5 ms·
I think you are underestimating the difficulty of the problem. The interactions between all the stats you listed can’t be distilled to to a single number. For e
by sgillen 6y ago
I think you are underestimating the difficulty of the problem. The interactions between all the stats you listed can’t be distilled to to a single number. For example maybe a very slow but powerful unit gets a normal score, but when paired with fast units to protect it from getting kited becomes unstoppable.
A contrived example obviously, but you really do have to see how the units interact with all other units, and how players actually use them, balancing damage etc is not enough.
- IgorPartola 6y agoInteresting. So the Zergling is a weak individual unit but when amassed into a large group they become overwhelming and the overall effect is that the Zerg rush is emergent behavior.
- gamblor956 6y agoThe Zerg Rush is not an emergent behavior; it was part of the fundamental design of the Zerg. Hell, the "Zerg Rush" was part of the cinematics released with the first SC.
- meowface 6y agoIt's funny that in SC2 high-level competitive play, the roles tend to be reversed, now: the Zerg usually turtles up until the mid-to-late game and the Terran usually harasses very early on. Zerg tends to be the defensive, macro-heavy race and Terran tends to be the offensive, scrappy race. Though some Zerg players like Reynor are starting to buck this trend a bit and are known for more aggressive, agile approaches. (Or at least this was all the case as of about a year ago; haven't followed the game much this year.)
- sgillen 6y agoIt depends what we mean by emergent. It was designed to be this way, but there is no switch in the code that says “if there are this many zerglings, buff their attack”. Instead it’s a consequence of their mechanics (they die quickly but in large numbers can do enough damage fast enough to offset this).
- gamblor956 6y agoThat's still not "emergent," because that is expressly how the unit was designed to function, and how it has been balanced since then. Emergent would be something like zerglings can burrow, so use them to burrow in the enemies chokehold to prevent them from constructing a chokehold until they can get to the next tech tier and use radar.
- CyberDildonics 6y agoThat is the fundamental design. They are strong against a few marines once they have speed because they can get a surround, but weak against a critical mass of marines, since the surface area to damage ratio of the marines decreases. Also their speed upgrade gives them mobility to counter attack exposed buildings. Also their half supply means that they can be worked into compositions when close to the supply cap. Also their fast and parallel time to make means they can reinforce fast after a long battle. Also their general upgrades and late game attack speed upgrade means they can take down buildings fast if there is nothing around to do damage to them. Also if they are spread out they can draw splash damage from power but slow firing units like siege tanks. They can also be sacrificed to burrow and delay an enemy base, used to scout cheaply ... All that is just from the first attack unit in the game.