Brainstorm - How to mitigate the effect of cheap scout spam - Page 3

Brainstorm - How to mitigate the effect of cheap scout spam

Classic game design, maintained to please you...

Moderator: Content Developer

klapmongool
Posts: 843
Joined: 13 Aug 2007, 13:19

Re: Brainstorm - How to mitigate the effect of cheap scout s

Post by klapmongool »

Beherith wrote:The exact problem is that scout spam really loads CPU's, and that scouts tank too much damage from defensive structures that are long range (thus low ROF and high damage).
Its difficult to set annis and snipers to not shoot at scouts. They already prioritize targets based on cost of unit (they know it from radar blip as well).
First isnt really a problem. I'm not a big wallet guy with an insane pc. I got a radeon 4850 (from 2008), 4gb ram (ddr2, old), mobo of same age and I bought a cpu (960t) and a ssd disk about half a year ago. I do however use almost the lowest settings in spring possible. This combination causes me to be among the lowest cpu usage players in most games. I find it very hard to believe this should be considered unreachable. Basically you can build a pc capable of handling scout spam for 350 euros. Stop whining.

Second I consider part of the game really. Also it is an incentive to build juggernauts :D Also I can't remember being raped by scouts..
User avatar
Rumpelstiltskin
Posts: 292
Joined: 26 Jun 2012, 18:52

Re: Brainstorm - How to mitigate the effect of cheap scout s

Post by Rumpelstiltskin »

Could this be just noobs whining?
Confusing a situation in which their enemies were so ahead they could kill them with scouts with a situation that actually shows scouts are op end game?

By the way i totally support allowing AA to deal minor damage to ground units, just make sure it prioritizes air.
User avatar
Johannes
Posts: 1265
Joined: 17 Sep 2010, 15:49

Re: Brainstorm - How to mitigate the effect of cheap scout s

Post by Johannes »

Rumpelstiltskin wrote:Seems like juno is a go to when there is some gameplay/balance holes.
Eh...what should the juno do? Kill mines?Wind gens?Radars and jammers? and now scouts?
Better question, what shouldn't it do?
User avatar
albator
Posts: 866
Joined: 14 Jan 2009, 14:20

Re: Brainstorm - How to mitigate the effect of cheap scout s

Post by albator »

Beherith wrote:The exact problem is that scout spam really loads CPU's, and that scouts tank too much damage from defensive structures that are long range (thus low ROF and high damage).
Its difficult to set annis and snipers to not shoot at scouts. They already prioritize targets based on cost of unit (they know it from radar blip as well).
So if script prioritizing target is not working, annis/doom will still target any random (cheap) unit, removing scout does not solve a thing I guess, right ? spamming AK/pewee will still do the job.
Anyway, I think removing ability to scout because broken prioritizing is bad idea

About CPU load, MT fix all the CPU problem, I do not see what is the problem with CPU load and scout, as far as I remember you have i5 750 which is from 2009 (or 2008) and I also remember you dont use MT. You should really try it to see the huge improvement it is: you just NEVER get less than 20 fps with not too heavy graphics in 1680*1050

I think sacrifying gameplay for graphics (I guess you dont use MT cause of some LUA ?) is a bad idea: poeple play BA cause of the game play more than for the nice graphics as far as I noticed
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Brainstorm - How to mitigate the effect of cheap scout s

Post by BaNa »

klapmongool wrote:
Beherith wrote:The exact problem is that scout spam really loads CPU's, and that scouts tank too much damage from defensive structures that are long range (thus low ROF and high damage).
Its difficult to set annis and snipers to not shoot at scouts. They already prioritize targets based on cost of unit (they know it from radar blip as well).
First isnt really a problem. I'm not a big wallet guy with an insane pc. I got a radeon 4850 (from 2008), 4gb ram (ddr2, old), mobo of same age and I bought a cpu (960t) and a ssd disk about half a year ago. I do however use almost the lowest settings in spring possible. This combination causes me to be among the lowest cpu usage players in most games. I find it very hard to believe this should be considered unreachable. Basically you can build a pc capable of handling scout spam for 350 euros. Stop whining.

Second I consider part of the game really. Also it is an incentive to build juggernauts :D Also I can't remember being raped by scouts..
Not whining, I have a better pc than you (i5, 8gb ram, nvidia gpu :P) and I am also last man standing in a lot of cases when ppl start to lag out due to cpu overload. I still think it is a problem, esp. when it is due to something so trivial. I have noticed that I can take about 2000-3000 units total before my gamespeed drops, so it would also be a solution if more autohosts set a unitlimit. And no, "stop making game for last decade" is a shitty excuse to have a game that leaves most players in a lagfest, better to not have that case.

all you who say players should make more counters to scoutspam - what is counter right now? razers, warriors, hlllts and beamers? 3 of those are t1 and usually not in lategame def lines, and making razerback just to kill scoutspam is a. unintuitive and b. silly
User avatar
Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: Brainstorm - How to mitigate the effect of cheap scout s

Post by Silentwings »

Making a frontline suitable unit/turret to 'counter' scout spam won't help with the cpu issues imo - the scouts have still run a long way before they meet their doom.

In terms of countering the fire power absorption of scout spam, I have used razors for this & they do a good job. I think they are actually my preferred unit for it, but assuming I couldn't use razors I'd probably plump for cans. If I needed to do it on the cheap then I'd place clusters of a few AK in the places where a line of spammed scouts were coming.

But I fully agree that the fact that I do use big units for that job makes scout spam appear very cheap ;)
klapmongool
Posts: 843
Joined: 13 Aug 2007, 13:19

Re: Brainstorm - How to mitigate the effect of cheap scout s

Post by klapmongool »

Rumpelstiltskin wrote:Confusing a situation in which their enemies were so ahead they could kill them with scouts with a situation that actually shows scouts are op end game?
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10453
Joined: 24 Jan 2006, 21:12

Re: Brainstorm - How to mitigate the effect of cheap scout s

Post by PicassoCT »

You could allow for building scout bundles... basically eight scouts packed together on wheels as one unit. Or just attached to a fix formation (which again is basically a unit) On attack they fall appart. Load saved. Pathing spared. Everyone happy.

But i find something missing in this discussion. The fact that player attention is a "rare" and finite ressource. Even rarer with newbs. So everytime you devalue a easy option you basically close the door on those not as fast and not as focused on bar-mastery. So dont debuff it that much, that it stops to be a strategy that keeps the other player busy.
User avatar
Johannes
Posts: 1265
Joined: 17 Sep 2010, 15:49

Re: Brainstorm - How to mitigate the effect of cheap scout s

Post by Johannes »

BaNa wrote:all you who say players should make more counters to scoutspam - what is counter right now? razers, warriors, hlllts and beamers? 3 of those are t1 and usually not in lategame def lines, and making razerback just to kill scoutspam is a. unintuitive and b. silly
That they are not used usually is no argument, that's just peoples fault for making zero effort to stop scouts. Now if you incorporate some beamers, zippers, aks, cans, pyros, whatever, into your game and still get owned by scouts, well I don't think that will happen. You might get killed by something that counters them still, but that's life. Of course have some scouts of your own too so enemy arty won't pick on those more valuable targets so easily.

Basically anything with a fast firing and preferably also accurate weapon kills scouts, if they are in the right place. Sure, you can't easily kill them from miles away, but that's kinda their identity.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Brainstorm - How to mitigate the effect of cheap scout s

Post by BaNa »

Silentwings wrote:Making a frontline suitable unit/turret to 'counter' scout spam won't help with the cpu issues imo - the scouts have still run a long way before they meet their doom.
if there is harder counter, less ppl make it, metagame changes. i didnt mention one current counter in last post: spamming scouts urself. this does not help with the lag situation.
User avatar
Deadnight Warrior
Posts: 183
Joined: 08 Jun 2009, 17:59

Re: Brainstorm - How to mitigate the effect of cheap scout s

Post by Deadnight Warrior »

There is an interesting way to counter both scout spam and reduce CPU usage at the same time. It's called unit-unit collision damage.

I first tried it in XTA, the idea was to have cannon shell explosion impulse crash small units into another if traveling in groups, and take damage from mutual crashing.

While that didn't work out as intended (seems that XTA cannons don't have large impulse rates), it had a different side effect. All units traveling in groups like to clump together, result of the recent PFS changes. Thus those units where bumping into each other and damaging themselves along. If applied to BA scouts, which have <100 HP they would kill each other from crash damage by the time they reach the other end of, lets say, DSD. Thus preventing scout spam and reducing CPU usage (as they wouldn't be there to engage defences).
User avatar
Floris
Posts: 611
Joined: 04 Jan 2011, 20:00

Re: Brainstorm - How to mitigate the effect of cheap scout s

Post by Floris »

K, there are these scout killer units. And thats not the big problem.

Again: targetting priorities are. Because all these scout killers often eventually die from friendly fire splash damage. By non-appropriate scout killers.
User avatar
Johannes
Posts: 1265
Joined: 17 Sep 2010, 15:49

Re: Brainstorm - How to mitigate the effect of cheap scout s

Post by Johannes »

Floris wrote:K, there are these scout killer units. And thats not the big problem.

Again: targetting priorities are. Because all these scout killers often eventually die from friendly fire splash damage. By non-appropriate scout killers.
Well, that's micro. For both sides.
klapmongool
Posts: 843
Joined: 13 Aug 2007, 13:19

Re: Brainstorm - How to mitigate the effect of cheap scout s

Post by klapmongool »

Johannes wrote:that's just peoples fault for making zero effort to stop scouts. Now if you incorporate some beamers, zippers, aks, cans, pyros, whatever, into your game and still get owned by scouts, well I don't think that will happen. You might get killed by something that counters them still, but that's life.
+1
User avatar
Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: Brainstorm - How to mitigate the effect of cheap scout s

Post by Silentwings »

I've fiddled around with category targeting just now - its not so hard to make scouts a lowest priority target.

So, if we were going to do that, which units should have a preference not to shoot at scouts?

Imo, would make sense for all t3, dooms/anni, bertha/inti/lolcannons, viper/pitbull, toast/ambush. I'm undecided as to whether sorting the t2 units into ones which should avoid scouts and ones which are indifferent is a good idea.

Edit: It turns out that inti/bertha/lolcannon are already set to have all mobile units (including scouts) as a low priority target.
User avatar
Johannes
Posts: 1265
Joined: 17 Sep 2010, 15:49

Re: Brainstorm - How to mitigate the effect of cheap scout s

Post by Johannes »

With setting targeting priorities, where to draw the line though? They already prioritize high cost targets, with some formula I don't know exactly. But should the extra low category include just flea/weasel/jeffy, or ak and pw too? Flashes, gators, hover scouts? All of t1? Zippers?
If the targetting actually works so good that they don't properly distract the big guns autotargetting, you'll probably see something used for that role still, even if it won't do quite as good a job as the cheap scouts.
User avatar
scifi
Posts: 848
Joined: 10 May 2009, 12:27

Re: Brainstorm - How to mitigate the effect of cheap scout s

Post by scifi »

that's just peoples fault for making zero effort to stop scouts. Now if you incorporate some beamers, zippers, aks, cans, pyros, whatever, into your game and still get owned by scouts, well I don't think that will happen. You might get killed by something that counters them still, but that's life.
+1 not understanding the issue here ;/

Any kind of spam toggles the CPU up, just look at ffa.

I dont think defeating an enemy just by overheating theyr CPU is considered a bad thing. It just happens, not rely an issue.

And btw if you have the eco to spam that many scouts, to overcome tier 2/1 defences well, you could have won the game by spaming anything else.
NeOmega
Posts: 64
Joined: 15 Dec 2010, 11:06

Re: Brainstorm - How to mitigate the effect of cheap scout s

Post by NeOmega »

http://springrts.com/phpbb/viewtopic.php?f=44&t=28374

or

make most T2 units deliver double damage to scouts, and t3 deal triple damage to T1 scouts.

People say razorbacks are awesome, but those take 2 shots to kill an ak.

and yes, the game can, (and often does) "devolve" (IMHO) into a scout spam-off. and no, I do not think that scout spam is the ideal late game for a RTS game that has Krogoths, nukes and banthas late game. Late game would be better with clashes of the titans, not streams of fleas.
dansan
Server Owner & Developer
Posts: 1203
Joined: 29 May 2010, 23:40

Re: Brainstorm - How to mitigate the effect of cheap scout s

Post by dansan »

Bluestone silently commited "New category 'GROUNDSCOUT' created containing Flea, Jeffy and Weasel": http://imolarpg.dyndns.org/trac/balatest/changeset/737 so anyone interested can test it out now.

Thank you!
User avatar
Johannes
Posts: 1265
Joined: 17 Sep 2010, 15:49

Re: Brainstorm - How to mitigate the effect of cheap scout s

Post by Johannes »

dansan wrote:Bluestone silently commited "New category 'GROUNDSCOUT' created containing Flea, Jeffy and Weasel": http://imolarpg.dyndns.org/trac/balatest/changeset/737 so anyone interested can test it out now.

Thank you!
Can they differentiate between scouts and non-scouts just when seeing radar blips?
Post Reply

Return to “Balanced Annihilation”