Vamp and vamp units AI

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Vamp and vamp units AI

Post by Englocked on Thu Apr 16, 2009 3:03 am

There are in, my opinion, some issues about how vamps and vamp units behave. Vamps for instance tend to focuss slayers or towers wich can be pretty annoying when you're trying to destroy a base while a slayer attacks you. You need to click or shift +click every single building and units.. Same scenario when you're trying to kill something and that your vampire is in towers range.
I was wondering if you could make it so vamps would simply ignore units or towers that are attacking them and attack what is near them, regardless of what it is

About vamps units, I think shades and assassins ai need to be changed. :
-assasins should automatically attack harvesters and nothing else.
-shades should not focuss the main humans nor slayers when they are near.


Last edited by Englocked on Thu Apr 16, 2009 12:07 pm; edited 1 time in total

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Re: Vamp and vamp units AI

Post by deivo on Thu Apr 16, 2009 3:31 am

+1

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Re: Vamp and vamp units AI

Post by Greg on Thu Apr 16, 2009 5:00 am

Deivo... Please do not spam

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Re: Vamp and vamp units AI

Post by SaMmM on Thu Apr 16, 2009 5:23 am

Greg wrote:Deivo... Please do not spam

He is not spamming.

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Re: Vamp and vamp units AI

Post by Greg on Thu Apr 16, 2009 5:26 am

Whats the +1 mean then... I read the starting post like 10 times and didnt understand it...

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Re: Vamp and vamp units AI

Post by Greg on Thu Apr 16, 2009 5:27 am

O nvm its +1 click every building


Last edited by Greg on Fri Apr 17, 2009 11:54 am; edited 1 time in total

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Re: Vamp and vamp units AI

Post by GosuSheep on Thu Apr 16, 2009 5:32 am

Reputation..
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Re: Vamp and vamp units AI

Post by Greg on Thu Apr 16, 2009 5:33 am

Evil... I just noticed it... How rude... But ty... 96 more to go XD...

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Re: Vamp and vamp units AI

Post by GosuSheep on Thu Apr 16, 2009 5:37 am

I strongly agree with this suggestion.

One may say: "It is beneficial to have the vamp attack its assailant;" but it truly does not help the vamp. The vamp needs to be able to attack what he feels like. If the human believes it is better to attack a slayer or a tower, he will focus it. If he believes it's better to attack a close goldmine, he will do nothing.

However, I do believe that it is a good practice to right click on every structure or unit that you attack. Otherwise, you leave yourself open to get a kill-deny by a blinking human.
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Re: Vamp and vamp units AI

Post by Greg on Thu Apr 16, 2009 5:39 am

I think assassin should only attack the things it can kill...

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Re: Vamp and vamp units AI

Post by SaMmM on Thu Apr 16, 2009 2:32 pm

+1 means he agree to it.

And greg, i mean it when i said stop double posting.

Look at your above posts.

Edit your previous post to add in something if no-one replies to it yet.

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Re: Vamp and vamp units AI

Post by rqx on Thu Apr 16, 2009 7:39 pm

If the targeting AI of units is changed, I wouldn't have to micro as much. This places less importance on manual unit control (shift-clicking and movement).. Having said that, changing auto targeting would be a clear benefit to 95% of vamp speed players.

I am not sure with changing the Vamp AI for human since the human should be the primary target (this is the vampire's objective). In a hypothetical situation where a vamp breaks my main wall and proceeds to maximize feed on my base with great micro (value of over 20,000 gold) I might block entry with my human or stop the feed by suiciding (300 gold). If the vamp targeting is changed, there isn't an effective way to block my uber and unintentional base feed apart from alt+QQing.

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Re: Vamp and vamp units AI

Post by Silversong on Thu Apr 16, 2009 9:59 pm

I actually died in a base bc of this. I nuked some ill-placed carnelians and sphered into the base center-bot. Had about 100 Gms between me and the towers on the ledge, and instead of plowing through the mines to get to the towers, the stupid vamp paced back and forth incessantly while under heavy fire. I managed to get up to the towers by nuking them and sphereing again, only to die bc i had little hp left and no shield yet. That sucked.

Agree that vamp should prioritise targets by proximity.

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Re: Vamp and vamp units AI

Post by !|cff0000ffClue on Thu Apr 16, 2009 10:24 pm

Silversong wrote:I actually died in a base bc of this. I nuked some ill-placed carnelians and sphered into the base center-bot. Had about 100 Gms between me and the towers on the ledge, and instead of plowing through the mines to get to the towers, the stupid vamp paced back and forth incessantly while under heavy fire. I managed to get up to the towers by nuking them and sphereing again, only to die bc i had little hp left and no shield yet. That sucked.

Agree that vamp should prioritise targets by proximity.
If you are smart, you would hold position infront of the gold mines so the vampire's priority in killing should not be changed. Only the assassin is troublesome to me.
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Re: Vamp and vamp units AI

Post by Englocked on Thu Apr 16, 2009 11:21 pm

So you don't mind about constantly having to move + hold position with your vamp in order to kill stuff ? O.o
I find it very annoying and of course it's not as effective as shift +click (wich by the way is even more annoying) unless on stacked goldmines.

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Re: Vamp and vamp units AI

Post by Silversong on Fri Apr 17, 2009 1:06 am

I actually use hold a lot, e.g. when lining up for a sphere jump. But these mines were stacked at odd angles. I could have tried and maybe succeeded, but i actually did the right thing, only mistake i made was nuking one of the towers I couldn't get to directly so I lost too much time pacing back and forth.

Just annoying, is all.

OT: WP Englocked, once I can I'll up your rep ^^

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Re: Vamp and vamp units AI

Post by GosuSheep on Fri Apr 17, 2009 1:24 am

As Rqx said, human should still be top priority, but attacks should not be!
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Re: Vamp and vamp units AI

Post by Englocked on Fri Apr 17, 2009 2:16 am

Not needed imo, I think vamps don't need help to right click on humans.

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