• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 08:02
CET 14:02
KST 22:02
  • 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
ByuL: The Forgotten Master of ZvT13Behind the Blue - Team Liquid History Book16Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0224LiuLi Cup: 2025 Grand Finals (Feb 10-16)46Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2Nexon's StarCraft game could be FPS, led by UMS maker15
StarCraft 2
General
ByuL: The Forgotten Master of ZvT How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Weekly Cups (Feb 9-15): herO doubles up SpeCial on The Tasteless Podcast Nexon's StarCraft game could be FPS, led by UMS maker
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) LiuLi Cup: 2025 Grand Finals (Feb 10-16) Master Swan Open (Global Bronze-Master 2) WardiTV Team League Season 10 $5,000 WardiTV Winter Championship 2026
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
Mutation # 513 Attrition Warfare The PondCast: SC2 News & Results Mutation # 512 Overclocked Mutation # 511 Temple of Rebirth
Brood War
General
Gypsy to Korea TvZ is the most complete match up Ladder maps - how we can make blizz update them? Brood War inspired Terran vs Zerg cinematic – feed Which units you wish saw more use in the game?
Tourneys
Escore Tournament StarCraft Season 1 [Megathread] Daily Proleagues Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates Zealot bombing is no longer popular? Current Meta
Other Games
General Games
ZeroSpace Megathread Diablo 2 thread Nintendo Switch Thread Path of Exile Battle Aces/David Kim RTS Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
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
TL Mafia Community Thread Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Ask and answer stupid questions here! Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club The herO Fan Club!
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
The Search For Meaning in Vi…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2394 users

[SC2B] Missing the Point - Page 7

Forum Index > News
198 CommentsPost a Reply
Prev 1 5 6 7 8 9 10 Next All
0mgVitaminE
Profile Joined February 2009
United States1278 Posts
March 16 2010 18:25 GMT
#121
I agree with op.

Miss chance offers much more depth from an observers standpoint as well, because I don't know who will win every battle every time by just looking at the two armies.
Hi there. I'm in a cave, how bout you?
Yurebis
Profile Joined January 2009
United States1452 Posts
March 16 2010 18:28 GMT
#122
I still think one shouldn't be able to shoot through the ground... but what do I know, maybe I'm missing the point
Power corrupts. Absolute power corrupts absolutely.
MMmmmmmmmm
Profile Joined May 2009
United States36 Posts
March 16 2010 18:31 GMT
#123
i definitely agree that chance needs to be implemented so the player is forced to constantly watch over the battles and make good decisions wrt retreating vs cotninuing. its dumb if you can just gauge it ahead of time and then completely ignore the actual battle.
Werezerg
Profile Joined June 2008
Germany62 Posts
March 16 2010 18:42 GMT
#124
On March 17 2010 03:31 MMmmmmmmmm wrote:
i definitely agree that chance needs to be implemented so the player is forced to constantly watch over the battles and make good decisions wrt retreating vs cotninuing. its dumb if you can just gauge it ahead of time and then completely ignore the actual battle.

but the outcome of a battle will not change, or is nearly impossible to change. at least thats what the op is telling us. so that argument is a contradiction for me.
MMmmmmmmmm
Profile Joined May 2009
United States36 Posts
March 16 2010 18:51 GMT
#125
i took it as something closer to an overwhelming advantage will definitely remain an overwhelming advantage.
SturmAddict
Profile Joined October 2009
Malaysia176 Posts
March 16 2010 19:20 GMT
#126
Rather then overcoming numeral disadvantage, now high cliff now rewards the high ground user with if they can deny intel advantage.

Look at it this way, in SC1, high ground lets me defend/attack with less units with high ground

In SC2, high ground lets me have a huge advantage if i can deny all flying units/collosus/scans

The kind of advantage is different, however, its still a huge advantage if i can wipe out the said units. I think thats how things are planned out in sc2


Instead of thinking "hey, please bring this back so that i get back my high ground advantage", we need to think "how do we abuse this high ground advantage given the current situation of SC"
Exquisito
Profile Joined February 2010
United States55 Posts
March 16 2010 19:21 GMT
#127
I am highly educated and not prone to cliche, but here I must deploy this irresistibly apt abbreviation:

tl:dr
spawn more overlords
Mellotron
Profile Blog Joined March 2010
United States329 Posts
March 16 2010 19:29 GMT
#128
I completely agree with the OP as well as the posts made previously by other members with similar topics. I really hope Blizzard listens and at least gives it a try. I am strongly in favor of miss chance over any other mechanic (% reduction etc).
Starcraft player since 1999
da_head
Profile Blog Joined November 2008
Canada3350 Posts
March 16 2010 19:41 GMT
#129
agreed 100%. let's hope blizz takes a look at this thread..
When they see MC Probe, all the ladies disrobe.
tYsopz
Profile Joined July 2009
Norway215 Posts
March 16 2010 19:55 GMT
#130
Why only 25% miss rate? I'd rather have it be something like 40% or even 50% like in SC1.
"I'm going to send them to a far far distant place called Disneyland. Safe and sound at their own convenience, at the fastest and cheapest rate." - Lee Sung Eun
Musoeun
Profile Blog Joined March 2009
United States4324 Posts
March 16 2010 19:56 GMT
#131
On March 17 2010 04:55 tYsopz wrote:
Why only 25% miss rate? I'd rather have it be something like 40% or even 50% like in SC1.


SC:BW miss rate was (is) 30%.
Don't Shoot the Penguins. | Dance, 성은, dance! | Killer FanKlub | Action sucks. | Storm Terran hwaiting.
snowdrift
Profile Blog Joined February 2009
France2061 Posts
March 16 2010 20:09 GMT
#132
On March 17 2010 04:56 Musoeun wrote:
Show nested quote +
On March 17 2010 04:55 tYsopz wrote:
Why only 25% miss rate? I'd rather have it be something like 40% or even 50% like in SC1.


SC:BW miss rate was (is) 30%.


Though the stated miss rate is 30%, I recall that some players tested it extensively and found that the true miss rate is closer to 45%.
NaDa. Our Lord and sAviOr shall return. Learn to nydus you scrub
tYsopz
Profile Joined July 2009
Norway215 Posts
Last Edited: 2010-03-16 20:12:43
March 16 2010 20:09 GMT
#133
On March 17 2010 04:56 Musoeun wrote:
Show nested quote +
On March 17 2010 04:55 tYsopz wrote:
Why only 25% miss rate? I'd rather have it be something like 40% or even 50% like in SC1.


SC:BW miss rate was (is) 30%.


That is incorrect. The game manual says it is 30%, but it is 50% ingame and has been for a very long time. If you don't believe me go ingame and test for yourself. I'm pretty sure you'll also find evidence for this if you just search TL.net or youtube.

EDIT: snowdrift beat me to it. It could be 45% miss as well, I've never seen anyone sample enough data for an exact percentage.
"I'm going to send them to a far far distant place called Disneyland. Safe and sound at their own convenience, at the fastest and cheapest rate." - Lee Sung Eun
DreaM)XeRO
Profile Blog Joined December 2008
Korea (South)4667 Posts
March 16 2010 20:41 GMT
#134
wow great write up. i love how you dashed many commonly help beliefs about the miss/ damage reduction.
cw)minsean(ru
lossofmercy
Profile Joined March 2010
United States29 Posts
March 16 2010 20:43 GMT
#135
I really like this post.

I don't. Because I think it was just a general dislike of randomness for Dustin that did it.

And we are changing the balance and viable builds, thats kinda the point of making a change like this.

Nethertheless, I do think that the Colossi and reapers will need to be rebalanced if these changes were to occur (and they will be more effective). I don't think other units will have to worry about it so much.

The only other significant change would be bigger use of dropships and the like. Which is a +1 for me.
Tompinator
Profile Joined March 2010
Sweden1 Post
March 16 2010 20:44 GMT
#136
Hi!
I just signed up for this thread. And i think i have an idea, although i'll probably make an ass out of myself. But to the point:

Why must it be a disadvantage to be on low ground, why can't it be an advantage to be on high ground instead?
When attacking from high ground, make units have a chance of scoring a critical. (I don't know, maybe 10% chance to make double damage)
That would also make running into an ambush so much more painful, because even if you pull back quickly you might loose a unit or two to a (un)lucky crit.
It will also apply the higher ground advantage to attacking melee units.

I see one hole in my own arguement tho': Some units (like sieged tanks) would make an awesome amount of damage. Maybe you could limit the extra damage or something, or not make all units have the same crit damage?

Since this discussion seem a little bit onesided (leave it or give damage reduction) i thought i could make an input here.

/Tom
To make an apple pie from scratch, you first create a universe
Louder
Profile Blog Joined September 2002
United States2276 Posts
Last Edited: 2010-03-16 20:45:52
March 16 2010 20:45 GMT
#137
You leave out an important aspect of a pure damage reduction solution - most people would probably contend that a damage to unit type system along the lines of SC1 would be more appropriate as well - that in conjunction with a pure damage reduction approach would be appropriate.

Your argument about miss percentage ignores the reality of randomness that any poker player knows all too well - regardless of how perfectly you play the odds, you can still encounter a long string of events where the odds fall out of your favor, regardless of percentages.

Consider attacking tanks uphill with dragoons in SC1. I have personally had games where 1 tank has killed 3 dragoons who were firing nonstop, and the tank still had 50% of it's health left. That sort of thing is typical in SC1, because those odds are applied to a clean slate calculation with each shot, with no regard for past misses, and a fresh randomly generated value. Say the miss chance is 40% - that means 40 of 100 shots miss on average, but it's clearly possible for 90 of 100 shots to miss.

If Blizzard were to implement a damage type to unit type system, rather than full damage + bonuses as it is now, along with reduced damage uphill, the dynamic would be very different. If hydralisks did explosive damage and marines were small targets, and hydras did 6 damage instead of 12, and suffered a 25% uphill damage reduction, they would do 4.5 per shot up hill, making it far more difficult for a group of 8 hydras to crush their way up a Terran ramp like they so easily can do now.

I would argue for, also, rather than being unable to shoot at targets up hill without spotting while being attacked by said uphill units, they suffer both damage reduction AND a miss chance - to provide an even stronger advantage to the uphill units who are not properly within vision.

I agree that unpredictability is not a bad thing, in and of itself, but I would argue that injecting unpredictability for no reasonable cause IS a bad thing.

I would argue that this system is perhaps more difficult to balance, but would lead to BETTER balance.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
March 16 2010 20:53 GMT
#138
There is also to consider that high ground isn´t the ONLY terrain factor anymore. There are also brush and watchtowers.
The point here is that these "fit" together. If we reverted highground brush would be nearly worthless.
Watchtowers are not only a source of intel but a significant tactical position as they reduce positional advantages in their radius.
Airunits are not a real hardcounter since to provide intel they have to surrender their main advantage: mobility.
The opening post doesn´t even realise this angle. Many units and mechanics in SC2 make heavy use of of the current system. The OP is pushing to make High ground a counter to low ground regardless of circumstances. A point is made that random chance is the best way to do so without even CONSIDERING that high ground might not NEED another advantage. After all everyone agrees am I right?
Louder
Profile Blog Joined September 2002
United States2276 Posts
March 16 2010 21:18 GMT
#139
On March 17 2010 05:53 Unentschieden wrote:
There is also to consider that high ground isn´t the ONLY terrain factor anymore. There are also brush and watchtowers.
The point here is that these "fit" together. If we reverted highground brush would be nearly worthless.
Watchtowers are not only a source of intel but a significant tactical position as they reduce positional advantages in their radius.
Airunits are not a real hardcounter since to provide intel they have to surrender their main advantage: mobility.
The opening post doesn´t even realise this angle. Many units and mechanics in SC2 make heavy use of of the current system. The OP is pushing to make High ground a counter to low ground regardless of circumstances. A point is made that random chance is the best way to do so without even CONSIDERING that high ground might not NEED another advantage. After all everyone agrees am I right?


Your points are good, but unrelated. Additional terrain mechanics are really great, but high ground still fails to provide any tactical advantage in most situations, though it should do so.
Alethios
Profile Blog Joined December 2007
New Zealand2765 Posts
March 16 2010 21:21 GMT
#140
Well written, well reasoned. Thanks very much.

Wish I could say more, but i'm still waiting on my beta key
When you arise in the morning, think of what a precious privilege it is to be alive - to breathe, to think, to enjoy, to love.
Prev 1 5 6 7 8 9 10 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV Winter Champion…
12:00
Group A
WardiTV806
IndyStarCraft 149
3DClanTV 41
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko305
IndyStarCraft 149
ProTech125
Hui .48
StarCraft: Brood War
Sea 16716
GuemChi 2389
Horang2 1526
Bisu 1523
Larva 694
PianO 593
BeSt 518
firebathero 464
EffOrt 431
Stork 370
[ Show more ]
Mini 319
Last 223
Light 221
Shuttle 206
Soma 205
Snow 199
ggaemo 173
hero 153
Pusan 107
Zeus 102
Rush 102
Mong 98
Backho 57
JulyZerg 56
JYJ 55
Sea.KH 54
Barracks 43
ZergMaN 38
ajuk12(nOOB) 38
Aegong 37
Free 33
sorry 32
Movie 29
910 26
Sacsri 23
IntoTheRainbow 21
HiyA 16
GoRush 16
Noble 13
zelot 13
Shinee 12
Purpose 12
Terrorterran 11
Bale 11
SilentControl 8
Icarus 7
Dota 2
Gorgc4647
Dendi483
XcaliburYe59
Counter-Strike
olofmeister2296
zeus1155
byalli836
edward62
Super Smash Bros
Mew2King92
Other Games
singsing1822
Liquid`RaSZi1488
B2W.Neo354
crisheroes273
Fuzer 242
RotterdaM110
Sick103
Trikslyr29
Organizations
Counter-Strike
PGL30276
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• iHatsuTV 12
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• escodisco45
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
Replay Cast
10h 58m
PiG Sty Festival
19h 58m
Maru vs Bunny
Classic vs SHIN
The PondCast
20h 58m
KCM Race Survival
20h 58m
WardiTV Winter Champion…
22h 58m
OSC
22h 58m
Replay Cast
1d 10h
PiG Sty Festival
1d 19h
Clem vs Percival
Zoun vs Solar
Epic.LAN
1d 22h
Replay Cast
2 days
[ Show More ]
PiG Sty Festival
2 days
herO vs NightMare
Reynor vs Cure
CranKy Ducklings
2 days
Epic.LAN
2 days
Replay Cast
3 days
PiG Sty Festival
3 days
Serral vs YoungYakov
ByuN vs ShoWTimE
Sparkling Tuna Cup
3 days
Replay Cast
4 days
Replay Cast
4 days
Wardi Open
4 days
Monday Night Weeklies
5 days
Replay Cast
5 days
WardiTV Winter Champion…
5 days
WardiTV Winter Champion…
6 days
Liquipedia Results

Completed

C-League Week 31
LiuLi Cup: 2025 Grand Finals
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
WardiTV Winter 2026
Nations Cup 2026
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025

Upcoming

Escore Tournament S1: King of Kings
[S:21] ASL SEASON OPEN 1st Round
[S:21] ASL SEASON OPEN 1st Round Qualifier
Jeongseon Sooper Cup
Spring Cup 2026: China & Korea Invitational
[S:21] ASL SEASON OPEN 2nd Round
[S:21] ASL SEASON OPEN 2nd Round Qualifier
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
PiG Sty Festival 7.0
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
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.