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       #Post#: 849--------------------------------------------------
       Buggy bruta pathing in front of walls
       By: ZergTriumph Date: November 24, 2020, 12:07 am
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       In several games I've noticed that when brutas are pathed to a
       spot in front of a wall, they will reach the spot and then start
       walking in circles like a crazy person, not attacking anything
       and not going anywhere.  This seems to happen regardless of
       whether the terran has open funnel paths in their walls.
       Perhaps brutas need to have their attack priority against walls
       buffed?
       #Post#: 852--------------------------------------------------
       Re: Buggy bruta pathing in front of walls
       By: Speed Date: November 24, 2020, 2:26 am
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       Yep, brutalisks have peanut brain...
       I think it kinda has to do with that area that they are close to
       is walled, and another spot is open, at least in my games, what
       I was looking at suggested that they were alternating between
       "I'm going to attack this wall & I'm going to loop around and
       use the already existing hole in another location". At least
       they still do a great job draining energy, but ideally they
       should also try and deal some damage x)
       #Post#: 860--------------------------------------------------
       Re: Buggy bruta pathing in front of walls
       By: Oayoo Date: November 24, 2020, 7:39 am
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       To make your bruts not bugging, you have to adjust the rally
       point.
       #Post#: 863--------------------------------------------------
       Re: Buggy bruta pathing in front of walls
       By: Speed Date: November 24, 2020, 8:02 am
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       That requires you to rally all your brutas to the hole / the
       spot you will most likely make a hole in.
       However, if it's walled, and the wall isn't dieing like paper,
       the bruts will stalk and stasis cannon becomes extremely
       valuable... also shatter can help more, I usually split my bruts
       to attack several sides I consider breakable, but once you break
       the wall on 1 side, the other side get kinda buggy.
       I'm not sure if this is behavior that can even be changed (I
       don't think there is a whole lot of "smart pathing" options, but
       I have no idea)
       Possible fixes on the players side
       -Just rally brutalisk at the hole / where the hole is going to
       be (low effort, will stack brutalisk and make shattering laser &
       stasis cannon more useful)
       -Keep an eye on your army and manually target down walls so you
       have a hole on either side (medium / high effort, makes it
       likely to miss some macro, but more likely you can dodge a
       stasis cannon, since you are watching your army)
       -Just ignore it entirely and usually brutalisks will figure it
       out eventually on their own (no effort, but might make you take
       more time to break the terran than if you invested some effort
       into)
       Imo these options are nice for skill ceiling, but I'm not
       against an ease of mechanics here. Though I slightly favour the
       way it is right now.
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