• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:48
CEST 09:48
KST 16:48
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy18ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
$5,000 WardiTV TLMC tournament - Presented by Monster Energy2GSL CK: More events planned pending crowdfunding3Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win0[BSL22] RO32 Group Stage4Weekly Cups (March 23-29): herO takes triple6
StarCraft 2
General
Quebec Clan still alive ? BGE Stara Zagora 2026 cancelled Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win Rongyi Cup S3 - Preview & Info
Tourneys
https://www.facebook.com/Jetterix.Pressure.Nozzle. GSL CK: More events planned pending crowdfunding $5,000 WardiTV TLMC tournament - Presented by Monster Energy Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power Mutation # 518 Radiation Zone
Brood War
General
ASL21 General Discussion BW General Discussion so ive been playing broodwar for a week straight. Gypsy to Korea Pros React To: JaeDong vs Queen
Tourneys
[Megathread] Daily Proleagues [BSL22] RO32 Group B - Sunday 21:00 CEST [BSL22] RO32 Group A - Saturday 21:00 CEST 🌍 Weekly Foreign Showmatches
Strategy
Muta micro map competition Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game Nintendo Switch Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Loot Boxes—Emotions, And Why…
TrAiDoS
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
ASL S21 English Commentary…
namkraft
StarCraft improvement
iopq
Electronics
mantequilla
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2069 users

Overkill is Anti-Deathball - Page 2

Blogs > Falling
Post a Reply
Prev 1 2 3 4 5 6 Next All
Falling
Profile Blog Joined June 2009
Canada11479 Posts
Last Edited: 2012-09-24 17:09:00
September 24 2012 17:00 GMT
#21
@Aerisky
Well there are some things in the works for Protoss- Nony's Carrier video and Plexa's unit interaction. I very much agree that what made the zealot interesting was the spider mine interaction. And that's partly why I have focused on Terran mech even though I'm a BW Protoss player. Terran mech is part of what made Protoss play exciting (provided you have the right tools to counter mech.) I might come up with a blog on Protoss, but these things take a couple months between idea, coming up with examples, analogies, picture ideas, and counters to the counter-arguments and finally committing to writing it so no guarantees. Also I have a different one I want to write in the mean time that I still need more thought on.

@ZpuX
You're right. I described magic box wrong. I think I've corrected it now and provided a little more reason why it is so good.

@Indrium
I think there are a variety or reasons why mech play (different than simply mech units like the warhound) is difficult to get working. Most of that that is detailed In Defence of Mech. One large problem is the back-stab. Simply changing Overkill by itself probably wouldn't be very good. You need more ways to slow the opponent down because mech play is so immobile and can so easily get out of position.
Moderator"In Trump We Trust," says the Golden Goat of Mar a Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
y0su
Profile Blog Joined September 2011
Finland7871 Posts
September 24 2012 17:14 GMT
#22
Mainly looking at the WoL issues with Tanks v Protoss: Buffing tank damage and balancing it with overkill would probably help vs zealots. However, wouldn't it make blink and charge even stronger? (Overkill splash would further damage your own tanks even further.)
StateofReverie
Profile Blog Joined July 2012
United States633 Posts
September 24 2012 17:15 GMT
#23
Im just curious, how long did it take you to write up such an indepth article?
Sabu113
Profile Blog Joined August 2009
United States11077 Posts
September 24 2012 17:49 GMT
#24
On September 24 2012 07:40 SarcasmMonster wrote:
Hopefully the devs will see this blog.

a) Overkill is a nerf, hence units with overkill can be stronger than their hypothetical counterpart without overkill (to compensate for the overkill nerf).
b) Overkill does not affect small groups of units as much as large groups of units.
c) Hence balancing around overkill is a buff to small squad attacks and a nerf to deathballs.


ALTERNATIVE EXPLANATION

a) With no overkill, every unit deals damage at 100% efficiency. Even in a large deathball, no overkill means every unit is 100% efficient.
b) With overkill, damage efficiency drops steadily as the size of the deathball grows.
c) Hence overkill slows down the growth of power of a deathball.


Point of clarification: I believe that tanks started with significantly more damage in the Beta and were nerfed independently of the smart firing. Smart firing was linked to the supply cost of the tank rather than its damage.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
Andre
Profile Blog Joined August 2009
Slovenia3523 Posts
September 24 2012 17:54 GMT
#25
Overkill would certainly make mech more interesting. Suddenly dropping zealots with WP is viable, spreading units is very rewarding..

But how would you balance it in SC2? Blizzard wants balance across all levels, as most people do. Overkill wouldn't decrease the effectivness of the tank that much at the pro level because pros would still split their shots and position properly as you've pointed out, but at lower levels tanks would be less useful.(note i'm not against overkill because of this, just trying to think like blizzard would)

I would welcome overkill with open arms, but it's a tough thing to balance. Tank's sieged damage has been lowered in the past and that's without overkill, we'd probably have to increase the damage to negate the new targetting mechanic..which would be hard to find the right number.

What's also problematic is that tanks in conjunction with vultures what made mech exciting/viable. Spider mines controlling space was what usually what gave you time to set up proper positions for the tank. Spider-mine might offer a similiar role but it's hard to say at this point.(probably not as it is 2 supply, and tanks already cost 3 supply instead of 2 like in BW)

I'm not sure giving magic box put to use would be good though. One part of what makes SC2 challenging is that everything instantly clumps, you can already partially counter this by a-moving to a distant point - which makes units go more in a straight line not so clumped up.
You must gather your party before venturing forth.
Waxangel
Profile Blog Joined September 2002
United States33587 Posts
Last Edited: 2012-09-24 18:01:05
September 24 2012 18:00 GMT
#26
I'm pretty sure deathballing/late-game rushing is more a function of resource gathering mechanics & style of present maps
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
BreakfastBurrito
Profile Joined November 2011
United States893 Posts
September 24 2012 18:14 GMT
#27
Blizzard is never gonna make the game less accessible to people, even if it would help prevent the deathball
twitch.tv/jaytherey | Yapper891 if you are reading this, PM me. its Twisty.
theSAiNT
Profile Joined July 2009
United States726 Posts
September 24 2012 18:17 GMT
#28
On September 25 2012 03:00 Waxangel wrote:
I'm pretty sure deathballing/late-game rushing is more a function of resource gathering mechanics & style of present maps


While I partially agree with this, I think the OP has a more important point.

Overkill vs smart targetting were 'design choices' which can both be balanced. They've done so by giving giving the smart tanks lower damage per hit. This is NOT a question of balance. At any skill level.

The key is that overkill yields more interesting tactical choices by increasing the value of position. E,g, spreading out is more valuable, zealot bombs and sacrificial units become good tactics, etc.

I fully support this mechanic. Unfortunately, Browder has shown that he is against interesting tactical choices, if he is even aware they exist. The bottom line: we will never see it implemented.
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
September 24 2012 18:32 GMT
#29
On September 25 2012 03:00 Waxangel wrote:
I'm pretty sure deathballing/late-game rushing is more a function of resource gathering mechanics & style of present maps


You're wrong.
Lim Yo Hwan forever!
Falling
Profile Blog Joined June 2009
Canada11479 Posts
Last Edited: 2012-09-24 21:54:37
September 24 2012 21:06 GMT
#30
On September 25 2012 03:00 Waxangel wrote:
I'm pretty sure deathballing/late-game rushing is more a function of resource gathering mechanics & style of present maps

Well yes and no. Resource gathering speed/ macro mechanics makes it really easy to remax which is what Barrin's article was all about. And I certainly agree. But Overkill forces the army to spread out once on the field. Like I said, Overkill is not the answer that will get rid of Deathball. But it is something pushes in the right direction.

My main goal was to try and demonstrate that Overkill is not inferior unit ai, but a design choice that has better implications than current tank ai.

Im just curious, how long did it take you to write up such an indepth article?

I'm not sure really because there's a lot of space in between the idea and taking the plunge to actually do it. The original idea was in my head when I wrote the Defence of Mech blog... but I had the Mech Play blog idea back even before staff were warned that featured blogs were coming through.

Then there's a lot of out loud thinking to myself or house mates who will listen There's also a bit of testing with DM Unit Tester on SC2 to ensure I'm not making a grievous factual error on how SC2 vs BW units behave. Probably a good 3-4 hours on the original 2/3 of the text. Probably an equal amount of time either finding pictures and videos or recreating scenarios and capturing it with fraps (unfortunately I haven't got fraps working with SC2 hence the lack of sc2 screen caps.) Then a lot of revision and formatting. Hard to say really because I had two thirds of the text written a week before I finally finished and added all the pictures plus a few analogies, caveats, and the Movement section.

@yosu
Yes if you just introduced Overkill by itself, protoss would be able to get in too easily... and Collosi range is ridiculous for how much mobility it has. You would definitely need minefields or something else to slow down the Protoss armies so they couldn't just blink in.
Moderator"In Trump We Trust," says the Golden Goat of Mar a Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
September 24 2012 21:22 GMT
#31
Great writeup. Except two nukes in BW kill anything, including a CC. Probably just a typo. Otherwise agree with everything. You're so smart.
Falling
Profile Blog Joined June 2009
Canada11479 Posts
Last Edited: 2012-09-25 00:11:14
September 24 2012 21:32 GMT
#32
Does it? I was sure CC's were tougher and required 3, though after the 2nd it's in the red and could theoretically burn down. I'll have to test that.

Edit.
Yep, I was wrong. Fixed.
Moderator"In Trump We Trust," says the Golden Goat of Mar a Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
thurst0n
Profile Blog Joined December 2010
United States611 Posts
September 24 2012 23:03 GMT
#33
Very good, great write up. It seemed concise enough to me. Some things shouldn't be able to be stated in one sentence.

TL:DR can simply be "overkill leads to more dynamic play, and rewards positioning more than current ai"

You should re-read through your post, there are a few spots where a word is missing. I can infer what you want to say but non-English speakers may have a hard time with the missing prepositions/pronouns or w.e.

Keep up the posts like this, really good stuff.

I was wondering how you feel about splash damage in general and how it can dictate responses. For example tank splash will do friendly fire, but hellion splash does not. To me this makes no sense. A ball of fire coming out of a car would surely hurt anyone around.. It makes sense that muta bounces dont hit friendlies because that's not true splash, but hellions, thor and collosus damage should do damage to friendlies wouldn't you agree? Is there a reason why they don't already do damage to friendlies? Archon splash should also hurt nearby enemies as far as i'm concerned. And fungal should maybe hold zerg in place but not do damage to friendly? Idk a lot of design things in this game don't make sense to me. Not all splash is created equally apparently..
P.S. I'm nub. If you'd like you can follow me @xthurst but its not worth it ill be honest
GGodSlayer
Profile Joined October 2011
Canada13 Posts
September 25 2012 00:24 GMT
#34
Epic post very good write up. As a terran player in SC2 who never played broodwar i kinda find its disapointing that blizzard hasnt implemented this. I could really see how it would make tanks so much more then just hitting the segie mode button. Thats what they feel like to me right now besides for A clicking banelings and some high priority units they pretty much require very little thought as to where you position them or how you micro them. I think this would be a very cool thing for blizzard to add to SC2
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
September 25 2012 00:42 GMT
#35
Implementing overkill into SC2 would be an interesting idea, because you would then have to fix certain units that would drastically change play style (looking at you, marauders). Also, Even if Blizzard implemented this, I personally feel that it wouldn't work unless you have vultures in there, which then leads on a slippery slope towards the issue of why not make BW 2.0 vs go back to playing BW...
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
DKR
Profile Blog Joined June 2011
United Kingdom622 Posts
September 25 2012 01:00 GMT
#36
Well written and argued. Mech play doesn't feel like it should yet. It'd be interesting to see blizzard take on this.
"1 base. Cheese man." - MKP. "[MVP] is not stylistic, his style is winning, which is the style you want to have." - Artosis
Nesserev
Profile Blog Joined January 2011
Belgium2760 Posts
Last Edited: 2012-09-25 02:31:14
September 25 2012 02:30 GMT
#37
--- Nuked ---
Weirdkid
Profile Blog Joined October 2010
Singapore2431 Posts
September 25 2012 03:39 GMT
#38
Hehe the spread out on the move thing reminds me of Age of Empires and unit formations
"Answer not a fool according to his folly, lest you be like him yourself." - Proverbs 26:4
Falling
Profile Blog Joined June 2009
Canada11479 Posts
Last Edited: 2012-09-25 03:59:46
September 25 2012 03:59 GMT
#39
On September 25 2012 09:42 amazingxkcd wrote:
Implementing overkill into SC2 would be an interesting idea, because you would then have to fix certain units that would drastically change play style (looking at you, marauders). Also, Even if Blizzard implemented this, I personally feel that it wouldn't work unless you have vultures in there, which then leads on a slippery slope towards the issue of why not make BW 2.0 vs go back to playing BW...

I guess it could be seen as a slippery slope. But given that
a) They still have the siege tank
b) They're stated goal was to make mech more viable
c) They're first attempt to engergize mech was to just remake the marauder (warhound)

Then, I think it's fair to describe what made mech play interesting in the first place and where current mech play lacks depth.

On September 25 2012 12:39 Weirdkid wrote:
Hehe the spread out on the move thing reminds me of Age of Empires and unit formations

Yes, but preset unit formations are too limiting. They auto spread, but during the battle the units run where they please. Magic box and right click unit spread on long routes are tools that allow constant, precise control. Especially magic box. Between hotkey groups and magic box you basically create your own formations that are much more flexible than any preset unit formation could ever hope to match.
Moderator"In Trump We Trust," says the Golden Goat of Mar a Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
avilo
Profile Blog Joined November 2007
United States4100 Posts
September 25 2012 05:41 GMT
#40
To be honest, I know you really analyzed the overkill aspect. But when it boils down to it there's one simple and easily identifiable difference between brood war mech and SC2 mech:

Brood War:
Spider mine - 0 supply on the field
Siege tank - 2 supply

SC2:
Widow mine - 2 supply on the field and weaker than brood war mine + more expensive
Siege tank - 3 supply and weaker than brood war tank + more expensive.

That's about it. Regardless of all the analysis on overkill, the main reason brood war mech works is because your army is more supply efficient, cheaper, and even stronger than SC2's counterpart mech.

It boils down to the supply cost.
Sup
Prev 1 2 3 4 5 6 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 3h 13m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 146
StarCraft: Brood War
firebathero 650
Pusan 406
Leta 352
Tasteless 293
Zeus 138
yabsab 70
sSak 54
Sharp 47
ToSsGirL 47
Shinee 36
[ Show more ]
Bale 23
IntoTheRainbow 21
NotJumperer 12
Dota 2
NeuroSwarm92
canceldota11
League of Legends
JimRising 635
Counter-Strike
Stewie2K1193
shoxiejesuss710
Other Games
C9.Mang0500
ceh9497
crisheroes225
Mew2King71
Organizations
Other Games
BasetradeTV461
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• OhrlRock 1
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos153
Upcoming Events
WardiTV Team League
3h 13m
CranKy Ducklings
1d 2h
WardiTV Team League
1d 3h
uThermal 2v2 Circuit
1d 7h
BSL
1d 11h
n0maD vs perroflaco
TerrOr vs ZZZero
MadiNho vs WolFix
DragOn vs LancerX
Sparkling Tuna Cup
2 days
WardiTV Team League
2 days
OSC
2 days
BSL
2 days
Sterling vs Azhi_Dahaki
Napoleon vs Mazur
Jimin vs Nesh
spx vs Strudel
Replay Cast
2 days
[ Show More ]
Replay Cast
3 days
Wardi Open
3 days
GSL
4 days
Replay Cast
5 days
Kung Fu Cup
5 days
Replay Cast
5 days
The PondCast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

CSL Elite League 2026
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026

Upcoming

Escore Tournament S2: W2
IPSL Spring 2026
Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
WardiTV TLMC #16
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.