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[MOD] High Ground Advantage - Page 2

Forum Index > SC2 Maps & Custom Games
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Gyro_SC2
Profile Joined November 2010
Canada540 Posts
May 07 2012 19:35 GMT
#21
ok, i try 53 % and i don't like it. It looks too much like the original. The players still cannot have a solid defensif position.

I change my map, units on the low ground hit only 10%. Its more extrem but i like extrem exemple to see what is the difference.

name: 6m hyg HA Cloud Kingdom LE
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-05-07 21:07:04
May 07 2012 21:06 GMT
#22
On May 08 2012 01:02 moskonia wrote:
I think chances in an E-sport is just dumb, you should try to figure something new, not copy from BW. If you want to play BW go play it, but if you want to play SC2 you should think of something else, like -1 range to those hitting high ground units (this I think is the best thing to do).


Cause RNG worked out so poorly in BW...


On May 08 2012 04:35 Gyro_SC2 wrote:
ok, i try 53 % and i don't like it. It looks too much like the original. The players still cannot have a solid defensif position.

I change my map, units on the low ground hit only 10%. Its more extrem but i like extrem exemple to see what is the difference.

name: 6m hyg HA Cloud Kingdom LE


Are you sure you implemented it correctly?? 47% miss chance should be pretty noticeable...
Comprehensive strategic intention: DNE
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
May 07 2012 21:10 GMT
#23
Why not have units just do 53% of their normal damage when attacking from low to high ground? It achieves the exact same effect but with no randomness at all.
vibeo gane,
Gyro_SC2
Profile Joined November 2010
Canada540 Posts
May 07 2012 21:15 GMT
#24
[QUOTE]On May 08 2012 06:06 EatThePath wrote:
Are you sure you implemented it correctly?? 47% miss chance should be pretty noticeable...[QUOTE]
You should try it.
moskonia
Profile Joined January 2011
Israel1448 Posts
May 07 2012 22:48 GMT
#25
50% damage reduction = 50% miss chance, which is fucking huge! you guys are forgetting that in BW when a unit from high ground attacked you, you had vision of it, but in SC2 it is not like it, therefore the reduction should be lower, much lower. Or you can copy the thing where a unit is revealed while attacking, which means you simply copied off BW, which again I think is silly since if you want to play BW you don't have to turn SC2 into it.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
May 08 2012 04:31 GMT
#26
50% damage reduction != 50% miss chance because of the number of hits that it takes to kill a unit (perhaps it does work for 50% but not for 10% or 53%), plus with 50% what do you do in the case of odd numbers?
Chargelot
Profile Blog Joined December 2010
2275 Posts
May 08 2012 04:53 GMT
#27
nkashbvfskahfwfsbhflalawhfbdlvhfadlfvhewf

That is my opinion of the sudden "lets make SC2 into SC:BW2" opinion floating around. There are a lot of things to consider when you want to change something like this, everything from late game upgrades being different to unit movement speed, map sizes, damage, DPS, health, etc. To simply say "lets take one thing that kinda worked in BW, and sorta apply it to SC2 in a different way" is like saying "if these wheels work on a car, they'll work on a commercial airliner as landing gear".

This isn't Brood War, guys. Those days are over, or at the very least, they're bleeding out. When the Blizzard dev team decided to change this between games, it's not like they said "fuck that, too hard to code." They sat down, talked about why it would work and why it wouldn't, crunched numbers, and conceptualized it and its alternatives. Does an entire team of professional developers always get every detail right? No, absolutely not. But needless to say, every other detail somehow links back into this one. Every detail is in some way related to most or all other details.

The problem with the FRB idea in and of itself is that it neglects this idea. Unit cost is based on income, which helps (read: does not determine, only helps to) determine how "useful" a unit is. What kind of abilities it has, how much food it uses, etc***. Yeah, little price changes have occurred over the years, but nothing dramatic. If they halved the cost of the marine, would they not also halve its effectiveness? FRB can only work because it exploits the singular overarching flaw in the 8m2g logic, which is to strap the player onto a rocket and blow him out of the early game.

*** The cost of a unit both determines its abilities and is determined by a unit's ability, depending on which way you look at it. If you want to change the effectiveness of a unit (on a large scale), you must also change its cost. If you wish to change the cost of a unit (on a large scale), you must also change its effectiveness. The 300 mineral marine must kick serious ass, and the 50 mineral Thor must shoot blanks.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
nekoconeco
Profile Blog Joined May 2009
Australia359 Posts
May 08 2012 07:19 GMT
#28
Nice work. Shame this thread is becoming what it is when it should be discussing the mod at hand rather than the validity of the FRB mod.

Is this possible? (from the FRB mod thread)
On May 08 2012 06:24 EatThePath wrote:
I thought it'd be really cool if there was an audio cue for misses that was distinct for different types of fire. Like a marine shot miss would sound like a bullet whiz in an FPS. And a marauder grenade miss would sound like a whoosh. Is it just me, or would that not be epic?
My Photoshop stream (requests welcome) --> http://www.teamliquid.net/forum/viewmessage.php?topic_id=304143
MavercK
Profile Joined March 2010
Australia2181 Posts
May 08 2012 07:34 GMT
#29
On May 08 2012 13:53 Chargelot wrote:
nkashbvfskahfwfsbhflalawhfbdlvhfadlfvhewf

That is my opinion of the sudden "lets make SC2 into SC:BW2" opinion floating around. There are a lot of things to consider when you want to change something like this, everything from late game upgrades being different to unit movement speed, map sizes, damage, DPS, health, etc. To simply say "lets take one thing that kinda worked in BW, and sorta apply it to SC2 in a different way" is like saying "if these wheels work on a car, they'll work on a commercial airliner as landing gear".

This isn't Brood War, guys. Those days are over, or at the very least, they're bleeding out. When the Blizzard dev team decided to change this between games, it's not like they said "fuck that, too hard to code." They sat down, talked about why it would work and why it wouldn't, crunched numbers, and conceptualized it and its alternatives. Does an entire team of professional developers always get every detail right? No, absolutely not. But needless to say, every other detail somehow links back into this one. Every detail is in some way related to most or all other details.

The problem with the FRB idea in and of itself is that it neglects this idea. Unit cost is based on income, which helps (read: does not determine, only helps to) determine how "useful" a unit is. What kind of abilities it has, how much food it uses, etc***. Yeah, little price changes have occurred over the years, but nothing dramatic. If they halved the cost of the marine, would they not also halve its effectiveness? FRB can only work because it exploits the singular overarching flaw in the 8m2g logic, which is to strap the player onto a rocket and blow him out of the early game.

*** The cost of a unit both determines its abilities and is determined by a unit's ability, depending on which way you look at it. If you want to change the effectiveness of a unit (on a large scale), you must also change its cost. If you wish to change the cost of a unit (on a large scale), you must also change its effectiveness. The 300 mineral marine must kick serious ass, and the 50 mineral Thor must shoot blanks.


fairly ridiculous opinion/post.
the point of these mods are to try. see what happens. if there's glaring problems they can be addressed and the idea progresses.

the main reason Blizzard removed stuff like random miss chance is because it's not obvious. they dumbed the game down so new players know immediately. they dont need to learn about miss chance or anything. it's immediately obvious. it's fine. from their perspective. not from mine unfortunately. i think the cost is too great for this "clarity" Blizzard so desire in their games.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
urashimakt
Profile Joined October 2009
United States1591 Posts
Last Edited: 2012-05-08 08:35:06
May 08 2012 08:33 GMT
#30
On May 08 2012 16:19 nekoconeco wrote:
Nice work. Shame this thread is becoming what it is when it should be discussing the mod at hand rather than the validity of the FRB mod.

Is this possible? (from the FRB mod thread)
Show nested quote +
On May 08 2012 06:24 EatThePath wrote:
I thought it'd be really cool if there was an audio cue for misses that was distinct for different types of fire. Like a marine shot miss would sound like a bullet whiz in an FPS. And a marauder grenade miss would sound like a whoosh. Is it just me, or would that not be epic?

I don't have the skills necessary to whip up appropriate sound bites. There'd also be splash damage and multi-hit attacks that'd have to be considered. Since these miss/hit on a per target per hit basis and sometimes they only have one visual for all of them...yeah. I don't really want to go reinventing how the game feels when people are so used to it.

What I could do is flash a small text tag that says MISS, like when you cancel a building. Not sure how that'd feel but I'll consider putting it in as an option anyways.
Who dat ninja?
Chargelot
Profile Blog Joined December 2010
2275 Posts
Last Edited: 2012-05-08 09:12:14
May 08 2012 09:06 GMT
#31
On May 08 2012 16:34 MavercK wrote:
Show nested quote +
On May 08 2012 13:53 Chargelot wrote:
nkashbvfskahfwfsbhflalawhfbdlvhfadlfvhewf

That is my opinion of the sudden "lets make SC2 into SC:BW2" opinion floating around. There are a lot of things to consider when you want to change something like this, everything from late game upgrades being different to unit movement speed, map sizes, damage, DPS, health, etc. To simply say "lets take one thing that kinda worked in BW, and sorta apply it to SC2 in a different way" is like saying "if these wheels work on a car, they'll work on a commercial airliner as landing gear".

This isn't Brood War, guys. Those days are over, or at the very least, they're bleeding out. When the Blizzard dev team decided to change this between games, it's not like they said "fuck that, too hard to code." They sat down, talked about why it would work and why it wouldn't, crunched numbers, and conceptualized it and its alternatives. Does an entire team of professional developers always get every detail right? No, absolutely not. But needless to say, every other detail somehow links back into this one. Every detail is in some way related to most or all other details.

The problem with the FRB idea in and of itself is that it neglects this idea. Unit cost is based on income, which helps (read: does not determine, only helps to) determine how "useful" a unit is. What kind of abilities it has, how much food it uses, etc***. Yeah, little price changes have occurred over the years, but nothing dramatic. If they halved the cost of the marine, would they not also halve its effectiveness? FRB can only work because it exploits the singular overarching flaw in the 8m2g logic, which is to strap the player onto a rocket and blow him out of the early game.

*** The cost of a unit both determines its abilities and is determined by a unit's ability, depending on which way you look at it. If you want to change the effectiveness of a unit (on a large scale), you must also change its cost. If you wish to change the cost of a unit (on a large scale), you must also change its effectiveness. The 300 mineral marine must kick serious ass, and the 50 mineral Thor must shoot blanks.


fairly ridiculous opinion/post.
the point of these mods are to try. see what happens. if there's glaring problems they can be addressed and the idea progresses.

the main reason Blizzard removed stuff like random miss chance is because it's not obvious. they dumbed the game down so new players know immediately. they dont need to learn about miss chance or anything. it's immediately obvious. it's fine. from their perspective. not from mine unfortunately. i think the cost is too great for this "clarity" Blizzard so desire in their games.


The reason doesn't matter. It's completely invalid. It has nothing to do with my point. It's a part of the chain of logic. Break a link, and what happens? The chain falls apart. Whether or not you agree with the way it is, all of the logic of the game ties into itself at every stage. If you change one thing like this, it can create subtle or extremely dramatic changes. But eventually you'll notice a trend of the game breaking down and not quite working the way it should. Units will be blamed as being OP or UP. Spells will be too strong from low ground, nonspell casters will look pathetic by comparison. The entire game is balanced on the fact that units will always hit. Again, it doesn't matter if you like it or not, but it's the reality of the situation. You'd be better off making the whole game from scratch.

Also, as always Urashimakt, if you want me to throw this up on EU I will.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Destructicon
Profile Blog Joined September 2011
4713 Posts
May 08 2012 10:28 GMT
#32
I agree with the need to add more high ground advantage in order to make FRB and in essence SC2 better, but I don't agree with adding RNG.

Anything that is random is bad in a game that is supposed to be as much about precision and execution. So, my suggestion is make units firing from low ground to high ground get a damage penalty proportional to their attack.
In essence it would work like getting a -1 weapon damage upgrade.

Marines would get -1 damage, roaches -2, siege tanks -5 (in siege mode) etc.

Or maybe do the reverse, give units on the high ground a +damage upgrade if they are firing against units on the low ground, or even a combination of the two.

Those are my opinions and suggestions, congrats on the initiative.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
urashimakt
Profile Joined October 2009
United States1591 Posts
Last Edited: 2012-05-08 12:01:05
May 08 2012 11:46 GMT
#33
High Ground Ranger is available on Battle.net.

High Ground Defender will be available when Battle.net is done with maintenance.

Both are sister mods of High Ground Advantage and allow you to see how the most requested advantages would pan out.

High Ground, Anakin has been put on hold indefinitely.
Who dat ninja?
urashimakt
Profile Joined October 2009
United States1591 Posts
May 08 2012 11:48 GMT
#34
On May 08 2012 18:06 Chargelot wrote:
Show nested quote +
On May 08 2012 16:34 MavercK wrote:
On May 08 2012 13:53 Chargelot wrote:
nkashbvfskahfwfsbhflalawhfbdlvhfadlfvhewf

That is my opinion of the sudden "lets make SC2 into SC:BW2" opinion floating around. There are a lot of things to consider when you want to change something like this, everything from late game upgrades being different to unit movement speed, map sizes, damage, DPS, health, etc. To simply say "lets take one thing that kinda worked in BW, and sorta apply it to SC2 in a different way" is like saying "if these wheels work on a car, they'll work on a commercial airliner as landing gear".

This isn't Brood War, guys. Those days are over, or at the very least, they're bleeding out. When the Blizzard dev team decided to change this between games, it's not like they said "fuck that, too hard to code." They sat down, talked about why it would work and why it wouldn't, crunched numbers, and conceptualized it and its alternatives. Does an entire team of professional developers always get every detail right? No, absolutely not. But needless to say, every other detail somehow links back into this one. Every detail is in some way related to most or all other details.

The problem with the FRB idea in and of itself is that it neglects this idea. Unit cost is based on income, which helps (read: does not determine, only helps to) determine how "useful" a unit is. What kind of abilities it has, how much food it uses, etc***. Yeah, little price changes have occurred over the years, but nothing dramatic. If they halved the cost of the marine, would they not also halve its effectiveness? FRB can only work because it exploits the singular overarching flaw in the 8m2g logic, which is to strap the player onto a rocket and blow him out of the early game.

*** The cost of a unit both determines its abilities and is determined by a unit's ability, depending on which way you look at it. If you want to change the effectiveness of a unit (on a large scale), you must also change its cost. If you wish to change the cost of a unit (on a large scale), you must also change its effectiveness. The 300 mineral marine must kick serious ass, and the 50 mineral Thor must shoot blanks.


fairly ridiculous opinion/post.
the point of these mods are to try. see what happens. if there's glaring problems they can be addressed and the idea progresses.

the main reason Blizzard removed stuff like random miss chance is because it's not obvious. they dumbed the game down so new players know immediately. they dont need to learn about miss chance or anything. it's immediately obvious. it's fine. from their perspective. not from mine unfortunately. i think the cost is too great for this "clarity" Blizzard so desire in their games.


The reason doesn't matter. It's completely invalid. It has nothing to do with my point. It's a part of the chain of logic. Break a link, and what happens? The chain falls apart. Whether or not you agree with the way it is, all of the logic of the game ties into itself at every stage. If you change one thing like this, it can create subtle or extremely dramatic changes. But eventually you'll notice a trend of the game breaking down and not quite working the way it should. Units will be blamed as being OP or UP. Spells will be too strong from low ground, nonspell casters will look pathetic by comparison. The entire game is balanced on the fact that units will always hit. Again, it doesn't matter if you like it or not, but it's the reality of the situation. You'd be better off making the whole game from scratch.

Also, as always Urashimakt, if you want me to throw this up on EU I will.

Nah, this is completely publicly available. I'll probably put the actually mods as a downloadable link in the OP after it's made sure there's no hiding bugs in them.

I probably should give you the latest Bx Monobattle update though. It's been a bit.
Who dat ninja?
Chargelot
Profile Blog Joined December 2010
2275 Posts
May 08 2012 15:04 GMT
#35
On May 08 2012 20:48 urashimakt wrote:
Show nested quote +
On May 08 2012 18:06 Chargelot wrote:
On May 08 2012 16:34 MavercK wrote:
On May 08 2012 13:53 Chargelot wrote:
nkashbvfskahfwfsbhflalawhfbdlvhfadlfvhewf

That is my opinion of the sudden "lets make SC2 into SC:BW2" opinion floating around. There are a lot of things to consider when you want to change something like this, everything from late game upgrades being different to unit movement speed, map sizes, damage, DPS, health, etc. To simply say "lets take one thing that kinda worked in BW, and sorta apply it to SC2 in a different way" is like saying "if these wheels work on a car, they'll work on a commercial airliner as landing gear".

This isn't Brood War, guys. Those days are over, or at the very least, they're bleeding out. When the Blizzard dev team decided to change this between games, it's not like they said "fuck that, too hard to code." They sat down, talked about why it would work and why it wouldn't, crunched numbers, and conceptualized it and its alternatives. Does an entire team of professional developers always get every detail right? No, absolutely not. But needless to say, every other detail somehow links back into this one. Every detail is in some way related to most or all other details.

The problem with the FRB idea in and of itself is that it neglects this idea. Unit cost is based on income, which helps (read: does not determine, only helps to) determine how "useful" a unit is. What kind of abilities it has, how much food it uses, etc***. Yeah, little price changes have occurred over the years, but nothing dramatic. If they halved the cost of the marine, would they not also halve its effectiveness? FRB can only work because it exploits the singular overarching flaw in the 8m2g logic, which is to strap the player onto a rocket and blow him out of the early game.

*** The cost of a unit both determines its abilities and is determined by a unit's ability, depending on which way you look at it. If you want to change the effectiveness of a unit (on a large scale), you must also change its cost. If you wish to change the cost of a unit (on a large scale), you must also change its effectiveness. The 300 mineral marine must kick serious ass, and the 50 mineral Thor must shoot blanks.


fairly ridiculous opinion/post.
the point of these mods are to try. see what happens. if there's glaring problems they can be addressed and the idea progresses.

the main reason Blizzard removed stuff like random miss chance is because it's not obvious. they dumbed the game down so new players know immediately. they dont need to learn about miss chance or anything. it's immediately obvious. it's fine. from their perspective. not from mine unfortunately. i think the cost is too great for this "clarity" Blizzard so desire in their games.


The reason doesn't matter. It's completely invalid. It has nothing to do with my point. It's a part of the chain of logic. Break a link, and what happens? The chain falls apart. Whether or not you agree with the way it is, all of the logic of the game ties into itself at every stage. If you change one thing like this, it can create subtle or extremely dramatic changes. But eventually you'll notice a trend of the game breaking down and not quite working the way it should. Units will be blamed as being OP or UP. Spells will be too strong from low ground, nonspell casters will look pathetic by comparison. The entire game is balanced on the fact that units will always hit. Again, it doesn't matter if you like it or not, but it's the reality of the situation. You'd be better off making the whole game from scratch.

Also, as always Urashimakt, if you want me to throw this up on EU I will.

Nah, this is completely publicly available. I'll probably put the actually mods as a downloadable link in the OP after it's made sure there's no hiding bugs in them.

I probably should give you the latest Bx Monobattle update though. It's been a bit.

Yeah man, send it my way and I'll get it updated. Don't take my criticism too harshly here. I'm all for testing anything. But it's important to understand what I was saying. This changes everything at one level or another. If the idea were to be adopted by Blizzard, they would need to change so much more than just this. Everything mechanical would be tweaked by some percentage, whether that amounts to a small change or a large change, it's still a bigger change than high ground advantage.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
urashimakt
Profile Joined October 2009
United States1591 Posts
May 08 2012 15:31 GMT
#36
On May 09 2012 00:04 Chargelot wrote:
Show nested quote +
On May 08 2012 20:48 urashimakt wrote:
On May 08 2012 18:06 Chargelot wrote:
On May 08 2012 16:34 MavercK wrote:
On May 08 2012 13:53 Chargelot wrote:
nkashbvfskahfwfsbhflalawhfbdlvhfadlfvhewf

That is my opinion of the sudden "lets make SC2 into SC:BW2" opinion floating around. There are a lot of things to consider when you want to change something like this, everything from late game upgrades being different to unit movement speed, map sizes, damage, DPS, health, etc. To simply say "lets take one thing that kinda worked in BW, and sorta apply it to SC2 in a different way" is like saying "if these wheels work on a car, they'll work on a commercial airliner as landing gear".

This isn't Brood War, guys. Those days are over, or at the very least, they're bleeding out. When the Blizzard dev team decided to change this between games, it's not like they said "fuck that, too hard to code." They sat down, talked about why it would work and why it wouldn't, crunched numbers, and conceptualized it and its alternatives. Does an entire team of professional developers always get every detail right? No, absolutely not. But needless to say, every other detail somehow links back into this one. Every detail is in some way related to most or all other details.

The problem with the FRB idea in and of itself is that it neglects this idea. Unit cost is based on income, which helps (read: does not determine, only helps to) determine how "useful" a unit is. What kind of abilities it has, how much food it uses, etc***. Yeah, little price changes have occurred over the years, but nothing dramatic. If they halved the cost of the marine, would they not also halve its effectiveness? FRB can only work because it exploits the singular overarching flaw in the 8m2g logic, which is to strap the player onto a rocket and blow him out of the early game.

*** The cost of a unit both determines its abilities and is determined by a unit's ability, depending on which way you look at it. If you want to change the effectiveness of a unit (on a large scale), you must also change its cost. If you wish to change the cost of a unit (on a large scale), you must also change its effectiveness. The 300 mineral marine must kick serious ass, and the 50 mineral Thor must shoot blanks.


fairly ridiculous opinion/post.
the point of these mods are to try. see what happens. if there's glaring problems they can be addressed and the idea progresses.

the main reason Blizzard removed stuff like random miss chance is because it's not obvious. they dumbed the game down so new players know immediately. they dont need to learn about miss chance or anything. it's immediately obvious. it's fine. from their perspective. not from mine unfortunately. i think the cost is too great for this "clarity" Blizzard so desire in their games.


The reason doesn't matter. It's completely invalid. It has nothing to do with my point. It's a part of the chain of logic. Break a link, and what happens? The chain falls apart. Whether or not you agree with the way it is, all of the logic of the game ties into itself at every stage. If you change one thing like this, it can create subtle or extremely dramatic changes. But eventually you'll notice a trend of the game breaking down and not quite working the way it should. Units will be blamed as being OP or UP. Spells will be too strong from low ground, nonspell casters will look pathetic by comparison. The entire game is balanced on the fact that units will always hit. Again, it doesn't matter if you like it or not, but it's the reality of the situation. You'd be better off making the whole game from scratch.

Also, as always Urashimakt, if you want me to throw this up on EU I will.

Nah, this is completely publicly available. I'll probably put the actually mods as a downloadable link in the OP after it's made sure there's no hiding bugs in them.

I probably should give you the latest Bx Monobattle update though. It's been a bit.

Yeah man, send it my way and I'll get it updated. Don't take my criticism too harshly here. I'm all for testing anything. But it's important to understand what I was saying. This changes everything at one level or another. If the idea were to be adopted by Blizzard, they would need to change so much more than just this. Everything mechanical would be tweaked by some percentage, whether that amounts to a small change or a large change, it's still a bigger change than high ground advantage.

The mods aren't a suggestion, they're just tools. But you know I would never listen to you.
Who dat ninja?
suki
Profile Joined August 2009
Canada1159 Posts
May 08 2012 18:21 GMT
#37
I dont understand why people are looking at this mod and complaining about how this would totally change the game and it has absolutely no place in SC2.

Nowhere does the OP even suggest that he thinks this would be a valid change for competitive multiplayer. He's just making this available as another tool for mapmakers to use, say, for custom games?

Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-05-08 19:22:46
May 08 2012 19:19 GMT
#38
--- Nuked ---
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 09 2012 00:36 GMT
#39
On May 08 2012 20:46 urashimakt wrote:
High Ground Ranger is available on Battle.net.

High Ground Defender will be available when Battle.net is done with maintenance.

Both are sister mods of High Ground Advantage and allow you to see how the most requested advantages would pan out.

High Ground, Anakin has been put on hold indefinitely.


lol, nice. you're a beast urash
Comprehensive strategic intention: DNE
urashimakt
Profile Joined October 2009
United States1591 Posts
May 11 2012 13:37 GMT
#40
Just a word of warning, I realize that High Ground Ranger doesn't animate reduced range attacks for units that have multiple attack animations (Thor, Reaper, Queen) and that the Queen's reduced range attacks don't match with the new "hotfix". I'll fix both as soon as Blizzard updates the client to have the updated actor and weapon.
Who dat ninja?
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