Levelling the Playing Field - Page 2
Blogs > Falling |
JieXian
Malaysia4677 Posts
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sabas123
Netherlands3122 Posts
![]() can't believe people would still want to play sc2 after reading thisXD | ||
cpc
Australia126 Posts
Also the same side effect occours from reading again that I should go play BW but I don't have the time at the moment to develop the mechanics to be better then D----- ![]() | ||
sabas123
Netherlands3122 Posts
On November 04 2012 20:06 cpc wrote: As usual a great read (just keep making them long its still a good read even if I should be studying or something). Also the same side effect occours from reading again that I should go play BW but I don't have the time at the moment to develop the mechanics to be better then D----- ![]() does that matter? ![]() ![]() | ||
cpc
Australia126 Posts
On November 04 2012 20:06 sabas123 wrote: does that matter? ![]() ![]() haha well I think I'm more thinking about the fact I am busy more then the fact i am terrible but your right I shouldn't care too much particularly when the mechanical difficulty is really some of the appeal. I guess I just assume that everyone in D is really good thats all ![]() | ||
Funnytoss
Taiwan1471 Posts
On November 04 2012 20:46 cpc wrote: haha well I think I'm more thinking about the fact I am busy more then the fact i am terrible but your right I shouldn't care too much particularly when the mechanical difficulty is really some of the appeal. I guess I just assume that everyone in D is really good thats all ![]() Enough concepts from SC2 play carry over into BW that you can maintain D rank fairly easily with a little bit of practice. Come join us! | ||
Marti
552 Posts
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Nabes
Canada1800 Posts
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IndyO
390 Posts
Mostly, I like you point about how Air vs Ground is much more interesting than Air vs Air and the dynamics behind it. It makes me recall a recent TvZ on Whirlwind, where it was a close battle between Marines / Siege Tanks and Broodlords. However the battle took place over a portion of the map where there was an obelisk thing near a ramp. It was exciting to watch as the two players fought over the area with the statue providing cover for the broodlords while the high ground and ramp nearby prevented the terran from flanking close enough to be able to kill them with I believe it was infestors on top. Another game it reminds me of was one played by ForGG, I believe it was his first TvZ in the GSL Code S on Daybreak. It was actually the first game in the set (I'd like to actually go back and see and be 100% its this game I'm recalling). The turning point engagement was done near the top left 3rd or 4th base. But the engagement saw a mix of pushing and pulling caused by the nearby high ground and the protection given to the Zergs Broodlords from the Terrain. The Air vs Ground dynamic is one I've found really interesting but I suppose its not just the dynamic of the two, but the importance of terrain and map features. While its and often talked about topic (Defenders Advantage, Warp Gates etc) I really like how your humble with your suggested changes. Less of demands for complete changes to units movements and rather small things like changing how fast units move up ramps, and this I feel has more of a chance of being tried and tested by Blizzard due to the simplicity of implementing the changes. Because in the end it really does seem like its just an accumulation of small things that cause the differences in certain gameplay. Also very glad you posted your other blog, even if its just the TL;DR. The extent at which Blizzard monitors and reads Teamliquid isn't really discernible. They've seemed to constantly reinforce that feedback should be directed to the Battle.net forums and it has the best chance of being noticed there. | ||
NotoriousBig
Germany301 Posts
but i actually thing watchtowers are avery good feature and give especially in the late game interresting setups, for the defender | ||
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Falling
Canada11258 Posts
As for the other blog and Blizzard's forums. They may monitor it, but unless they're one of the 20 views, then I doubt they even saw that. Topics spawn so quickly in the forum and as I predicted mine sunk like a rock after one reply. | ||
AssyrianKing
Australia2111 Posts
I wonder when Blizzard will pay attention to these problems | ||
Jonoman92
United States9101 Posts
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Falling
Canada11258 Posts
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AssyrianKing
Australia2111 Posts
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Falling
Canada11258 Posts
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RenSC2
United States1039 Posts
Also, it's very likely the towers will be used more in conjunction with stronger high ground. If position means little, then accurate positional scouting is less important. If position gains importance, then accurate positional scouting is more important and watch towers become more important. Hence, Zanno's comment about the importance of watchtowers in TvT (the most positional matchup). 2) High ground - yes, it needs more advantage. I'm an advocate of -1 range for shooting from low ground to high ground. This way we're not changing the carefully balanced "shots to kill" stats by adding armor (sometimes +2 armor would be irrelevant, sometimes it would make a huge difference) and we're not adding randomness to the game (miss chance). Instead, the defender will always get the first shot off and will always win in an equivalent situation. In outnumbered situations, the defender will always do damage. Along impassible cliffs, the defender can even position in such a way that they can shoot down, but the attacker can't shoot up even with vision and equal range units. Using -1 range, low ground tanks would be vulnerable to high-ground tanks despite vision equality and low ground marines couldn't protect a medivac drop from high ground marines as easily. I use -1 range up rather than +1 range down because I think it's very dangerous to have certain units with an even longer range in nonsensical positions like tanks in the middle of Shakuras Plateau or finding some random cliff above an expansion. Overall, -1 range does empower melee units a little more whereas +1 range down would diminish melee units more so this change would affect balance. 3) Cliff walk - you thought it was a cool idea because it is. It was just implemented poorly. The biggest problem with Cliff walk is that it's very powerful, and yet it's given to a tier 1 combat unit from Terran when nobody has sufficient defenses for more than one ramp. To compensate, every map has been modified to minimize cliff walk. Likewise, reapers have been nerfed to become so time consuming to build that they can't be legitimately built at any stage of the game. If they made reapers a late-game unit (requires armory, ghost academy, or fusion core) and drastically reduced their build time and maybe give them the turbo jets by default then we'd see a whole new reaper with lots of cool late-game uses. Defensive stalemates are about as boring as a game can get. Cliff walk should be one of the late-game ways to break a stalemate and create harass. Instead, cliff walk got thrown in as an early-game gimmick with the reaper and had to be nerfed to oblivion by mapmakers and blizzard. The colossus is just weird. It is a powerful unit that has to be with major support and only blink stalkers can actually keep up. Therefore, the cliff walk is almost entirely unusable except in desperation escape maneuvers. Blizzard totally missed the mark there. Cliff-walk should equal harass unit. The reaper was the right idea, just placed in the wrong spot on the tech tree. | ||
LaLuSh
Sweden2358 Posts
I think my personal list would go something like this: 1) Economic system. + Show Spoiler + Preferably by reintroducing worker wandering as in the SC2BW mod as opposed to fewer resource bases. I honestly think a lot of the gameplay problems simply lie in how fast your economy grows in SC2. Cute and tricksy play (colossus warp prism harass, templar drops, baneling drops, any type of micro/tech intensive low econ choices) doesn't exist because either it gets overrun so easily by all-ins, or the opponents economy grows at a rate where the harass won't pay for itself in time. 2) Warp-in mechanic + Show Spoiler + I just don't think Protoss units can be balanced the way they're supposed to, with the values they deserve to have, as long as this mechanic exists. It also serves to exhasperate the problem above. Or perhaps that should be the other way around? Extreme economy exhasperates the problem of warp-in? Dunno. 3) Macro mechanics + Show Spoiler + The analogue to the warp-in mechanic here: larva inject. It too has a great impact on how zerg units can and cannot be designed. Chrono boost is lesser of a problem if warpin is out of the way. MULEs included here too. My proposition is to have all macro mechanics be tiered by tech levels. 2 larva per inject on hatchery tech. 3 on Lair. 4 on Hive. Perhaps something similar with regards to the mule. Just the chrono boost that I'm unsure of. It seems like a weaker ability than the others. But with the economy fixed and the warp-in removed, my theory is that you can safely reintroduce "overpowered" units into the game without breaking gameplay. Spell casters and siege units in BW are crazily overpowered if you think about it. But they work because: #1 the less cost effective race is able to outexpand and keep outmining the opponent past 3 mining bases (think PvT and ZvP in Broodwar. TvZ was a special case -- while zerg might've been 1 base ahead of terran, they were so subdued when it came to being able to mine minerals that I think Terran should be considered the cost inefficient race in that matchup. Zerg's saturation was always weak until they held off the onslaught and stabilized in the late game. Lurkers + defilers being balanced owed a lot the dynamic of one race being allowed to be cost inefficient in a matchup). In SC2, you may have lots of games where a Protoss outplays a zerg, takes 6 bases versus 3, and by all rights should win the game. But all those 3 extra bases buy is the potential for a higher ratio of shiny high tech units to normal units. If the toss loses the big engagement resoundingly against infestor/BL, he generally won't have sufficient minerals for a second attempt despite being on "6 bases". Rewarding extra expansions provides an extra safeguard against "imbalanced" compositions being abused. #2 The game is slower paced. No macro mechanics and a different economic system from Starcraft 2 simply makes for a slower game. More space for cutesy plays and moves, more space for variation in build orders, strategies and styles. 4/5) Unit spacing/ Overkill mechanic + Show Spoiler + These two benefitted ranged units, while screwing over melee units' viability without spell caster backup. Only explanation needed. 6) Microability/High ground advantage + Show Spoiler + Goes without saying. A higher degree of control benefits the better player. I don't think it impacts gameplay more than the economic system though. My philosophy about this has always been: If you take away control and maneuverability from units, you have to add some form of gimmick to compensate for it. Do vikings need 8 range? Not if they're able to dart in and out like wraiths. But in their current state: yes. They could need a small speed boost though. Do banshees need to be able to 2 shot workers? No. They're just slow and hard to maneuver, so they gotta have some feature to make them useful. Meanwhile in BW it takes 6 (if i recall correctly) wraiths to one shot a worker. Increased mobility and maneuverability over increased damage gives you more stable gameplay. A noob won't be able to kill you based on a coin flip move, because it takes hard microing and a skilled player to inflict damage with those puny wraith lasers. It differentiates the pros from the really really good but not pro players. It leaves crowds in awe. Does the hellion need a blue flame upgrade? I personally don't think it does if it were to be redesigned. I much prefer the Brood War dynamic of speed/range upgrades on basic units dictating the flow of the game over damage upgrades and range upgrades on high tech units: Zergling < Vulture < Speedling < Speed Vulture Zergling < Zealot < Speedling < Speed Zealot Hydralisk < Zealot < Speed hydralisk < Speed zealot < Range/Speed Hydra with lurkers < Zlot templar arch etc... Zergling < Marine < Speedling < Marine /w Stim (Same in SC2, but if we continue ![]() Marine /w Stim < Mutalisk < Marine /w stim and range < Stacked mutalisks microed by Jaedong Dragoon < Marines proxy rax cheeses < Range Dragoon Even the smallest dragoon vs dragoon battles in the very early game would hinge on the completion timing of dragoon range. As for high ground advantage. I don't have a motivation why I included it on 6th place. Just seemed more relevant than other items. I fondly remember making a stand with my dragoons on the ridges of Heartbreak Ridge against oncoming vulture/tank timing pushes in order to slow them down. High ground advantage has a place in the game when it comes to controlling space. 7) Cliff walking/ Maps + Show Spoiler + While I see your point with cliff walking. I don't think it would be too difficult to solve through normal balancing. In a slower game, I'd very much like to see the movement speed of colossi reduced drastically. Making warp prisms more of a prerequisite for transporting them around for timing attacks. I honestly could see colossi working like reavers in PvP if they were to move a lot slower than they did now (with warpin and economy also being changed of course). I think you'd see some really elegant prism/colossi micro both in battles and in harassing. I envision them in more of a defensive and/or siege unit role in a slower paced Starcraft 2. In that capacity, I wouldn't mind if Protoss armies were to be "imbalanced" PvZ. Because they'd also be slow moving without warp prisms. I wouldn't mind if assaulting protoss bases/expos would be harder, since the economic system would encourage a wasteful and super active style of play as opposed to a camping, hoarding, PREPARE FOR 1 BIG BATTLE WITH THE SHINIEST UNITS YOU CAN MUSTER AND THEN GG style of gameplay. As for map designs. They adapt to the conditions of the game. Without warp gates, I might actually think forcefields are an OK restriction. Or rather I mean to say, they wouldn't be as much of a restriction for map makers. They'd be an acceptable restriction. | ||
FuzZyLogic
United States141 Posts
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Daswollvieh
5553 Posts
1) I agree on OP´s points concerning high ground and that one advantage, the movement blocking, can be easily overcome, as are ramps - they are even advantageous to an attacker not facing splash. So the other advantage high ground offers in SC2 is preventing visibility. You cannot shoot up at units you cannot see. This is a factor early game, but quickly becomes irrelevant and I kind of miss the scan wars of BW TvT. This is not only because of flying units being incorporated, but because of their range of sight. Logically, it makes sense for a flyer to have more vision than ground units, but that also means that vision becomes abundant. Now if sight would be reduced for fighting units, cliffs would prove a bigger challenge in terms of overcoming a sight disadvantage, you would introduce a relevant niche for scouting units like ghosts and ravens and overseers, so it does not all come down to firepower. Ironically, heavy fighting units have plenty of sight range and especially the med-vacs 11 makes sight issues hardly come up in terran matchups. Imagine if medvacs had only sight 6 and if they were used for spotting they would need to come so close they could be sniped easily. Imagine if Siege tanks had sight range 8 instead of 11, but units would get plus 3 sight on high ground. That would be a ressource that could be used strategically. I´d love to see hellions and ravens built because of their sight range, while pure MMM would suffer from a lack of information. So I guess my point is: Sight is a ressource that is given away freely right now. High could also give a ground unit additional range, which could be easily implemented. (cliffs could even add to the sight range) 2) Unit clumping, whatever problems it might cause, makes the game easier to watch, because an army automatically sticks together and is thus recognizable as an army (to the untrained eye) and more importantly, two armies battling fit on one screen making the action easily accessible. With fights happening that quickly in SC2 (also because of clumped damage output), clumped units garantuee that you don´t miss any action, while jumping between screens makes it a lot harder to follow. | ||
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