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@Orfelius there are two ways to make units smart. The first is to change their unit AI to better take advantage of the active abilities available to them. The second is to remove active abilities which they are currently using sub-optimally. A unit with no active abilities is, by definition, always behaving optimally. Solar used to have the abilities:
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@Orfelius there are two ways to make units smart. The first is to change their unit AI to better take advantage of the active abilities available to them. The second is to remove active abilities which they are currently using sub-optimally. A unit with no active abilities is, by definition, always behaving optimally. Solar used to have the abilities:
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* Active: Can be turned off. Can be turned on if it has not taken damage in the last 7 seconds.
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* Active: Can be turned off. Can be turned on if it has not taken damage in the last 7 seconds.
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* Passive: Turns itself off upon taking damage and then turns back on 7 seconds later.
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* Passive: Turns itself off upon taking damage and then turns back on 7 seconds later.
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The active ability was removed. Some issue related to the ability was bought up, I pointed out that it could be removed, and @Sprung removed it. I've never been happy enough with a solution to take action myself.
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The active ability was removed. Some issue related to the ability was bought up, I pointed out that it could be removed, and @Sprung removed it. I've never been happy enough with a solution to take action myself.
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I've always been in two minds about the active ability. These facts point to it having poor AI:
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I've always been in two minds about the active ability. These facts point to it having poor AI:
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* Solars instantly gain armour when they begin to close. I've been unable to a Scalpel (622 damage) to 1-shot kill a Solar (500 health), the bonus is that instant.
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* Solars instantly gain armour when they begin to close. I've been unable to a Scalpel (622 damage) to 1-shot kill a Solar (500 health), the bonus is that instant.
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* Closing a slightly early is likely to have no economic impact but can gain the Solar a lot of survivability.
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* Closing a slightly early is likely to have no economic impact but can gain the Solar a lot of survivability.
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* Technically, it is often straightforward to predict when a Solar is a split second away from taking damage (with some edge cases such as Scythe and Moderator).
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* Technically, it is often straightforward to predict when a Solar is a split second away from taking damage (with some edge cases such as Scythe and Moderator).
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The straightforward improvement for Solar unit AI would be to give it 2000 health, remove its armour bonus, and remove its active ability (since it is now useless). This change would be effectively equivalent to creating perfect Solar AI and bypasses all the hassle of tracking projectiles in flight and watching where Moderators are aiming. With some hax in the UI people wouldn't even know that Solar doesn't technically have an armour bonus. The issue with perfect Solar AI is that few people ever micro their Solars so they would become a lot tankier and removes their practical weakness to burst damage. This is why their active ability was removed instead.
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The straightforward improvement for Solar unit AI would be to give it 2000 health, remove its armour bonus, and remove its active ability (since it is now useless). This change would be effectively equivalent to creating perfect Solar AI and bypasses all the hassle of tracking projectiles in flight and watching where Moderators are aiming. With some hax in the UI people wouldn't even know that Solar doesn't technically have an armour bonus. The issue with perfect Solar AI is that few people ever micro their Solars so they would become a lot tankier and removes their practical weakness to burst damage. This is why their active ability was removed instead.
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Personally
I
dislike
both
of
these
solutions
(
most
of
the
time)
.
Microing
Solars
is
very
rarely
effective
and
when
it
does
come
up
it
can
make
you
feel
clever.
My
solution
would
be
to
make
Solars
gain
armour
once
they
are
closed,
making
the
unit
AI
much
less
trivial
to
write.
However
this
would
effectively
be
a
reduction
in
tackiness,
which
I
would
rather
not
do.
So
Solars
would
need
some
health
buff
to
compensate
and
the
whole
issue
has
become
too
hard
to
justify
looking
into
while
there
are
important
things
to
do.
|
13 |
Personally
I
dislike
both
of
these
solutions
(
most
of
the
time)
.
Microing
Solars
is
very
rarely
effective
and
when
it
does
come
up
it
can
make
you
feel
clever.
My
solution
would
be
to
make
Solars
gain
armour
once
they
are
closed,
making
the
unit
AI
much
less
trivial
to
write.
However
this
would
effectively
be
a
reduction
in
tankiness,
which
I
would
rather
not
do.
So
Solars
would
need
some
health
buff
to
compensate
and
the
whole
issue
has
become
too
hard
to
justify
looking
into
while
there
are
important
things
to
do.
|