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HotS Perspectives #4: Unit Clumping

Blogs > Umpteen
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Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
October 06 2012 12:43 GMT
#1
Unit Clumping and Why It Matters


First of all, thank you for taking the time to read. Unless you're going to stop right after I've thanked you, which would be a totally jerk move.

For the awesome non-jerks who are still here, I'd like to ramble on a bit about why I think unit clumping should be at the top of the pile of design options Blizzard considers in HotS. If you have access to the Beta forum and think I’ve made worthwhile new points, please feel free to repost!

The Short Version

SC2's unit behaviour is making WoL, HotS - and will make LotV - unnecessarily difficult to balance and, as a game, intolerant of both unit and strategic diversity.

The Long Version

What I Don’t Want.

I absolutely don't want HotS to be like BroodWar. Blizzard have said all along that ‘worse’ unit AI is not on the table, full stop - and I agree. Brood War armies behave like a playground full of concussed toddlers.

However, I think HotS would benefit enormously from being less WoL-like. WoL armies are compact, slippery, amoeba-like collectives conforming to every nook and cranny of the map with liquid ease, and I think the extremity of that behaviour is making Blizzard's role as an innovator and game balancer much harder than it needs to be.

Why ‘Perfect’ Unit Movement Makes Blizzard’s Life Difficult

The principle reasons are:

1. It minimises the influence of the map.
2. It minimises the advantage of a prepared defence
3. It minimises the utility of micro (and no, not because it does the micro for you)
4. It minimises the significance of air units being air units.

Map Influence and the Advantage of a Prepared Defence

In WoL, even maxed armies can negotiate all but the narrowest chokes in seconds. This means that while it’s possible for one deathball to enjoy a positional advantage over another by physically blocking the exit from a choke for an extended period while fire is exchanged, the same is not true when a smaller force attempts to use positional advantage to stop the advance of a larger one. The larger force can push forward much more quickly than the defenders can whittle the leading edge down, unless the choke is extremely narrow. The compactness of the advancing force also serves to minimise the advantage of a pre-prepared concave if the enclosing force is smaller in numbers

To compensate, and to keep the game interesting, Blizzard had to give map-making tools to units instead: the sentry and infestor. But units, which can be used everywhere, are much more difficult to balance than maps, in which each location can be individually tweaked. I could get one sentry and defend my main ramp for a minute - or I could get ten and permanently exclude you from your natural / third while I munch on it. I could get a couple of infestors to delay that marine push at the ramp, or I could get fifteen and spam your entire army while I tech to Broodlords.

The worst casualty in all this is the tank. Tanks simply cannot be made strong enough to do the space-controlling job they did in BW, because the job they did in BW was greatly aided by the way the map affected unit movement. In WoL they lost that situational advantage, but could not be buffed to compensate because such a buff would apply in all situations. Indeed, they had to be substantially nerfed, partly because of smart-firing and partly because of unit clumping. So Terran have ended up with a poor-man’s version of the sentry and infestor to control space, and are forced to play mobile-mech or even more mobile bio to survive.

As long as Blizzard continue to try to fix this problem of space control with unit design, they are going to struggle. Economically preventing the advance of fluid, compact armies requires tight chokes (forcefields), micro-eliminating spells (Fungal), and/or high AoE damage - all of which are more difficult to balance when unit clumping makes the ratio between maximum and minimum effectiveness of a spell so high, eg:

* Clustered units means fungal hits more per shot and can reach more if infestors are massed (army more compact => more units in range => spam more effective)
* Clustered units means forcefield-walls can slice off a bigger chunk of army (more compact army => more units in range of FF) making that tactic more devastating and requiring nerfs elsewhere to compensate.

Micro and Air Units

Air units in Brood War cluster far better relative to ground units than they do in WoL. The relative ease with which they navigate the map - compared to ground units - is also far greater in BW than in WoL.

The diminished ratios of those qualities in SC2 eats into the inherent utility of ‘going air’, utility which was an important part of the balance equation.

In BW, mutas clustered up versus AoE that was tuned for spread out ground units (eg storm) - but that was Ok, because mutas had the mobility to evade those storms and strike elsewhere - a deadly threat to a clumsy, spread out ground army. In WoL, air units have weaker AoE to worry about but far more mobile, compact and deadly ground armies, which screws up the whole dynamic. Once again, units become difficult to balance because air units are missing a key advantage they ought to have over ground armies.

Micro, too, suffers from unit clumping, for the simple reason that there is so little time in which to do it. DPS ramps up so abruptly as tightly packed armies engage that there is barely any time to do anything to affect the outcome - it is this, not unit design, which prevents player skill being a more significant multiplier of unit effectiveness. And when unit control is a weak multiplier, unit imbalance - or the appearance of it - will always loom largest.

What to do about it.

Like I said, I don’t want my units to become stupid or unresponsive or unable to get where I tell them to go. But there are plenty of user mods demonstrating a range of tweaks that result in more spread-out armies, slower choke-traversal and more rewarding micro without being what your average player would call ‘worse’. I think HotS Beta is Blizzard’s chance to explore some of those options and see if it makes the rest of their job easier.

Thanks for reading.

*****
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
targ
Profile Blog Joined December 2010
Malaysia445 Posts
October 06 2012 14:35 GMT
#2
Would you think that a simple increase of collision size can help greatly? I've considered this problem too.
http://billyfoong.blogspot.com/ my other opinions are here
FuRong
Profile Joined April 2010
New Zealand3089 Posts
October 06 2012 15:26 GMT
#3
"like a playground full of concussed toddlers" is perhaps one of the best descriptions of Dragoon AI that I've seen to date.
Don't hate the player, hate the game
Falling
Profile Blog Joined June 2009
Canada11505 Posts
Last Edited: 2012-10-06 16:03:58
October 06 2012 16:03 GMT
#4
That's an interesting point about sentries and chokes. It actually seems to limit the variety of maps because Protoss MUST have these chokes that sentries can block easily or they'll just get over-run.

On BW it was simply hard to get up ramps which provided it's own natural defence rather than needing the Sentries ON/OFF switch. Screwing with the AI would not be an ideal solution, but
slower choke-traversal
specifically slower unit movement up ramps would be an interesting solution to try.

(And like the broken record I am, fixing ground Magic Box would go a long way to fixing the constant bumping and clumping of SC2 units that refuse to move in any sort of spread out formation regardless of what you order.)
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...
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
October 06 2012 20:42 GMT
#5
I wish units did what you told them to do, for better or worse. I don't want my units to clump when I don't tell them to, it's annoying as hell.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
two_sheds
Profile Joined January 2012
Croatia104 Posts
October 06 2012 20:51 GMT
#6
Very nice writeup.

Unit clumping and their blob-like behavior is the first thing i thought Blizzard would "fix" in HotS, sadly they are doing it by introducing new "anti-deathball" units, rather than the way you described and the way the most players and especially spectators would want.

With these new units Blizzards intention is to make players spread their army manually or...well - or else. So the main job of players is keep their units apart and hope that their opponent is not doing the same. My question is - why would that be any different if units were less clumped by nature (either by increasing their hitboxes or any other way)? We would still have that dynamic, only the micro potential would be far greater and games more pleasing to watch.

Also - by knowing that your opponent's units are not all clumped together and that they are not that mobile, you could peek and poke more without committing too much. That could lead to a more interesting early and mid game and maybe we would have Broodwar style skirmishes and battles that span over several minutes.

It's not epic to watch half hour game with one big battle that ends in a couple of seconds and not seing exactly what's happening down there, because all the storms, vortices, fungals, infested terrans and beams of all kind are all mashed up together into one tiny plate. It's uninteresting. Even if the players names are Seed and Symbol.




"You don't agree to have a theme park built inside of you if your life is going well"
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
October 07 2012 22:21 GMT
#7
On October 07 2012 01:03 Falling wrote:
That's an interesting point about sentries and chokes. It actually seems to limit the variety of maps because Protoss MUST have these chokes that sentries can block easily or they'll just get over-run.


It's more than that, even. Those 'chokes' mean nothing without sentries to block them. Pretty much the only map feature that makes a noticeable difference to a maxed army's rate of progress is a main ramp.

I've watched Zergs dealing with Terran drops for two years, and I still see them flinging their whole army from base to base to do it. Much as Terran drops piss me off, that really should not even be an option - just like it shouldn't be an option for a Terran to respond to Mutas by quickly sluicing marines in from half a mile away.
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
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