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HOTS - Scan radius displayed to enemy - Page 6

Forum Index > StarCraft 2 HotS
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enemy2010
Profile Blog Joined October 2010
Germany1972 Posts
September 06 2012 06:21 GMT
#101
On the one hand it makes kinda sense, cause before that almost nobody could tell you how big the scan radius really is and what buildings your opponent saw when he scanned you.

On the other hand you are right that this takes that "uncertain" momentum out of the game. Now you know for sure what he saw and what not, and you are able to adjust your tactics.

I think i'll go with "I don't like it"
1on1 auf azze no he no flash no awp only holztor. | Ja, da meint der ich hätt' abgeschmatzt, aber dat is Quatsch, verstehste?
xajukx
Profile Joined June 2011
Canada325 Posts
September 06 2012 06:40 GMT
#102
I see this as more of a legacy art issue from WoL. The point of the art animation for scan should be to communicate the effect, obviously if it was the same size as the revealed space it would be so big that A) you wouldnt see what was underneath it easily and B) it would be distracting. This is an intelligent way to do what the art should do in the first place, clearly communicate an ability in the game.

I see it no differently than a siege tank having a different sound and particle effect when shooting in siege vs. non-siege mode.
enemy2010
Profile Blog Joined October 2010
Germany1972 Posts
September 06 2012 06:50 GMT
#103
On September 06 2012 15:40 xajukx wrote:
I see this as more of a legacy art issue from WoL. The point of the art animation for scan should be to communicate the effect, obviously if it was the same size as the revealed space it would be so big that A) you wouldnt see what was underneath it easily and B) it would be distracting. This is an intelligent way to do what the art should do in the first place, clearly communicate an ability in the game.

I see it no differently than a siege tank having a different sound and particle effect when shooting in siege vs. non-siege mode.

Don't you see the game changing aspect of this? Before that you could only guess what your opponent saw when he scanned you. Now you KNOW it.
1on1 auf azze no he no flash no awp only holztor. | Ja, da meint der ich hätt' abgeschmatzt, aber dat is Quatsch, verstehste?
SupItsG
Profile Joined March 2011
United States59 Posts
September 06 2012 06:52 GMT
#104
I think this idea is so terrible. I don't know how to express how terrible it is.
Anvil666
Profile Joined October 2007
Germany122 Posts
September 06 2012 07:48 GMT
#105
Great addition. Finally some clarity! Love HotS changes so far
Fjodorov
Profile Joined December 2011
5007 Posts
September 06 2012 08:06 GMT
#106
On September 06 2012 14:06 teamamerica wrote:
Show nested quote +
On September 06 2012 13:21 xeqwist wrote:
+ Show Spoiler +
On September 06 2012 13:02 PatouPower wrote:
Well, this change was a bit retarded. There is no reason not to be able to know what has been scanned. I mean, for every unit, you can pretty much tell where their range ends and if they have or haven't seen your units. But that? Seriously, the scan animation is so small in comparison to the area, and only a small radius difference about what you think it sees and what it really sees can make a big difference on whether to stick with a strategy or not. I am not an expert on the subject, but I am pretty sure no pro on the planet can say for sure what is in the scanning range or not when it happens, especially in the heat of a game.

Not being able to see the scan radius added absolutely nothing to the mechanics of the game (unlike auto-mining or the 1-button army selection), but it only added an element of "luck", "chance" or "hope" if you prefer, in the manner of "I hope he hasn't seen my dark shrine" or "I hope he hasn't seen my unit moving over there" in so many scenarios. Elements that add luck aren't skill based and aren't needed in SC2. As I mentioned above, you just can't be 100% sure where the scan ends, and that was always a big flaw about the spell.

That being said, I find the the way they addressed the issue was a bit too drastic. What I would have done would have been to increase the scan animation to fill the whole detection range. That way, you can basically tell what the scans see, but you don't have ugly "rough" borders like the sensor tower's vision that basically make no sense and pulls away a little bit of the game (if that makes any sense?)...

EDIT:

On September 06 2012 13:01 Energizer wrote:
Show nested quote +
On September 06 2012 12:14 FabledIntegral wrote:
Blegh. Might as well show how far siege tanks can shoot then.


You mean.. like a circle with the center being the seige tank that shows the range it can shoot?
+ Show Spoiler +

[image loading]

Nahhh, thats going to far...


I don't think the opponent can see this radius; only the Terran player can. Only the sensor tower have this "mechanic" already implemented. You have the same range for the static defenses when you are placing them as well. According to your comparison, you say it like if the Terran player couldn't see how far his scan was able to see before, which is completely inaccurate. A player has always been able to see how far his own units are able to shoot; the problem here is about whether the opponent should be able to know exactly how far the scan can see.


You realize that you can just click on your enemy's tanks to see its range, right..?



Another winner! No you can only see your tank range. Or as an observer from 'everyone' perspective, you can see both. Nice sarcasm though! This thread is like a magnet for completely baseless statements about sc2.


You can see your enemys tank range, ingame while playing. Just click on it. Haha its true!!!
fer
Profile Joined November 2010
Canada375 Posts
September 06 2012 08:15 GMT
#107
On September 06 2012 11:26 theHubble wrote:
Yea i think this is really dumb.. i mean we're lucky enough to see the big circle that tells theres a scan but now they have to go ahead and tell us EXACTLY how far they can see? ... why?


I don't get people like you. What seems flawed to me in the first place is the misleading WoL scan animation. Ideally it should match whatever it is actually revealing to the Terran player.

This HotS thing is dumb however, in that instead of fixing the animation itself, they just added a horrible circumference that looks more like an aid than a fix. And then commences the brainless whining because of it.
WellPlayed.org <3
Poltergeist-
Profile Blog Joined May 2010
Sweden336 Posts
September 06 2012 08:23 GMT
#108
I guess I don't mind it too much. It takes an element of guessing away from the game. That is something I didn't really like...did he see my structure or not? Now I can make better strategy based decisions off of what happens during the game.

No one says chess isn't a serious strategy game and very difficult yet both players see everything.
summerloud
Profile Joined March 2010
Austria1201 Posts
September 06 2012 08:24 GMT
#109
i dont like it. the decals look horrible, and they hopefully will be changed. still i dont think there is any reason to display scan range
Andre
Profile Blog Joined August 2009
Slovenia3523 Posts
September 06 2012 08:28 GMT
#110
On September 06 2012 11:22 Brutaxilos wrote:
I actually like this quite a lot. There really is no reason not to be able to tell how far the scan can see. But I feel like the decals forming the circle are a little ugly.

There is no reason we don't have auto-mineral stacking on nearest mineral patches. There is no reason MM doesn't stim itself at appropriate times, there is no reason to...

Yes there is, it requires you to actually do something. In the case of scan LEARN where the borders are, which isn't actually that easy. Most people will take this new "feature" as a convenience or something, fuck. Blizzard adding in so many "features" it hurts my head.

I'm fine with MBS/max army selection/etc, those were put in because of previous UI limitations, this new stuff is just sad.
You must gather your party before venturing forth.
Fjodorov
Profile Joined December 2011
5007 Posts
September 06 2012 08:29 GMT
#111
I would be fine with the animation of the scan fitting the actual size of the scan, but this looks so aweful.
Fjodorov
Profile Joined December 2011
5007 Posts
Last Edited: 2012-09-06 08:33:07
September 06 2012 08:31 GMT
#112
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
September 06 2012 08:54 GMT
#113
On September 06 2012 17:29 Fjodorov wrote:
I would be fine with the animation of the scan fitting the actual size of the scan, but this looks so aweful.

With multiple scans in the same location, you can create a blind effect for some time. If the animation would be larger, you would be able to blind a larger part, this could be a balance issue under certain circumstances.
You don't choose to play zerg. The zerg choose you.
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
September 06 2012 09:57 GMT
#114
This is another one of those things everyones going to bitch about and will have zero impact on how the majority enjoy this game as spectators or players....
Qikz
Profile Blog Joined November 2009
United Kingdom12041 Posts
September 06 2012 10:06 GMT
#115
I like this change. Makes it more like Broodwar (the animation covered the entire scan in BW)
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Big J
Profile Joined March 2011
Austria16289 Posts
September 06 2012 10:16 GMT
#116
I like it. Spell animations usually covers the whole area of the spell, with scan it was just weird in WoL.
forsooth
Profile Joined February 2011
United States3648 Posts
Last Edited: 2012-09-06 10:22:46
September 06 2012 10:19 GMT
#117
On September 06 2012 19:06 Qikz wrote:
I like this change. Makes it more like Broodwar (the animation covered the entire scan in BW)

No it didn't. It just made some sparkly blue stars in the middle of the screen but the vision extended much further.

Here's a screenshot I just took:

[image loading]
wcr.4fun
Profile Joined April 2012
Belgium686 Posts
September 06 2012 10:35 GMT
#118
On September 06 2012 11:59 Grumbels wrote:
It removes some mystery and excitement from playing the game. Imo, competitive games like this should not be about definite yes/no things, but about 'feel'.


this. You can perfectly 'know' the range of scan if you watch it enough. This scan radius just destroys another aspect of the game.

Sc2 is making everything exact science, but it's not a good thing. It's constricting play and making it incredibly easy for anyone. You should be making these decisions based on experience you have with the game,knowledge you gathered from playing a lot. It's just like the in game timer clock. Every bronze noob now knows when to build his spore in time for the fastest cloak banshee on 1 base. It takes no actual skill or game sense any more. You just start building it at 6.30 and you're safe.
Qikz
Profile Blog Joined November 2009
United Kingdom12041 Posts
September 06 2012 10:38 GMT
#119
On September 06 2012 19:19 forsooth wrote:
Show nested quote +
On September 06 2012 19:06 Qikz wrote:
I like this change. Makes it more like Broodwar (the animation covered the entire scan in BW)

No it didn't. It just made some sparkly blue stars in the middle of the screen but the vision extended much further.

Here's a screenshot I just took:

[image loading]


Well I'll be damned. Everything I've always believed was a lie.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Cuce
Profile Joined March 2011
Turkey1127 Posts
September 06 2012 10:38 GMT
#120
I say no to this.

maybe a clearer effect for scan be constant inclusion of "infographics" is not the way to go.
64K RAM SYSTEM 38911 BASIC BYTES FREE
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