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HOTS - Scan radius displayed to enemy - Page 4

Forum Index > StarCraft 2 HotS
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recklessfire
Profile Joined September 2010
United States373 Posts
September 06 2012 03:27 GMT
#61
posting against this change in TL.net isnt going to help. If we want certain things not to be changed we need to come together and let blizzard know we fucking dont like shit like this in the battle.net forums. When the beta has been out much longer, it may be easier to simply gather all the things we dont like and collectively vote against it, blizzard usually listens
NKexquisite
Profile Joined January 2009
United States911 Posts
Last Edited: 2012-09-06 03:32:28
September 06 2012 03:31 GMT
#62
On September 06 2012 12:27 recklessfire wrote:
posting against this change in TL.net isnt going to help. If we want certain things not to be changed we need to come together and let blizzard know we fucking dont like shit like this in the battle.net forums. When the beta has been out much longer, it may be easier to simply gather all the things we dont like and collectively vote against it, blizzard usually rarely listens


Fixed that for you.

I like the idea of pooling all the complaints into one central spot though.
Whattttt Upppppppp Im Nesteaaaaaa!!
xeqwist
Profile Joined July 2012
55 Posts
September 06 2012 03:32 GMT
#63
I think this is a good change, it makes the game have less uncertainty, it doesn't make the game easier, or lower the skill ceiling, it just makes it so people can actually play knowing whether or not the scan saw shit or not.
It's incredible how so many people just hate every change blizzard makes to the game, just because it's not what they are used to... *sigh*
xeqwist.195 EU | ♥ BitByBit ♥ MarineKing ♥ | Marine good unit.
BlazeFury01
Profile Blog Joined December 2010
United States1460 Posts
Last Edited: 2012-09-06 03:34:40
September 06 2012 03:34 GMT
#64
--Nuked--
NKexquisite
Profile Joined January 2009
United States911 Posts
Last Edited: 2012-09-06 03:35:25
September 06 2012 03:34 GMT
#65
On September 06 2012 12:32 xeqwist wrote:
I think this is a good change, it makes the game have less uncertainty, it doesn't make the game easier, or lower the skill ceiling, it just makes it so people can actually play knowing whether or not the scan saw shit or not.
It's incredible how so many people just hate every change blizzard makes to the game, just because it's not what they are used to... *sigh*


So why not display the ranges of all units? Why not display the range that overlords, observers, turrets and spore crawlers can see? Why not show how far workers can see when they scout?

Why are we only showing how much Terran can see?
Whattttt Upppppppp Im Nesteaaaaaa!!
achan1058
Profile Joined February 2012
1091 Posts
September 06 2012 03:41 GMT
#66
They need an animation that looks less ugly. That thing looks hideous.
BoxingKangaroo
Profile Blog Joined December 2011
Japan955 Posts
September 06 2012 03:43 GMT
#67
On September 06 2012 12:34 NKexquisite wrote:
Show nested quote +
On September 06 2012 12:32 xeqwist wrote:
I think this is a good change, it makes the game have less uncertainty, it doesn't make the game easier, or lower the skill ceiling, it just makes it so people can actually play knowing whether or not the scan saw shit or not.
It's incredible how so many people just hate every change blizzard makes to the game, just because it's not what they are used to... *sigh*


So why not display the ranges of all units? Why not display the range that overlords, observers, turrets and spore crawlers can see? Why not show how far workers can see when they scout?

Why are we only showing how much Terran can see?


One of these things is not like the others. Seriously. Scan is an instant, area-of-effect, undeniable scout. I think they are pretty good reasons why it's a special case.
bucckevin
Profile Joined April 2011
858 Posts
September 06 2012 03:44 GMT
#68
Bad for the players, bad for the spectators. For the players, the element of surprise is gone. For the spectators, the element of suspense is gone. How many times have we seen it in the GSL where a player barely sees or misses on a scan, making the obs toggle between the players view?
NTTemplar
Profile Joined August 2011
609 Posts
September 06 2012 03:45 GMT
#69
Finally! Been waiting for this change since WoL release when I switched from terran, unbelieveable it took them that long to fix this, the animation was never a good indication of how large it was and made a lot of scans like throwing dice.

For people that are against this, I suppose you would LOVE if we added a coin toss in the start, and whoever won it gets to start playing 10 seconds earlier than the other person, you know because that adds suspense and what other stupid things I have heard.

Why people want coin toss in this game is beyond me, they made a great game called WC3 for people that love coin toss scenarios.
"Between Tomorrow's dream and yesterday's regret, is today's opportunity"
Suc
Profile Blog Joined January 2009
Australia1569 Posts
September 06 2012 03:45 GMT
#70
On September 06 2012 12:34 NKexquisite wrote:
Show nested quote +
On September 06 2012 12:32 xeqwist wrote:
I think this is a good change, it makes the game have less uncertainty, it doesn't make the game easier, or lower the skill ceiling, it just makes it so people can actually play knowing whether or not the scan saw shit or not.
It's incredible how so many people just hate every change blizzard makes to the game, just because it's not what they are used to... *sigh*


So why not display the ranges of all units? Why not display the range that overlords, observers, turrets and spore crawlers can see? Why not show how far workers can see when they scout?

Why are we only showing how much Terran can see?

People keep saying that we should put a visible range radius on all other things, but I think the key distinction is that a scan is the only one of the detectors that you can summon anywhere on the map, irrespective of defences, vision or anything.
Zenbrez
Profile Joined June 2012
Canada5973 Posts
September 06 2012 03:46 GMT
#71
As a protoss, this obviously helps me. But I don't like the change.

If myself or a pro gamer (or any average player) gets scanned, but we're not 100% positive whether the terran saw a key tech structure, we might make an adjustment in our strategy. This adds an elements of guesswork sometimes, but I don't think it's a bad thing.
Refer to my post.
Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
Last Edited: 2012-09-06 03:51:27
September 06 2012 03:46 GMT
#72
On September 06 2012 11:19 TheFish7 wrote:
Hello TL, My apologies if this is too minor for a thread or if there already is a thread on this feature.

I'll keep it short and sweet. In the HOTS beta, I watched WhiteRa warping in DTs to harass qxc's mineral line just now. As you can see in the screenshot below, WhiteRa was able to see the radius of qxc's scans. This directly contributed to him warping in his next DT just outside the radius of the last scan, possibly saving this DT.

It also will more or less let you know what tech structures have been scanned, and allow cloaked units to get away from scans slightly more easily for those players who are not super gosu at knowing where the range of the scan ends. Like I said, its pretty minor, but there are a ton of these minor "features" in HOTS.

[image loading]



I would like to say THANK YOU to Blizzard - this is a decent, smart feature - totally makes sense.
I've always loathed the scan range in WoL - it's so ridiculously obscenely wide and lasts so goddamn long so this is a welcome improvement.
EDIT: I'm a Protoss player, with a chip on my shoulder for scan range / duration!
NKexquisite
Profile Joined January 2009
United States911 Posts
September 06 2012 03:46 GMT
#73
On September 06 2012 12:43 BoxingKangaroo wrote:
Show nested quote +
On September 06 2012 12:34 NKexquisite wrote:
On September 06 2012 12:32 xeqwist wrote:
I think this is a good change, it makes the game have less uncertainty, it doesn't make the game easier, or lower the skill ceiling, it just makes it so people can actually play knowing whether or not the scan saw shit or not.
It's incredible how so many people just hate every change blizzard makes to the game, just because it's not what they are used to... *sigh*


So why not display the ranges of all units? Why not display the range that overlords, observers, turrets and spore crawlers can see? Why not show how far workers can see when they scout?

Why are we only showing how much Terran can see?


One of these things is not like the others. Seriously. Scan is an instant, area-of-effect, undeniable scout. I think they are pretty good reasons why it's a special case.


But isn't the point "so I know if they saw X"...

Why does it matter if its "deniable" or not. Why should I not know if the overlord that came flying in saw Y?
Whattttt Upppppppp Im Nesteaaaaaa!!
DigitalDevil
Profile Joined October 2011
219 Posts
September 06 2012 03:48 GMT
#74
On September 06 2012 12:34 NKexquisite wrote:
Show nested quote +
On September 06 2012 12:32 xeqwist wrote:
I think this is a good change, it makes the game have less uncertainty, it doesn't make the game easier, or lower the skill ceiling, it just makes it so people can actually play knowing whether or not the scan saw shit or not.
It's incredible how so many people just hate every change blizzard makes to the game, just because it's not what they are used to... *sigh*


So why not display the ranges of all units? Why not display the range that overlords, observers, turrets and spore crawlers can see? Why not show how far workers can see when they scout?

Why are we only showing how much Terran can see?


Why not display the ranges of all units? Cause it would unreasonably clog up the screen with a crapton of lines. Perhaps if you click on the unit, then it shows you the range but you would have to have vision of that unit in the first place of course. Thus, it would be applicable to overlords, observers, turrets, etc. Though it would be hilarious to have vision of an observer and see it's range and not be able to kill it.

The above also applies to workers if you have vision of them. If you have no vision of a worker, it would make no sense to see their range in the first place.

I would hazard a guess that the main reason it only applies to scan currently is because it fulfills the conditions of (1) not completely clogging up the screen with lines and (2) the opponent has "vision" of where the scan is being thrown down anyway.
SgtCoDFish
Profile Blog Joined July 2010
United Kingdom1520 Posts
September 06 2012 03:48 GMT
#75
On September 06 2012 12:44 bucckevin wrote:
Bad for the players, bad for the spectators. For the players, the element of surprise is gone. For the spectators, the element of suspense is gone. How many times have we seen it in the GSL where a player barely sees or misses on a scan, making the obs toggle between the players view?


So as spectators we'll know where the scan saw a couple of seconds earlier... really struggling to see how that's bad.

As far as I'm concerned this is 100% good.
Kooun
Profile Joined January 2009
Canada260 Posts
September 06 2012 03:50 GMT
#76
Don't like this change. If this change applies, why not add in what can the enemy overlord, observer or a medivac can see?
Havik_
Profile Joined November 2011
United States5585 Posts
September 06 2012 03:51 GMT
#77
I can't see how this is bad. People always want something new to complain about.
"An opinion is only as good as the evidence that backs it up."- William O'Malley, S.J.
teamhozac
Profile Joined April 2012
404 Posts
September 06 2012 03:51 GMT
#78
On September 06 2012 11:19 TheFish7 wrote:
scans slightly more easily for those players who are not super gosu at knowing where the range of the scan ends.

[image loading]


Thats exactly the problem, it shouldnt be easier, another micro/game sense killing invention
Patate
Profile Joined January 2011
Canada441 Posts
Last Edited: 2012-09-06 03:59:33
September 06 2012 03:57 GMT
#79
Ugh.. Blizzard should use HoTS to actually raise the skill ceiling, not decrease it.

This game shouldn't be about build orders, it should be about reactions, knowledge and ESPECIALLY mechanics.

As tedious as the manual "tell your worker to mine" aspect of Brood War, it did reward the player who had more apm and multitask than the one who didn't (there's a reason why foreigners couldn't beat Koreans in BW while the playing field has been leveled in SC2).

Anything that rewards the player who has the most knowledge (scan radius is one) and APM, while anything that tries to negate the luck factor of build order wins is a GOOD thing. Blizzard should go the hard way with this game.. they screwed all of their other franchises, they should at least get this one right.. At the moment, I am not happy with the way this game is going, and any initiatives to let Blizzard know that we want a HARD game which requires amazing skill gets my thumbs up.

Edit: In a more drastic point of view, I am all for higher supply cap (the current worker count and supply cap discourages macro heavy players), and 6 mineral fields bases. This game needs more dynamism, macro, and LURKERS.
Dead game.
teamamerica
Profile Blog Joined July 2010
United States958 Posts
September 06 2012 03:59 GMT
#80
On September 06 2012 11:31 Sbuiko wrote:
I like it. It's closer to how it worked in BW too. Don't like the line thingy tho. Maybe instead of that dashed line, they could just extend the existing scan circle animation to a much bigger radius, while reducing it's opaqueness a bit. It would look less artificial that way.



Wtf. BW scan radius looked even smaller than sc2 did before this patch (incidentally I think it's stupid but that's besides the point). Seriously, where did you get this idea from? Did you just pull it out of your ass? Have you played broodwar? It's just so objectively wrong and no ones called him on it it's mindboggling.

Anyway, imo Blizzard has bigger problems then making problems out of nothing. Maybe by LotV protoss will be so evolved I'll just start my Starcraft up and my game will play itself while feeding me. Fuck if I know.
RIP GOMTV. RIP PROLEAGUE.
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