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[D] High Ground & Positional Advantages - Page 3

Forum Index > SC2 Maps & Custom Games
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Acritter
Profile Joined August 2010
Syria7637 Posts
May 01 2012 20:03 GMT
#41
Best way to stop deathball play is to give units the same kind of overpowering splash as they had in BW. The reason BW wasn't dominated by deathball play was the really strong splash damage with Storm, Reaver, Lurker, Plague, Irradiate, and Siege Tank. Out of these, Storm has been nerfed, Reavers were replaced with the more mobile Colossus (stacks, because it doesn't require increasing micro to use increasing numbers of them), Lurker was replaced with the Baneling (which isn't a bad unit, but not an exact replacement due to the lack of area control), Plague was replaced with Fungal (REWARDS deathball play by punishing harassment-based play), Irradiate was replaced with the infinitely inferior HSM, and the Siege Tank was nerfed. All the AOE is down from its BW levels, with the possible exception of the Colossus and the Baneling which fulfill different functions entirely (Colossus is the damage-dealing backbone of the army, Baneling is used to break through superior armies). What AOE does is punish players for having everything in one area, and allow players to invest less into controlling a given area. Protoss players in SC2 have started to figure out how to use the weakened Storms to hold off Terran players, which means that PvT is growing slightly away from deathball mode, but it isn't anywhere near optimial yet. ZvP is still deathball central, because Protoss has no way to deal with Roaches barring a deathball. If Protoss had access to proper Storms, that could change. Blizzard obviously has some of the right things in mind, seeing what they're doing with the Shredder, but it isn't enough yet. We'll have to see what they have in mind.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
Hachrt
Profile Blog Joined March 2012
United States5 Posts
May 02 2012 01:44 GMT
#42
Barrin, for the sake of testing purposes, would it be beneficial to simply recreate some Broodwar maps with the kind of terrain advantage that you think is necessary in order to provide a baseline? Or is the difference in the highground mechanic and unit/building costs too much for those maps to be beneficial in provide data to mapmakers in SC2?
RFDaemoniac
Profile Joined September 2011
United States544 Posts
May 02 2012 02:50 GMT
#43
banelings can give excellent map control in chokes. If you put banelings everywhere (say 12 banelings total in 4 chokes), you can force an army of what used to be 60 supply to go home. Banelings provide excellent spacial control in small spaces, but not in open areas. Lurkers were more effective in general and could hold space for longer, but banelings can be so awesome. I'm upset about burrow move because everyone will just get detection banelings will be worse.
Gfire
Profile Joined March 2011
United States1699 Posts
May 02 2012 03:33 GMT
#44
Storms are also big enough to control a single-sized ramp pretty well. More quite tight chokes in more forward positions can definitely help a lot. The trouble is usually the super tight chokes are hard to use while maintaining racial balance.

Maybe part of the problem is that back in beta Zerg was weak, and it was fixed a lot by making better maps for Zerg, but these more open maps tend to have less positional value. I saw a bit of the YOMT by IPL and the games were actually great, with a ton of positioning. Zerg always lost to Terran on maps like Stepped of War, but there was a lot of positional play.

As was mentioned by someone before, having stronger Hydras and things like that would let us make maps with tighter chokes without making it too bad for Zerg. It's possible Hydras are already strong enough, though, and making more chokes would encourage Zerg players to use them instead of Roaches and then it would all turn out alright in the end.
all's fair in love and melodies
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
May 02 2012 05:54 GMT
#45
This was a very interesting read, and I can't wait until people start playing around with this idea more in maps. At the present, it seems that a feature such as this either doesn't play a huge role or dominates the map (like Cloud Kingdom). To me, that speaks predominantly to the youth of SC2, where players don't know how to utilize terrain quite right yet.

With regards to highground/chocks- I feel that peppering in aspects of it here in many maps would be better than making a map revolve around the concept. Cloud Kingdom is amazingly well designed, but I would like to see aspects of it present in most maps, rather than have 10 more maps that use the same ideas.

Also something, I feel that mastering the art of the defensive chock/highground is more important at present than mastering the art of the offensive highground (like in Korhal Compound). Not necessarily to mappers, but to players themselves. As an area right now, I don't feel that players know how to react properly to it (see any discussion about how hard it is to take a fourth on Cloud Kingdom/third on Korhal).

So good ideas, would like to see them implanted slow and steady, giving players a chance to learn and play on them.
KazaDooM
Profile Joined November 2010
Austria32 Posts
May 02 2012 11:32 GMT
#46
Just as food for thought:

I think you could try to simulate some kind of highground advantage by for instance using neutral sentries that cast Guardian shield. Drawback is that it also effects all units negatively even if they all stand on the highground.
Sir! we are surounded! Perfect now we can attack in any direction :D
Trotim
Profile Joined May 2011
Germany95 Posts
Last Edited: 2012-05-02 14:15:31
May 02 2012 14:11 GMT
#47
You'll have to embrace FRB needs data changes, not just terrain changes. The SC2 editor more than likely can do high ground advantage, you'll just have to change the gameplay and unit stats to be different on 6m maps compared to 8m maps to make it work. And why not? And if you don't want the chance element maybe there's a way for a flat 33-40% damage penalty? I don't know, I just know you should experiment more.
Also you really need to implement bigger unit collision circles. That alone would alleviate a lot of the deathball concerns.
Gfire
Profile Joined March 2011
United States1699 Posts
May 02 2012 14:48 GMT
#48
On May 02 2012 23:11 Trotim wrote:
You'll have to embrace FRB needs data changes, not just terrain changes. The SC2 editor more than likely can do high ground advantage, you'll just have to change the gameplay and unit stats to be different on 6m maps compared to 8m maps to make it work. And why not? And if you don't want the chance element maybe there's a way for a flat 33-40% damage penalty? I don't know, I just know you should experiment more.
Also you really need to implement bigger unit collision circles. That alone would alleviate a lot of the deathball concerns.

If you increase the collision circles you still limit micro. Visually they will look spread out, and it will take longer to get in range, but they won't allow you to pull units through between each other very easily. In BW the collision circles were pretty small, units just spread out more on their own.

I've made a mod which adds passive unit spreading. A group of units will spread out while moving naturally. It's a concept I've been pondering since shortly after release, actually, and several months ago I started to figure out the ways of doing it in a mod technically. Still working on it, it requires a lot of mindless busywork now that I've refined the process, but I'm nearly to the point of some type of release.

Of course it may also need a slight increase in collision circles as well to be completely optimal (units are still pretty good at getting through chokes and such.)

As far as high ground advantage goes, I'm not %100 sure it's needed, but it's something worth looking into. Is there a way that it can be applied by data and not triggers? You can probably check height with a validator somewhere in the weapon effect, right?
all's fair in love and melodies
Gyro_SC2
Profile Joined November 2010
Canada540 Posts
Last Edited: 2012-05-02 21:55:14
May 02 2012 16:39 GMT
#49
The problem of sc2: Not enought hightground and positionnal advantage. I made a list of all the reason why sc2 units nullify defensive position and solutions.

First of wall: We need good map with a lot of hightground.

The problem with the protoss:
1. The protoss can ignore your defence because he can blink in your base with collosus.
Remove the ability to go in the hightground and the collosus to climb.
2. With the collosus or templar the protoss is enought strong to engage in the ramp.
Make a upgrade that make defense static more strong in the midgame. For exemple hightlife bunker/spine should be enought to stop storm and big lategame protoss army, and hightrange turret/spore should be the perfect anti-collosus building.
3. The protoss use the archon toilette.
infestor should have more range for neuroparasite again ``mothership unit``.

The problem with zerg:
1. Broodlord nullify the hight ground avantage because they are flying.
Make static defence anti-air(turret/canon) more strong and more range. Make the phenix/thors more strong again Broodlord, it should be a kind of viking.

The problem with the terran:
1.midgame terran timing attack are very good again any defensif position.
Make static defence structure canon/spine better and Increase the duration of defensif spell like fungal/forcefield in a rampe.
2. They can drop in your base.
Give back Khaydarin Amulet. Make zerg static defense more strong and more cheap.


Because bunker rush and canon rush are very good in the early game, bunker and canon should have a Buff upgrade and that way they become stronger again mid and lategame situation and not too strong in the early game.
Gfire
Profile Joined March 2011
United States1699 Posts
May 02 2012 20:20 GMT
#50
Well, even in BW there were a lot of drops and air units, and no one complained about those. Abilities that can circumvent defenses are good, and otherwise there would be too much turtling and such. Is the problem because Stalkers are such a core army unit anyway, and their ability to avoid defenses is too good for such a unit? Is it too much to invest in dropships and air units, and you lose cost effectiveness?

I was thinking that if Brood Lords and Colossi only had 8 range, then range upgraded turrets could shoot them down. It would be kinda cool.

I've always thought the Thor should do more damage to non-light air units so it could be decently effective against broods and such, and give mech a decent anti-air attack.

The Archon Toilet is really a unit design thing and can be removed with the mothership in HotS, although I kind of like it as-is. If you just had less income or whatever and made it so it took longer to get a maxed army, you'd only get it occasionally and in that case it wouldn't be a problem.

(I'm not of the mind that the game should be balanced around 200/200 armies, but rather designed so getting 200/200 armies is much more rare, and the 200/200 army engagements are more skill-based.)

I've also thought that Medivacs should require a tech lab so that Terran can't get so many. That might be beneficial. Generally it's also annoying when there are so many medivacs you can't see the units under them, as well.

I wouldn't mind better upgrades for Static Defenses. Right now Terran has some, and technically the shield upgrade helps cannons, but it isn't significant enough considering unit clumping and many units can be produced. Generally FRB, smaller chokes and unit spreading are all things which can help a lot with that.

all's fair in love and melodies
SarcasmMonster
Profile Joined October 2011
3136 Posts
May 02 2012 20:21 GMT
#51
Without defender's advantage, it's too easy to overwhelm your opponent with a slightly bigger army. Very insightful read.

Is OP some pro I'm unaware of?
MMA: The true King of Wings
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
May 02 2012 20:41 GMT
#52
On May 03 2012 05:21 SarcasmMonster wrote:
Without defender's advantage, it's too easy to overwhelm your opponent with a slightly bigger army. Very insightful read.

Is OP some pro I'm unaware of?


No, he's just a mapper that really gives alot of thought into the game proper. Read his "Fewer Reasources Per Base" for a really deep look into the nature of the game (if you haven't already).
Gyro_SC2
Profile Joined November 2010
Canada540 Posts
May 03 2012 03:26 GMT
#53
On May 03 2012 05:20 Gfire wrote:
Well, even in BW there were a lot of drops and air units, and no one complained about those.


In BW you can't drop all your army like the mmm in sc2 because nobody make more than 10 dropship.

On May 03 2012 05:20 Gfire wrote:
I've always thought the Thor should do more damage to non-light air units so it could be decently effective against broods and such, and give mech a decent anti-air attack.

The Archon Toilet is really a unit design thing and can be removed with the mothership in HotS, although I kind of like it as-is. If you just had less income or whatever and made it so it took longer to get a maxed army, you'd only get it occasionally and in that case it wouldn't be a problem.


Yea I think thors and phenix should be better anti-air. I hate the archon toilette.
Gfire
Profile Joined March 2011
United States1699 Posts
May 03 2012 07:01 GMT
#54
Yeah, exactly. With enough dropships to ferry the entire army, you've lost too much money for it to be worth it. Generally air units are weak enough that their ability to bypass Terrain is the same. There's not something fundamentally wrong with units that can bypass defensive positions (in fact it's a good thing,) but it needs to be mostly harass-type units, not entire armies and units which are particularly cost effective when fighting straight up.

There'd be a bigger emphasis on positioning if you could only bypass the terrain with weaker and harrass-based units, or super slow, somewhat easily countered units like BCs and Carriers.

I guess doom drops did get brought over from BW. There must be more to it, because they don't seem particularly broken.

Reapers are a great example of a unit that sucks in a fight but can bypass terrain and be used to harass. Unfortunately, their rush potential is too great and they had to be nerfed a bunch. If you made them higher tech or required at upgrade to hop cliffs, then buffed them somehow, they'd make a great harass unit.
all's fair in love and melodies
Gyro_SC2
Profile Joined November 2010
Canada540 Posts
May 03 2012 18:48 GMT
#55
On May 03 2012 05:20 Gfire wrote:
I was thinking that if Brood Lords and Colossi only had 8 range, then range upgraded turrets could shoot them down. It would be kinda cool.

I wouldn't mind better upgrades for Static Defenses. Right now Terran has some, and technically the shield upgrade helps cannons, but it isn't significant enough considering unit clumping and many units can be produced. Generally FRB, smaller chokes and unit spreading are all things which can help a lot with that.



In my solution, I said that increase static defense is a way to control more space. But sincerely I would prefer to have a unit that can control space rather than a building. I like the shredder idea.
Gfire
Profile Joined March 2011
United States1699 Posts
May 03 2012 19:25 GMT
#56
Well, I like an advantage to be somewhat skill dependent. I'd use things like Storms and FFs to control space, because they require the player to pay attention and cast the spells, and require some micro. I don't really like a 0-apm unit that can lock down an area so the player doesn't have to worry about it at all.

The goal with space control would be that a unit could hold a position cost-effectively, which lets the player do more stuff with his other units without risking being caught out of position. You can still make it require some attention from the player, because attention won't mean that the player needs to keep his other units close by.

A unit which can control space well, but still requires a little attention, or one that can be made even better with some micro, is imo even better than something that just sits there and controls the space without you doing anything.
all's fair in love and melodies
Gyro_SC2
Profile Joined November 2010
Canada540 Posts
Last Edited: 2012-05-03 19:40:09
May 03 2012 19:38 GMT
#57
I agree with you 100%
I like spellcaster controlspace. Blizzard should add bonus when a defensif spell is in a ramp or something.
Gfire
Profile Joined March 2011
United States1699 Posts
May 03 2012 20:26 GMT
#58
Hmmm... What about slowing down units while they are walking up a ramp?

Generally, though, using more single-sized ramps in forward locations on maps will allow a ton more control when it comes to spells. Storm, Fungal and FF can all be a lot more effective on a single-sized ramp. Blizzard seems to want to add more abilities like that in the future.
all's fair in love and melodies
Syphon8
Profile Joined July 2010
Canada298 Posts
Last Edited: 2012-05-11 20:50:54
May 11 2012 20:15 GMT
#59
On May 04 2012 05:26 Gfire wrote:
Hmmm... What about slowing down units while they are walking up a ramp?

Generally, though, using more single-sized ramps in forward locations on maps will allow a ton more control when it comes to spells. Storm, Fungal and FF can all be a lot more effective on a single-sized ramp. Blizzard seems to want to add more abilities like that in the future.


That first suggestion is amazing. It makes sense, it would work, and it'd require very little alterations of what we know about maps already.


Back on topic, other things I think is hurting positional gameplay are mapmakers EXTREME opposition to using cardinal ramps, when they enable different sizes, and the radius that Xel'Naga towers cover. If the radius on XNTs was reduced they could be used much more liberally for positional advantages.

Also the game needs tiered static defenses. It's not going to happen, but it will always need it.
',:/
Natespank
Profile Joined November 2011
Canada449 Posts
June 01 2012 23:34 GMT
#60
Any new maps using this idea lately?
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