildings are pretty weak, which is why you need to scout early and figure out what it's going to do, but because hydra rush comes about 5minutes later than the ling/roach build you can save money on defensive structures and tech straight to tier 3 units to defend against.

Protoss zealot rush is pretty easy to defend vs , but because they push quicker you need to cut back on the economy to build more units. Stalker rush variation is similiar to the hydra variation.

Terran does either marine/marauder push or reaper push. Probably the easiest out of the 3 to stop. Reaper push is really hard to defend vs if you rely on cliff chokes on maps such as LT since they will ignore your choke point and just attack your units directly.

The AI doesn't spend its money efficiently even it starts with a lot more, which is why you have to be efficient at the start on how you spend money. Building 2 gateways or 2rax is a waste of money vs AI since you won't have the income to pump out units while teching or expanding.

After the initial rush as long as you create the counter units to whatever units the AI builds, it's pretty easy to win.

You can also safely expand to anywhere that isn't a direct path to your base. AI will scout expansions but it won't attack unless it's on their way to your main.