all this time i simply assumed that sc2 had up hill miss chance/damage reduction but i only recently found out that it doesnt. so silly
the skt coach is right, sc2 is too simple.
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lazz
Australia3119 Posts
all this time i simply assumed that sc2 had up hill miss chance/damage reduction but i only recently found out that it doesnt. so silly the skt coach is right, sc2 is too simple. | ||
fams
Canada731 Posts
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Monzterg
Sweden257 Posts
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annYeong(o11)
Canada784 Posts
On April 12 2010 09:10 im a roc wrote: I think that the lack of a high ground advantage is a game-breaking flaw. I don't, however, think that a miss chance firing uphill is the answer either. Miss chance makes the game too random and it'll just end up being like WC3. Randomness is great in a single player RPG, but in a controlled and hopefully balanced game like Starcraft in which all numbers are set you need to have damage reduction in order to keep the game consistent and interesting. I know i'm quoting an incredibly early post that is now most likely off topic. I couldn't resist. The "randomness is a bad thing to have in a RTS" is a decent arguement, especially in a macro-based RTS like SC and SC2 (unlike for example, W3). What I think you're getting at is the variable damage output of units in W3 - like the footman doing X-Y damage - and I agree that this is too much randomness for a macro based RTS. Where you derailed yourself is suggesting that the miss chance on the cliffs is a random, crazy thing that the player has no control over what-so-ever. Lower ground units running into units on the higher ground is the natural end result of 1) too little scouting and blundering your army into a better situated opponent's forces 2) loss of map control that forces you onto the offensive and allows your enemy to take a fortified, raised position or, 3) the wrong units for the job. All of these can be better attributed to player error and then you get screwed for the mistakes you made, the sign of a good RTS. So if it all boils down to punishing the player for his mistakes, then why is miss chance better than damage reduction? More real-to-life, lobbing shells or firing rifles over a cliff is clearly not going to be 100% accurate, but when it does hit it's going to do similar damage. Still though, voted the same as you did - the high ground advantage is either way too big (low tier protoss getting raped by cliffs) or way too small (low tier zerg having a dozen overlords and hydras to take out the cliffing units) I don't feel a decent balance of punishing the player for his mistakes and abusable has been reached. Maybe a return to SC1 high ground system? TL;DR - Miss chance isn't a result of randomness; Miss Chance > damage reduction, more realistic; and the High Ground system needs a'changing Poptarts are done, Kenichi-out | ||
KinosJourney2
Sweden1811 Posts
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iNviSible.yunO
Germany211 Posts
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Shield
Bulgaria4824 Posts
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Synwave
United States2803 Posts
If there was an option for bnet I would say that. Its so cold and anti-social without chat rooms. I feel like a solitary nerd trapped in a cubicle farm even if I have friends online. | ||
guii
Brazil31 Posts
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SkylineSC
United States564 Posts
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MorroW
Sweden3522 Posts
the game isnt so fun to play atm because of all these reasons | ||
orcn00b
Spain27 Posts
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gogogadgetflow
United States2583 Posts
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WaZuP
Germany487 Posts
![]() but i think its highground advantage... worked pretty well in sc1 | ||
4Servy
Netherlands1542 Posts
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Lysis
United States147 Posts
One more thought: to everyone who says they should remove auto-mine/MBS/smart-casting/what-have-you - go back to Brood War. SC2 is going to be what it is. Also casual players are a much larger market than the hardcore players so it's a good business model to tailor a game more towards the largest potential demographic. | ||
SteffoDeffo
Germany48 Posts
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Silan
Denmark198 Posts
I voted Other, my reason above ![]() | ||
CheAse
Canada919 Posts
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moopie
12605 Posts
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