03-29-2010, 05:36 PM
#21
03-29-2010, 06:24 PM
#22
It's not like it couldn't be fixed. Just alow them to move *very slowly* between buildings, and that's all, no more running from harassers.
Or just allow the next move command after building something to move between buildings.
Or allow it to move between buildings when you order it to build something else.
Sometimes you queue a build command, and aren't really seeing when the worker get's there, nor is it obvious by looking at the positioning grid against an irregular cliff. Most of the time there's no problem, but when building in tight spaces, it can happend.
Also, nobody told the worker to position himself on the blocked side, you just told the unit to build something, and the worker chooses to be on the side it cannot go out. Why?
03-30-2010, 06:11 AM
#23
03-30-2010, 09:02 AM
#24
I don't think it works like that. I'm pretty sure I've tried that, but will have to check.
The other issue is that sometimes theres no problem as to which side they come out, however as they spawn around the building - unit spawning next to the previous - there are instances where the Nth unit will spawn trapped between objects. Infact, I believe i've even seen this occur to the first unit - even with rally point set elsewhere (as eluded above).
03-30-2010, 07:42 PM
#25
I hate it when my SCV gets stuck between my Refineries. It so broken. I blame Blizzard.
04-01-2010, 10:44 AM
#26
This seems like a hold-over from SC1 and other previous Blizzard games. Unless waypointed/rallied to a specific location the units come out counter clockwise starting at about the 8 O'clock position and find the next open space available. This was true only of Toss and Terran in SC1 and extended to positions around the completed buildings for Terran. Can someone build a suppy by its lonesome and see if the SCV consistently chooses the same position to wait at upon completion and then add a building in this space to see where it waits and rinse and repeat until a pattern is noticed? This may answer the question.
I am a master tactician. It is my execution that keeps getting me killed.
04-01-2010, 08:32 PM
#27
04-01-2010, 08:44 PM
#28
I'm not sure why they changed the way it works... in alpha the terran SCV wouldn't move through out the building but would just stay where you told him to. Like human peasants in WC3.
I don't understand why they changed it, it's so much more tactical.
The Mother of all Queens!
Thanks to Dynamik- for the signature!
04-01-2010, 08:48 PM
#29
04-01-2010, 10:24 PM
#30
I have yet to hear any real/compelling argument as to why SCVs (workers) should NOT be trapped by buildings in cases where there are absolutely no exits upon completion of the building.
I do not agree that a free pass between building is in order, as it can be abused to avoid being trapped in a corner by the enemy.
Fixing this poses no advantage to T, it only removes an arbitrary (depending on which orientation ur base faces, and the choke faces, etc) disadvantage that may result.
With all the new pathing routines, the worker should exit on any side that allows them to return to the CC/Nexus (then proceed to the queued point), while taking into account any buildings that are now in existance (even though they may have started building after the worker started).
Last edited by Iceman_jkh; 04-01-2010 at 10:29 PM.