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Messages - StubbornRock

#16
AI Scripts / Re: Humanik V1.0.0
April 10, 2010, 01:01:57 PM
Very nice, and that is what I am talking about that strategy expand too fast without knowing that his opponent is massing army(it always expand at 8min or something). Try vs terran strategy AI next time. After all I think the terran AI is somewhat better functioned than the other two races.
http://darkblizz.org/Forum2/ai-discussion/ai-wats-to-improve/
no one ever comment on my suggestions T.T, am I that short sighted?
#17
I don't know if u guys had already see this or not, but this is posted in Starcraft official site. It didn't show any date of its release, but for all the detail I saw on the page I think the real game is about to come out soon....
http://us.starcraft2.com/features/collector/
#18
General Discussion / Re: Need help on improving APM
April 10, 2010, 10:02:36 AM
Thank you for your suggestions unclean. I guess that is my problem, the only hotkey I am using right now is 3-cc/hutch/ned, 1-scout/army. I did put production building like rax in 2. But I always forget to use it.......
I guess I just need to practice a bit more and always remind myself to use them
#19
Quote from: sam_galactic on April 09, 2010, 09:20:12 PM
Ok, sorry if I misunderstood you. Certainly watching pro commentary games helps heaps.
Its ok, thank you for your understanding. After all, when I reviewed my post myself, I have to admit my wording is kinda arrogant. I guess it is something I have to improve on.
#20
Quote from: malu05 on March 31, 2010, 09:16:52 AM
Quote from: Split74 on March 31, 2010, 05:13:17 AM
Use maphack on ladder games is so sad... read this topic make me sick.

Agreed.
But sadly blizzards report site don't take offsets so you kinda have to make a POC and release it widely in order to get blizzards attention.



And to CraniX.
I found it today, its right under your nose.
Ill come with some more details when i get home.
Which is great, by the time the real game is out, Blizzard should have no problem countering those hacks. Smack and ban those hack. And I will finally be able to play without worrying about hackers 
#21
So, this is for people who have beta key right?
....Poor legit me didn't even receive a beta key, and you guys a starting to cheat...
#22
Strike myself. :bangshead:  Last human being who don't have a facebook account
#23
General Discussion / Need help on improving APM
April 09, 2010, 09:03:43 PM
Hi guys, I am a SC2 fan who had a little bit SC experiences, had played SC2 for a month now. I had understand most concept of common techniques against different race and counters to most units but what really pains me is my APM.


From my replay I can see, my average APM is currently around 49-54 (get to 60 when I spam apm intentionally in the early stage). I am reallying struggling as no matter how hard I try my APM never really pass 60 APM.


P.S. Many high level replays really showed the power of high APM, normally a pro player would go up to 100-120
       SC2 standard APM. However what troubles me is where did all those APM go? At least at my level of exp
       I had failed to see it. Any tips where did it go?
#24
Quote from: sam_galactic on April 09, 2010, 07:56:25 PM
I'm fairly certain this is a thread about "Replays on defeating StarCrack AI v7.0", not "Flaming on people trying to defeat StarCrack AI v7.0". Somebody wanted to see how to play aginst the specific AI setups, and we are just trying to help.

Go find a bridge and some billygoats to eat.

PS: I made a thread in the AI discussions with replays of me beating all 9 race combinations, just in case anybody wanted that.
Wait let me get this right I am not flaming anyone here, maybe somehow my words are inferior to you. But my intention is not flaming someone. I simply thought telling people to watch some commentary helps you improve your skill and build order
#25
Rain[sun]


Are u in Edmonton, I am planning going to university there. Hows the weather? :-X
#26
post same thing again
deleted


#27
My friend had a beta key, but the bastard won't even lend it to me
#28
If you are talking about starcrack, 1v2 is kinda easy, then 1v3 takes some back and forth action to clean them up.
If u want some challenge try 1on2 Strategy AI, if you are Korean pros try 1on3.
#29
AI Discussion / Re: Terran AI Question
April 09, 2010, 08:23:41 PM
it is kinda difficult, since every map and every starting base has different chokes
#30
AI Discussion / AI - wats to improve
April 09, 2010, 08:16:27 PM
Hi guys I am a huge SC2 fan who like most of you don't have a beta key. I had played many AIs, including the most famous Strategy semi cheat AI and Starcrack AI. However through the playing process, I find numerous flaws in those AIs. For now I am just gonna go with Strategy AI since it is the most capable one out here.


In general: ※I found the AI can not held off a good timing push. [ex. As Terran, a good M&M ball with stim
                     research on the way (by that I mean stim research will be done right when you step in AI's
                     base) can end the game in 10mins]. However, I also find if give the AI a chance to expand, it will
                     put up an interesting fight.
                   ※After watching replay I figured that the main reason why AI lose to timing push is that they
                     expand to early. In most case, I will be at his door at 8 mins which coincidently the time it expand.
                     A typical case directly cost 400 mineral gone boom instead of use it on army or base defense.
                   ※Destructible rock problem, I think starcrack had solved it.
                   ※Dropship harass would really lift the AI.


Terran AI:   ※AI never research stim instead it always go for shield. (2.2 did well on stim research but for some
                     reasons it is gone in 3.1)
                   ※Reaper harass seemed to be less frequent, instead more Banshee harass (Banshee take more
                     time to actually become a threat, and in most case the game won't be that far).


Protoss AI:  ※Charge need to be research more frequent in the game (it is ok to not have it when AI is going
                      mech build, but when its army is composed into a zealot heavy bulit, charge really makes the
                      differences).
                    ※Nicely done on warpgate, but it will be more smoky to see proxy pylons:D


Zerg AI:       ※AI pushes too late, zerg supposes to have map control advantages. By the time it attacks
                      which is about 10-11mins, all the strategic advantage as a zerg has lost. It can't push into a
                      a defensive players base, nor have chance stand against any aggressive player.
                    ※Sorry if I am asking a bit too much, but a worm in my base pumping bugs may really help on
                      improving the difficulty of the AI.


Overall except the AI can't stand a timing push (big flaw), rest of the suggestions are just additions that would make the AI more diverse.


I think it is everyone's responsibility to give feedbacks to the AI developers, this way we can contribute the very least in helping them develop great AIs.


Thanks for reading,
StubbornRock