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HOTS - Scan radius displayed to enemy - Page 7

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 5 6 7 8 9 Next All
Mauti
Profile Joined September 2012
France25 Posts
September 06 2012 10:45 GMT
#121
Before the beta I was hoping that SCV number and other things were only for specs. I think it's bad for the game. I won't stop Sc2 for this but we don't need it.
All your base are belong to us
Conti
Profile Joined November 2010
Germany2516 Posts
September 06 2012 10:54 GMT
#122
What confuses me is that they show the scan radius, but not the tank radius (like they do for the Terran player). I mean, where is the difference between the two? They both provide easy information that can be learned the hard way, and give a nice advantage to the defending player. To be honest, I don't mind these changes (it makes life easier for the bad players, and gives the pro players the possibility to spend their time on other things), what annoys me is the inconsistency in which they are applied.

Like the auto-mine feature that was introduced, and yet the first worker has to be build manually. It's just all so random.
regiment
Profile Joined July 2011
Germany51 Posts
September 06 2012 11:25 GMT
#123
I always thought it was dumb to scan an area that is twice as bid as the animation. Don't know what I should think of this. Why didn't they just adjust the size of the animation to the actual scan size?
<Alipha> ..can you fax me some paper for my printer?
Conti
Profile Joined November 2010
Germany2516 Posts
September 06 2012 11:30 GMT
#124
On September 06 2012 20:25 regiment wrote:
I always thought it was dumb to scan an area that is twice as bid as the animation. Don't know what I should think of this. Why didn't they just adjust the size of the animation to the actual scan size?

I'd say the very simple reason they don't do that is because it'd look rather silly. The area is pretty much an entire screen, covering the entire screen in an animation isn't really a good idea.
ThatGuy89
Profile Joined February 2011
United Kingdom1968 Posts
September 06 2012 11:49 GMT
#125
i think this is better, it'll actually add more stratergy.
You'll know which buildings the terran has/hasnt seen and which units they have/havent seen

now there'll never be any guessing as to weather or not the terran knows you've got mutas coming or collosus or whatever
Tuczniak
Profile Joined September 2010
1561 Posts
September 06 2012 11:52 GMT
#126
Good change, radius is so much bigger than animation. Now it's clear.
[Silverflame]
Profile Joined March 2009
Germany640 Posts
September 06 2012 11:58 GMT
#127
Dont like it... but I'll get used to it.
Fav P Stork / Fav T Fantasy / Fav Z Hoejja
teamhozac
Profile Joined April 2012
404 Posts
September 06 2012 12:41 GMT
#128
On September 06 2012 20:49 ThatGuy89 wrote:
i think this is better, it'll actually add more stratergy.
You'll know which buildings the terran has/hasnt seen and which units they have/havent seen

now there'll never be any guessing as to weather or not the terran knows you've got mutas coming or collosus or whatever


Yeah that sounds great... because those weren't huge enough game breakers already, stupid change, plus I love how everyone just assumes that scan sees EVERYTHING in your base entirely, theres a thing called putting building in odd locations to avoid scouting, now I guess you don't even really need to worry about that as well... dumbing the game down more and more
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
September 06 2012 13:08 GMT
#129
On September 06 2012 20:25 regiment wrote:
I always thought it was dumb to scan an area that is twice as bid as the animation. Don't know what I should think of this. Why didn't they just adjust the size of the animation to the actual scan size?

Maybe because overlapping scans hide the background?
You don't choose to play zerg. The zerg choose you.
Kamwah
Profile Joined February 2012
United Kingdom724 Posts
September 06 2012 13:19 GMT
#130
I dislike this. It's not due to the skill cap or anything but when a T scans you then it's always a "Did they see this?" and now there's no doubt in what they saw.
Learn to count with CatsPajamas!
fer
Profile Joined November 2010
Canada375 Posts
September 06 2012 13:23 GMT
#131
I really do think this thread has reached the point of absurdity.

I mean really, whining about scan radius matching its actual radius, and pretending to be serious about it?
WellPlayed.org <3
Ryder.
Profile Joined January 2011
1117 Posts
September 06 2012 13:24 GMT
#132
I think it is a good change. Either this or make the scan animation accurately reflect its radius. Blizzard has talked before about the balance between the artistic side vs making the game logical and objective. Psi storm would probably look cooler if it covered half the screen but it isn't realistic; all other AoE abilitiy animations reflect the actual area they effect and scan should be no different.
NeMeSiS3
Profile Blog Joined February 2012
Canada2972 Posts
September 06 2012 14:55 GMT
#133
On September 06 2012 19:38 Qikz wrote:
Show nested quote +
On September 06 2012 19:19 forsooth wrote:
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.

Just another case of people believing shit they didn't look into. It's ok, most of TL are in the same boat as you.
FoTG fighting!
BerkmanZ
Profile Joined August 2011
United States56 Posts
Last Edited: 2012-09-06 16:14:26
September 06 2012 16:12 GMT
#134
On September 06 2012 11:22 FataLe wrote:
I'm a Protoss player and I hate this change. It didn't need to happen and it's just one more thing to add to the easierness? of the game.



if anythng it helps you, dont you see whitera warping in DTS? the scanning player of course knows where his vision is but it helps the player being scanned to know just how far he sees.

I dont like the idea because it makes no sense: how can the player being scanned know the radius? Do the other races have scan detection technology the is not explicitly mentioned?

No big deal though. I think its a cool added feature. But is there some tech??? haha

what i mean is, how does zerg and protoss know about the scan? There was already a swirling animation. Do they have a technology to explain the feature?
BerkmanZ
Profile Joined August 2011
United States56 Posts
September 06 2012 16:18 GMT
#135
If they cant explain how an opponent can see the limit of the scan then there should be no outline. It is cool when it is like broodwar where the scan is only shown with blue stars. You only know of the scan really and have to guess about what it saw in the area. That is what makes a professional is knowing what was scanned without the assistance of outlines.
wcr.4fun
Profile Joined April 2012
Belgium686 Posts
September 06 2012 16:22 GMT
#136
it's basically the same shit as in heroes of newerth where they added tower range. Takes away skill from the game. You should know by feeling how far the range is, it takes more skill and is another aspect to differentiate a worse player from a more experienced one.
Morphs
Profile Joined July 2010
Netherlands645 Posts
September 06 2012 17:10 GMT
#137
The scanned area in SC2 is much bigger than in BW. And due to the scanning animation it's too hard to tell where the scanning radius ends. I would have preferred a scanning animation where it's very clear where the scanning range ends, but this does the job too, good addition.
Morphs
Profile Joined July 2010
Netherlands645 Posts
Last Edited: 2012-09-11 20:43:29
September 06 2012 17:17 GMT
#138
- Double post -
foxmulder_ms
Profile Joined February 2011
United States140 Posts
September 06 2012 17:17 GMT
#139
I think this is great, very fair.
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
September 06 2012 17:44 GMT
#140
On September 06 2012 19:54 Conti wrote:
What confuses me is that they show the scan radius, but not the tank radius (like they do for the Terran player). I mean, where is the difference between the two? They both provide easy information that can be learned the hard way, and give a nice advantage to the defending player. To be honest, I don't mind these changes (it makes life easier for the bad players, and gives the pro players the possibility to spend their time on other things), what annoys me is the inconsistency in which they are applied.

Like the auto-mine feature that was introduced, and yet the first worker has to be build manually. It's just all so random.


That's not random; that's a choice (though one rarely taken). If you're 6-pooling, being forced to spend 50 minerals on a Drone you don't want is having choices taken away from you.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
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