• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:11
CEST 13:11
KST 20:11
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Official StarCraft website teases new content ahead of BlizzCon?29Stellar Fest TWO the Moon (Dec 16-20)8Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!40Weekly Cups (August 17-23): Zerg dominate the week6
StarCraft 2
General
Weekly Cups (August 24-30): Patches' balance mod takes over SC4ALL: II Winner Will Earn a Spot at HSC 30! Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game Balance hotfix patch 5.0.16b (July 16) September World Ranking: herO leads, Serral climbs
Tourneys
IntoTheTV X SOOP SC2 League : Weekly & Monthly SC2 INu's Battles#20 [BO.9] 2026 GSTL Announcement Stellar Fest TWO the Moon (Dec 16-20) PIG STY FESTIVAL 8.0! (13 - 23 August)
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This Mutation # 539 Thunder Dome
Brood War
General
Official StarCraft website teases new content ahead of BlizzCon? ASL22 General Discussion [Personal Project Share] Terran Defense v0.60 BW General Discussion BGH Auto Balance -> http://bghmmr.eu/
Tourneys
KCM Race Survival 2026 Season 3 Brood War in Budapest ! WORTEX 2026 BW Finals [Megathread] Daily Proleagues BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Diablo IV EVE Corporation [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Canadian Politics Mega-thread Artificial Intelligence Thread UK Politics Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Dreaming of BW patches (mod…
c3rberUs
Regacy Esports: The Bh…
regacyesports
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5786 users

No fix to clumpy unit movement - Page 19

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 17 18 19 All
ArvickHero
Profile Blog Joined October 2007
10387 Posts
Last Edited: 2012-12-09 04:05:33
December 09 2012 04:05 GMT
#361
death to the deathball please
Writerptrk
killamane
Profile Joined May 2010
United States138 Posts
December 09 2012 05:00 GMT
#362
cant tell if sarcasm
Ewok
Profile Joined December 2012
United States26 Posts
Last Edited: 2012-12-09 16:30:08
December 09 2012 07:14 GMT
#363
Dustin Browder tested this already and decided it was a waste of time. There's no way Blizzard is going to change unit pathing or clumping without his full support so this whole post seems to be in vain. I personally think a change that would lower the skill cap by limiting micro(splitting) is not beneficial for eSports. The best players split their units when necessary and clump them when it is appropriate. Everyone begging for this change is wasting their breath.
FFE or die trying!
ClanRH.TV
Profile Joined July 2010
United States462 Posts
Last Edited: 2012-12-09 07:55:21
December 09 2012 07:55 GMT
#364
Why was this revived? The arguments Blizzard made were correct in my eyes.
"Don't take life too seriously because you'll never get out alive."
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2012-12-09 08:33:52
December 09 2012 08:32 GMT
#365
On December 09 2012 16:14 Ewok wrote:
Dustin Browder tested this already and decided it was a waste of time. There's no way Blizzard is going to change unit pathing or clumping without his full support so this whole post seems to be in vain. I personally think a change that would lower the skill cap by limiting micro(splitting) can be beneficial for eSports. The best players split their units when necessary and clump them when it is appropriate. Everyone begging for this change is wasting their breath.

Oh come on ... "splitting units" isnt the only micro in existence and force-spreading units will add a new kind of micro which would be required of ALL RACEs - and not just Terrans - to actively clump units together into the efficient tight formation instead of getting that for free. To me that wouldnt be "dumbing down" the game but rather increase the skill cap for players.

It has also been said that the "testing" which DB and his crew did wasnt really "valid", because spreading out the units is only one thing that would have to be changed ...

If you cant say what you're meaning, you can never mean what you're saying.
Young Terran
Profile Joined April 2012
United Kingdom265 Posts
December 09 2012 09:07 GMT
#366
please add this to HOTS blizzard this will make the gamae much more amazing to watch and will make for some cool micro situations
Aetherial
Profile Joined August 2010
Australia917 Posts
Last Edited: 2012-12-09 09:25:58
December 09 2012 09:25 GMT
#367
The method described in the original post isn't really effective. What I think is important now is that many in the community have issues with how the movement / clumping works in SC2. The community and blizzard need to come up with and test ways that are better.
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2012-12-09 17:24:12
December 09 2012 09:37 GMT
#368
On December 02 2012 19:37 iamcaustic wrote:
Show nested quote +
On December 02 2012 15:42 Rabiator wrote:
On December 01 2012 10:49 iamcaustic wrote:
On November 30 2012 19:19 Rabiator wrote:
On November 30 2012 17:03 slytown wrote:
Um, the unit movement is intended to make you pull units into a concave/separate positions. It's called micro. Stop whining to Blizzard about everything and make the effort to get better.

I'm a diamond player and it erks me how simple user fixes or practice can eliminate the problems with HoTS and WoL everyone talks about.

Oh please ... shoving around your clumps of units isnt the "pinnacle of micro", but we could have A LOT MORE to micro if the movement system was changed AND you would still be able to "micro" your units into a concave, but with additional micro added to the game. Thats one of the points of the discussion here and the other is "balancing is made unnecessarily hard through too many units in the battles" and another is "tight clumps of units are ugly and harder to understand for a viewer".

Basically you have said that you are AGAINST adding more micro to the game by keeping its "autoclumping stupidity".

On November 30 2012 14:41 iamcaustic wrote:
On November 30 2012 14:09 Rabiator wrote:
On November 30 2012 13:34 AnachronisticAnarchy wrote:
On November 30 2012 06:48 wcr.4fun wrote:
On November 23 2012 11:47 Firkraag8 wrote:
I don't like the idea of changing the way movement is handled as shown in the videos. I see the manual splitting of units as not only fun to watch but also to play.



do some fucking research on bw please.
So you got your marine splitting in sc2. I can name one unit and already equalize the scale, hydralisk storm dodging with 3-4 groups of hydralisks is just as hard in bw.

And now to tip the scale into favour of broodwar, you've also got mutalisk micro, scourge micro, wraith micro, marine splitting micro vs lurkers, carrier micro, dragoon vs mine micro, vulture micro,........


First of all, chill out. He isn't hurling insults at BW or anything.
Second of all, we're talking about a pathing change here. Not various micro techniques that have everything to do with bugs (good ones, of course) and nothing to do with spread out pathing.

The micro in BW was required NOT because of bugs, but because of the movement system ... which in itself was NOT a bug. It was clunky, but thats not the same as a bug.

Carrier micro was actually only possible due to glitches. Mutalisk micro vs. scourge also incorporated glitches. This is why these units cannot be micromanaged the same way in SC2. They definitely have everything to do with bugs like AnachronisticAnarchy said. You also need to chill out, by the way.

A glitch isnt the same as a bug ... using those glitches tool SKILL and thus they were a good addition to the game.

One rather wise rock musician once said something like this: "If you have a bad day and dont hit the right note at one part of the song you better make the same mistake again later on so you can say that was on purpose." So glitch or no glitch is part of the perspective.

+ Show Spoiler +
I dont get to chill out, because of posts like the one I quoted above. People who seem to claim to be "pro micro" and who seem to have no clue about BW and the necessary micro an unclumped movement would have.

Ah, if you want to get into details about difference between glitch and bug, then change my usage of "glitch" to "bug". After all, a glitch is generally a temporary and quickly rectified mistake in a program's function, while a bug is a mistake due to the actual code, and is possible to replicate 100%.

I was just using the terms synonymously out of laziness. Either way, AnachronisticAnarchy was still completely correct.

I could start a "definition duel" by saying that the glitches werent removed from BW, so they became features of the game, but that is not the point. The point rather is that - looking at the "Carrier Micro thread there seem to be some small hints that Blizzard is looking to change that unit to include just such "glitch micro" OR something similar. Maybe they will see that nothing changes due to the tight clumps of Marines and Hydralsks and thats hopefully when they will understand the damage tight clumping does to the game. I dont get my hopes high though, but we cant stop asking for better pathing ...

Eh? Blizzard's own game guide says to make marines and hydralisks to counter-act Carriers. That's not a side effect of AI pathing in SC2, that's a deliberate design from Blizzard. You're still free to consider it silly, but the reason is different.

The point is that the super tight clumps of ground units make big air units rather useless. If you have 5 Hydras it might be viable to use one Carrier or BC against them and the battle would be even, BUT if you have 40 Marines they will shoot down any Carrier/BC in no time. Broodlords are the exception, because they bring their own "protective screen" of free ground units and they have the support of Fungal for crowd control as well ...

----

A slight addendum from the "archives" of Blizzard ... patch 1.5.2:

StarCraft II: Wings of Liberty – Patch 1.5.2
Bug Fixes

General

Pathing has been adjusted. Units will once again take the most optimal route to their destinations.

So Blizzard isnt unwilling to change the pathing in general ... the only problem is convincing them that super tight formations make the game worse (see above).
If you cant say what you're meaning, you can never mean what you're saying.
Ewok
Profile Joined December 2012
United States26 Posts
December 09 2012 20:00 GMT
#369
On December 09 2012 17:32 Rabiator wrote:
Show nested quote +
On December 09 2012 16:14 Ewok wrote:
Dustin Browder tested this already and decided it was a waste of time. There's no way Blizzard is going to change unit pathing or clumping without his full support so this whole post seems to be in vain. I personally think a change that would lower the skill cap by limiting micro(splitting) can be beneficial for eSports. The best players split their units when necessary and clump them when it is appropriate. Everyone begging for this change is wasting their breath.

Oh come on ... "splitting units" isnt the only micro in existence and force-spreading units will add a new kind of micro which would be required of ALL RACEs - and not just Terrans - to actively clump units together into the efficient tight formation instead of getting that for free. To me that wouldnt be "dumbing down" the game but rather increase the skill cap for players.

It has also been said that the "testing" which DB and his crew did wasnt really "valid", because spreading out the units is only one thing that would have to be changed ...



I never said that splitting is the only micro in the game. I don't know how you read that from my post. To me when you simply A-move you want your units clumped, as that is the best way for balls of ranged units to achieve maximum dps, while splitting is an easy tactic to learn but difficult to master, like any part of starcraft should be. This mechanic will never change anyway so im wasting my time defending my point here.
FFE or die trying!
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
December 09 2012 20:16 GMT
#370
On December 09 2012 18:37 Rabiator wrote:
Show nested quote +
On December 02 2012 19:37 iamcaustic wrote:
On December 02 2012 15:42 Rabiator wrote:
On December 01 2012 10:49 iamcaustic wrote:
On November 30 2012 19:19 Rabiator wrote:
On November 30 2012 17:03 slytown wrote:
Um, the unit movement is intended to make you pull units into a concave/separate positions. It's called micro. Stop whining to Blizzard about everything and make the effort to get better.

I'm a diamond player and it erks me how simple user fixes or practice can eliminate the problems with HoTS and WoL everyone talks about.

Oh please ... shoving around your clumps of units isnt the "pinnacle of micro", but we could have A LOT MORE to micro if the movement system was changed AND you would still be able to "micro" your units into a concave, but with additional micro added to the game. Thats one of the points of the discussion here and the other is "balancing is made unnecessarily hard through too many units in the battles" and another is "tight clumps of units are ugly and harder to understand for a viewer".

Basically you have said that you are AGAINST adding more micro to the game by keeping its "autoclumping stupidity".

On November 30 2012 14:41 iamcaustic wrote:
On November 30 2012 14:09 Rabiator wrote:
On November 30 2012 13:34 AnachronisticAnarchy wrote:
On November 30 2012 06:48 wcr.4fun wrote:
On November 23 2012 11:47 Firkraag8 wrote:
I don't like the idea of changing the way movement is handled as shown in the videos. I see the manual splitting of units as not only fun to watch but also to play.

http://www.youtube.com/watch?v=90U9RCLOcak


do some fucking research on bw please.
So you got your marine splitting in sc2. I can name one unit and already equalize the scale, hydralisk storm dodging with 3-4 groups of hydralisks is just as hard in bw.

And now to tip the scale into favour of broodwar, you've also got mutalisk micro, scourge micro, wraith micro, marine splitting micro vs lurkers, carrier micro, dragoon vs mine micro, vulture micro,........


First of all, chill out. He isn't hurling insults at BW or anything.
Second of all, we're talking about a pathing change here. Not various micro techniques that have everything to do with bugs (good ones, of course) and nothing to do with spread out pathing.

The micro in BW was required NOT because of bugs, but because of the movement system ... which in itself was NOT a bug. It was clunky, but thats not the same as a bug.

Carrier micro was actually only possible due to glitches. Mutalisk micro vs. scourge also incorporated glitches. This is why these units cannot be micromanaged the same way in SC2. They definitely have everything to do with bugs like AnachronisticAnarchy said. You also need to chill out, by the way.

A glitch isnt the same as a bug ... using those glitches tool SKILL and thus they were a good addition to the game.

One rather wise rock musician once said something like this: "If you have a bad day and dont hit the right note at one part of the song you better make the same mistake again later on so you can say that was on purpose." So glitch or no glitch is part of the perspective.

+ Show Spoiler +
I dont get to chill out, because of posts like the one I quoted above. People who seem to claim to be "pro micro" and who seem to have no clue about BW and the necessary micro an unclumped movement would have.

Ah, if you want to get into details about difference between glitch and bug, then change my usage of "glitch" to "bug". After all, a glitch is generally a temporary and quickly rectified mistake in a program's function, while a bug is a mistake due to the actual code, and is possible to replicate 100%.

I was just using the terms synonymously out of laziness. Either way, AnachronisticAnarchy was still completely correct.

I could start a "definition duel" by saying that the glitches werent removed from BW, so they became features of the game, but that is not the point. The point rather is that - looking at the "Carrier Micro thread there seem to be some small hints that Blizzard is looking to change that unit to include just such "glitch micro" OR something similar. Maybe they will see that nothing changes due to the tight clumps of Marines and Hydralsks and thats hopefully when they will understand the damage tight clumping does to the game. I dont get my hopes high though, but we cant stop asking for better pathing ...

Eh? Blizzard's own game guide says to make marines and hydralisks to counter-act Carriers. That's not a side effect of AI pathing in SC2, that's a deliberate design from Blizzard. You're still free to consider it silly, but the reason is different.

The point is that the super tight clumps of ground units make big air units rather useless. If you have 5 Hydras it might be viable to use one Carrier or BC against them and the battle would be even, BUT if you have 40 Marines they will shoot down any Carrier/BC in no time. Broodlords are the exception, because they bring their own "protective screen" of free ground units and they have the support of Fungal for crowd control as well ...

----

A slight addendum from the "archives" of Blizzard ... patch 1.5.2:

Show nested quote +
StarCraft II: Wings of Liberty – Patch 1.5.2
Bug Fixes

General

Pathing has been adjusted. Units will once again take the most optimal route to their destinations.

So Blizzard isnt unwilling to change the pathing in general ... the only problem is convincing them that super tight formations make the game worse (see above).


they tried the fix in the video but it made no difference. That is because people don't issue 1 a click right across the map, they do it in a series of small ones, which instantly make the units clump again.

I also agree that splitting your units has become a skill needed to beat players in sc2 and thats a good thing. Everyone is always complaining about how there is no micro in sc2 then wants to remove something that creates the need to micro better...... thats funny to me.
When there is nothing left to lose but your dignity, it is already gone.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
December 09 2012 21:59 GMT
#371
On December 09 2012 17:32 Rabiator wrote:
Show nested quote +
On December 09 2012 16:14 Ewok wrote:
Dustin Browder tested this already and decided it was a waste of time. There's no way Blizzard is going to change unit pathing or clumping without his full support so this whole post seems to be in vain. I personally think a change that would lower the skill cap by limiting micro(splitting) can be beneficial for eSports. The best players split their units when necessary and clump them when it is appropriate. Everyone begging for this change is wasting their breath.

Oh come on ... "splitting units" isnt the only micro in existence and force-spreading units will add a new kind of micro which would be required of ALL RACEs - and not just Terrans - to actively clump units together into the efficient tight formation instead of getting that for free. To me that wouldnt be "dumbing down" the game but rather increase the skill cap for players.

It has also been said that the "testing" which DB and his crew did wasnt really "valid", because spreading out the units is only one thing that would have to be changed ...


In high level games, there are more situations where you'll want to spread/split your units than situations where you'll want to clump them up. Avoiding/mitigating AoE and getting a better concave are key aspects to winning a large engagement. I recommend watching SortOf vs. HyuN during this weekend's NASL grand finals. Perfect demonstration of a pro player completely crushing the favourite to win with a superior concave (army split into multiple groups before moving in) and mitigating the opponent's fungals.

Also, what's the source regarding the response to Blizzard's testing? I hope it's a better source than some random guy posting on some forums without valid evidence.

On December 09 2012 18:37 Rabiator wrote:
Show nested quote +
On December 02 2012 19:37 iamcaustic wrote:
On December 02 2012 15:42 Rabiator wrote:
On December 01 2012 10:49 iamcaustic wrote:
On November 30 2012 19:19 Rabiator wrote:
On November 30 2012 17:03 slytown wrote:
Um, the unit movement is intended to make you pull units into a concave/separate positions. It's called micro. Stop whining to Blizzard about everything and make the effort to get better.

I'm a diamond player and it erks me how simple user fixes or practice can eliminate the problems with HoTS and WoL everyone talks about.

Oh please ... shoving around your clumps of units isnt the "pinnacle of micro", but we could have A LOT MORE to micro if the movement system was changed AND you would still be able to "micro" your units into a concave, but with additional micro added to the game. Thats one of the points of the discussion here and the other is "balancing is made unnecessarily hard through too many units in the battles" and another is "tight clumps of units are ugly and harder to understand for a viewer".

Basically you have said that you are AGAINST adding more micro to the game by keeping its "autoclumping stupidity".

On November 30 2012 14:41 iamcaustic wrote:
On November 30 2012 14:09 Rabiator wrote:
On November 30 2012 13:34 AnachronisticAnarchy wrote:
On November 30 2012 06:48 wcr.4fun wrote:
On November 23 2012 11:47 Firkraag8 wrote:
I don't like the idea of changing the way movement is handled as shown in the videos. I see the manual splitting of units as not only fun to watch but also to play.

http://www.youtube.com/watch?v=90U9RCLOcak


do some fucking research on bw please.
So you got your marine splitting in sc2. I can name one unit and already equalize the scale, hydralisk storm dodging with 3-4 groups of hydralisks is just as hard in bw.

And now to tip the scale into favour of broodwar, you've also got mutalisk micro, scourge micro, wraith micro, marine splitting micro vs lurkers, carrier micro, dragoon vs mine micro, vulture micro,........


First of all, chill out. He isn't hurling insults at BW or anything.
Second of all, we're talking about a pathing change here. Not various micro techniques that have everything to do with bugs (good ones, of course) and nothing to do with spread out pathing.

The micro in BW was required NOT because of bugs, but because of the movement system ... which in itself was NOT a bug. It was clunky, but thats not the same as a bug.

Carrier micro was actually only possible due to glitches. Mutalisk micro vs. scourge also incorporated glitches. This is why these units cannot be micromanaged the same way in SC2. They definitely have everything to do with bugs like AnachronisticAnarchy said. You also need to chill out, by the way.

A glitch isnt the same as a bug ... using those glitches tool SKILL and thus they were a good addition to the game.

One rather wise rock musician once said something like this: "If you have a bad day and dont hit the right note at one part of the song you better make the same mistake again later on so you can say that was on purpose." So glitch or no glitch is part of the perspective.

+ Show Spoiler +
I dont get to chill out, because of posts like the one I quoted above. People who seem to claim to be "pro micro" and who seem to have no clue about BW and the necessary micro an unclumped movement would have.

Ah, if you want to get into details about difference between glitch and bug, then change my usage of "glitch" to "bug". After all, a glitch is generally a temporary and quickly rectified mistake in a program's function, while a bug is a mistake due to the actual code, and is possible to replicate 100%.

I was just using the terms synonymously out of laziness. Either way, AnachronisticAnarchy was still completely correct.

I could start a "definition duel" by saying that the glitches werent removed from BW, so they became features of the game, but that is not the point. The point rather is that - looking at the "Carrier Micro thread there seem to be some small hints that Blizzard is looking to change that unit to include just such "glitch micro" OR something similar. Maybe they will see that nothing changes due to the tight clumps of Marines and Hydralsks and thats hopefully when they will understand the damage tight clumping does to the game. I dont get my hopes high though, but we cant stop asking for better pathing ...

Eh? Blizzard's own game guide says to make marines and hydralisks to counter-act Carriers. That's not a side effect of AI pathing in SC2, that's a deliberate design from Blizzard. You're still free to consider it silly, but the reason is different.

The point is that the super tight clumps of ground units make big air units rather useless. If you have 5 Hydras it might be viable to use one Carrier or BC against them and the battle would be even, BUT if you have 40 Marines they will shoot down any Carrier/BC in no time. Broodlords are the exception, because they bring their own "protective screen" of free ground units and they have the support of Fungal for crowd control as well ...


Aaaggghhhh... so apparently you don't play late game TvT against bio Terran. Upgraded BCs simply don't die to marines, it's crazy. If your BCs are 0/0 against upgraded marines though, then sure you're in for some pain. If you think that BCs aren't viable at all in WoL, then you need to actually start playing the game.

The Carrier is kinda lame in WoL because air play in general kinda sucks, plus Carrier leash targeting in WoL is kinda bugged (this is fixed in the latest HotS patch). Everyone knows the Carrier has been underwhelming, but it's not because of mass marine or mass hydralisk.

On December 09 2012 18:37 Rabiator wrote:
A slight addendum from the "archives" of Blizzard ... patch 1.5.2:

Show nested quote +
StarCraft II: Wings of Liberty – Patch 1.5.2
Bug Fixes

General

Pathing has been adjusted. Units will once again take the most optimal route to their destinations.

So Blizzard isnt unwilling to change the pathing in general ... the only problem is convincing them that super tight formations make the game worse (see above).

You have to be kidding me. Bug fixes aren't the same as altering the fundamental way pathing works in the game. There was a bug that caused units to sometimes take a less efficient path instead of the most efficient one, which is the intended design of AI pathing in SC2. Note how the patch note states "units will once again take the most optimal route". An earlier patch introduced a bug in the pathing, and Blizzard fixed that bug.

Capito?
Twitter: @iamcaustic
Rabiator
Profile Joined March 2010
Germany3948 Posts
December 10 2012 05:32 GMT
#372
The overall goal is to get rid of the deathball and to make the interesting and expensive units more important in the game. Super tight groups of infantry kill expensive units far too quickly to be able to react/run away/get saved by repairs unless they are part of a huge clump themselves. This forced clumping and too high efficiency is the reason for the lack of positional play and the success of the deathball.

On December 10 2012 06:59 iamcaustic wrote:
Show nested quote +
On December 09 2012 17:32 Rabiator wrote:
On December 09 2012 16:14 Ewok wrote:
Dustin Browder tested this already and decided it was a waste of time. There's no way Blizzard is going to change unit pathing or clumping without his full support so this whole post seems to be in vain. I personally think a change that would lower the skill cap by limiting micro(splitting) can be beneficial for eSports. The best players split their units when necessary and clump them when it is appropriate. Everyone begging for this change is wasting their breath.

Oh come on ... "splitting units" isnt the only micro in existence and force-spreading units will add a new kind of micro which would be required of ALL RACEs - and not just Terrans - to actively clump units together into the efficient tight formation instead of getting that for free. To me that wouldnt be "dumbing down" the game but rather increase the skill cap for players.

It has also been said that the "testing" which DB and his crew did wasnt really "valid", because spreading out the units is only one thing that would have to be changed ...


In high level games, there are more situations where you'll want to spread/split your units than situations where you'll want to clump them up. Avoiding/mitigating AoE and getting a better concave are key aspects to winning a large engagement. I recommend watching SortOf vs. HyuN during this weekend's NASL grand finals. Perfect demonstration of a pro player completely crushing the favourite to win with a superior concave (army split into multiple groups before moving in) and mitigating the opponent's fungals.

Also, what's the source regarding the response to Blizzard's testing? I hope it's a better source than some random guy posting on some forums without valid evidence.

Oh come on ... now you are back to "evidence", eh? How could anyone "prove" that Dustins test was useless and bound to fail before all the components were implemented? You guys really need to learn to think more!

Just use your brain, because with forced spreading of units while moving you need to readjust AoE damage and the simple mod Dustin tested just had a slight ... very slight ... adjustment to movement. With forced spreading while moving you could also have the opposite situation of the one you described ... that pros are good when they know how and when to clump their units for a concentrated attack ... but then I think you didnt bother reading my post, because thats exactly what I said then. The big point is that Dustin doesnt get the point which spreading the units and a "wiggly" movement like BW would have.

See below for another thing that would have to be changed.


On December 10 2012 06:59 iamcaustic wrote:
Show nested quote +
On December 09 2012 18:37 Rabiator wrote:
On December 02 2012 19:37 iamcaustic wrote:
On December 02 2012 15:42 Rabiator wrote:
On December 01 2012 10:49 iamcaustic wrote:
On November 30 2012 19:19 Rabiator wrote:
On November 30 2012 17:03 slytown wrote:
Um, the unit movement is intended to make you pull units into a concave/separate positions. It's called micro. Stop whining to Blizzard about everything and make the effort to get better.

I'm a diamond player and it erks me how simple user fixes or practice can eliminate the problems with HoTS and WoL everyone talks about.

Oh please ... shoving around your clumps of units isnt the "pinnacle of micro", but we could have A LOT MORE to micro if the movement system was changed AND you would still be able to "micro" your units into a concave, but with additional micro added to the game. Thats one of the points of the discussion here and the other is "balancing is made unnecessarily hard through too many units in the battles" and another is "tight clumps of units are ugly and harder to understand for a viewer".

Basically you have said that you are AGAINST adding more micro to the game by keeping its "autoclumping stupidity".

On November 30 2012 14:41 iamcaustic wrote:
On November 30 2012 14:09 Rabiator wrote:
On November 30 2012 13:34 AnachronisticAnarchy wrote:
On November 30 2012 06:48 wcr.4fun wrote:
[quote]

do some fucking research on bw please.
So you got your marine splitting in sc2. I can name one unit and already equalize the scale, hydralisk storm dodging with 3-4 groups of hydralisks is just as hard in bw.

And now to tip the scale into favour of broodwar, you've also got mutalisk micro, scourge micro, wraith micro, marine splitting micro vs lurkers, carrier micro, dragoon vs mine micro, vulture micro,........


First of all, chill out. He isn't hurling insults at BW or anything.
Second of all, we're talking about a pathing change here. Not various micro techniques that have everything to do with bugs (good ones, of course) and nothing to do with spread out pathing.

The micro in BW was required NOT because of bugs, but because of the movement system ... which in itself was NOT a bug. It was clunky, but thats not the same as a bug.

Carrier micro was actually only possible due to glitches. Mutalisk micro vs. scourge also incorporated glitches. This is why these units cannot be micromanaged the same way in SC2. They definitely have everything to do with bugs like AnachronisticAnarchy said. You also need to chill out, by the way.

A glitch isnt the same as a bug ... using those glitches tool SKILL and thus they were a good addition to the game.

One rather wise rock musician once said something like this: "If you have a bad day and dont hit the right note at one part of the song you better make the same mistake again later on so you can say that was on purpose." So glitch or no glitch is part of the perspective.

+ Show Spoiler +
I dont get to chill out, because of posts like the one I quoted above. People who seem to claim to be "pro micro" and who seem to have no clue about BW and the necessary micro an unclumped movement would have.

Ah, if you want to get into details about difference between glitch and bug, then change my usage of "glitch" to "bug". After all, a glitch is generally a temporary and quickly rectified mistake in a program's function, while a bug is a mistake due to the actual code, and is possible to replicate 100%.

I was just using the terms synonymously out of laziness. Either way, AnachronisticAnarchy was still completely correct.

I could start a "definition duel" by saying that the glitches werent removed from BW, so they became features of the game, but that is not the point. The point rather is that - looking at the "Carrier Micro thread there seem to be some small hints that Blizzard is looking to change that unit to include just such "glitch micro" OR something similar. Maybe they will see that nothing changes due to the tight clumps of Marines and Hydralsks and thats hopefully when they will understand the damage tight clumping does to the game. I dont get my hopes high though, but we cant stop asking for better pathing ...

Eh? Blizzard's own game guide says to make marines and hydralisks to counter-act Carriers. That's not a side effect of AI pathing in SC2, that's a deliberate design from Blizzard. You're still free to consider it silly, but the reason is different.

The point is that the super tight clumps of ground units make big air units rather useless. If you have 5 Hydras it might be viable to use one Carrier or BC against them and the battle would be even, BUT if you have 40 Marines they will shoot down any Carrier/BC in no time. Broodlords are the exception, because they bring their own "protective screen" of free ground units and they have the support of Fungal for crowd control as well ...


Aaaggghhhh... so apparently you don't play late game TvT against bio Terran. Upgraded BCs simply don't die to marines, it's crazy. If your BCs are 0/0 against upgraded marines though, then sure you're in for some pain. If you think that BCs aren't viable at all in WoL, then you need to actually start playing the game.

The Carrier is kinda lame in WoL because air play in general kinda sucks, plus Carrier leash targeting in WoL is kinda bugged (this is fixed in the latest HotS patch). Everyone knows the Carrier has been underwhelming, but it's not because of mass marine or mass hydralisk.

The Carrier is lame because its tiny Interceptors can be shot down in no time by massed AA units and even you cant deny that this is much faster than in BW.

If the BC was so indestructible, why doesnt every TvT end with a BC war or at least one of them going BC? Maybe because it is much easier to mass Marines (or Vikings) than building BCs? Thus removing the production speed boosts would be yet another thing which Blizzard would need to change in addition to forced unit spreading ... to make sure that there are far fewer units on the battlefield. Obviously this also was missing from Dustins movement test.

Sadly Blizzard doesnt see this way of solving the "boring units problem" and rather introduces more cheap units with a lot of overpowered nifty tricks which can break the game (=making it boring to play against or watch) past critical numbers. If every unit is exciting no unit is exciting, because exciting is the norm. To be exciting a unit - or its application/use - must be exceptional and not standard.
If you cant say what you're meaning, you can never mean what you're saying.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
December 10 2012 06:38 GMT
#373
On December 10 2012 14:32 Rabiator wrote:
Show nested quote +
On December 10 2012 06:59 iamcaustic wrote:
In high level games, there are more situations where you'll want to spread/split your units than situations where you'll want to clump them up. Avoiding/mitigating AoE and getting a better concave are key aspects to winning a large engagement. I recommend watching SortOf vs. HyuN during this weekend's NASL grand finals. Perfect demonstration of a pro player completely crushing the favourite to win with a superior concave (army split into multiple groups before moving in) and mitigating the opponent's fungals.

Also, what's the source regarding the response to Blizzard's testing? I hope it's a better source than some random guy posting on some forums without valid evidence.

Oh come on ... now you are back to "evidence", eh? How could anyone "prove" that Dustins test was useless and bound to fail before all the components were implemented? You guys really need to learn to think more!

Then why even say such a thing? I'm only going to tell you this once: making up crap doesn't give you an argument. Not even so much as a source, let alone your complaints about needing evidence for the claim -- as if it's unfair to have to back up one's statements or something.

On December 10 2012 14:32 Rabiator wrote:
Just use your brain, because with forced spreading of units while moving you need to readjust AoE damage and the simple mod Dustin tested just had a slight ... very slight ... adjustment to movement. With forced spreading while moving you could also have the opposite situation of the one you described ... that pros are good when they know how and when to clump their units for a concentrated attack ... but then I think you didnt bother reading my post, because thats exactly what I said then. The big point is that Dustin doesnt get the point which spreading the units and a "wiggly" movement like BW would have.

You need better reading comprehension:

On December 10 2012 06:59 iamcaustic wrote:
In high level games, there are more situations where you'll want to spread/split your units than situations where you'll want to clump them up.

That's not the same as saying there are no situations when you'll want your army clumped, it's just those instances are much fewer and farther between. Having to manually split/spread is a more common mechanical tax, thus resulting in a higher skill cap.

On December 10 2012 14:32 Rabiator wrote:
Show nested quote +
On December 10 2012 06:59 iamcaustic wrote:
Aaaggghhhh... so apparently you don't play late game TvT against bio Terran. Upgraded BCs simply don't die to marines, it's crazy. If your BCs are 0/0 against upgraded marines though, then sure you're in for some pain. If you think that BCs aren't viable at all in WoL, then you need to actually start playing the game.

The Carrier is kinda lame in WoL because air play in general kinda sucks, plus Carrier leash targeting in WoL is kinda bugged (this is fixed in the latest HotS patch). Everyone knows the Carrier has been underwhelming, but it's not because of mass marine or mass hydralisk.


The Carrier is lame because its tiny Interceptors can be shot down in no time by massed AA units and even you cant deny that this is much faster than in BW.

If the BC was so indestructible, why doesnt every TvT end with a BC war or at least one of them going BC? Maybe because it is much easier to mass Marines (or Vikings) than building BCs? Thus removing the production speed boosts would be yet another thing which Blizzard would need to change in addition to forced unit spreading ... to make sure that there are far fewer units on the battlefield. Obviously this also was missing from Dustins movement test.

Sadly Blizzard doesnt see this way of solving the "boring units problem" and rather introduces more cheap units with a lot of overpowered nifty tricks which can break the game (=making it boring to play against or watch) past critical numbers. If every unit is exciting no unit is exciting, because exciting is the norm. To be exciting a unit - or its application/use - must be exceptional and not standard.

Regarding BCs, nearly every end game TvT features BCs. You're either getting BCs or desperately trying to acquire Thors/marines and build missile turrets if you lack any chance for air dominance. You seriously don't play Terran, do you? The reason why not every TvT features BCs is because many TvTs don't reach that end game.

Regarding Carriers, go watch some Heart of the Swarm (it's actually viable to go air in HotS). You really don't know what you're talking about. Upgraded Carriers are good.
Twitter: @iamcaustic
submarine
Profile Joined March 2012
Germany290 Posts
December 10 2012 08:49 GMT
#374
Wow this Browder guy really makes me angry.
I am a diamond level Terran and i actually played a few TvZs on Daybreak with the modified movement listed as Alternative 2. Yes the change is not very big if you play exactly like you play without the modified movement. But you can use the bigger magic box to move big armies in certain formations. It makes it possible for players at my level to move units the way you want them to move. You can either move them in a formation or you clump them up. It gives the player options and makes army movement more intuitive. To move them in a certain formation you have to move command outside of the magic box. With the change to the magic box it is perfectly possible to move a big marine tank army in a certain formation through daybreak. Without the bigger magic box you have to constantly rearrange your army to keep some kind of formation. The bigger magic box and the easier army movement in certain formations actually does increase the micro at my level. In fights i can now micro small parts of my army.
The army feels more like a number of individual units that can be microed in small groups and less like some kind of big blob. Over all the bigger magic box gives the player an alternative. The player can move his army in a certain formation without korean levels of apm. IMHO that is a good change. Quite sad that these guys at blizz can't see that.
submarine
Profile Joined March 2012
Germany290 Posts
December 10 2012 09:01 GMT
#375
On December 10 2012 05:16 emythrel wrote:
Show nested quote +
On December 09 2012 18:37 Rabiator wrote:
On December 02 2012 19:37 iamcaustic wrote:
On December 02 2012 15:42 Rabiator wrote:
On December 01 2012 10:49 iamcaustic wrote:
On November 30 2012 19:19 Rabiator wrote:
On November 30 2012 17:03 slytown wrote:
Um, the unit movement is intended to make you pull units into a concave/separate positions. It's called micro. Stop whining to Blizzard about everything and make the effort to get better.

I'm a diamond player and it erks me how simple user fixes or practice can eliminate the problems with HoTS and WoL everyone talks about.

Oh please ... shoving around your clumps of units isnt the "pinnacle of micro", but we could have A LOT MORE to micro if the movement system was changed AND you would still be able to "micro" your units into a concave, but with additional micro added to the game. Thats one of the points of the discussion here and the other is "balancing is made unnecessarily hard through too many units in the battles" and another is "tight clumps of units are ugly and harder to understand for a viewer".

Basically you have said that you are AGAINST adding more micro to the game by keeping its "autoclumping stupidity".

On November 30 2012 14:41 iamcaustic wrote:
On November 30 2012 14:09 Rabiator wrote:
On November 30 2012 13:34 AnachronisticAnarchy wrote:
On November 30 2012 06:48 wcr.4fun wrote:
[quote]

do some fucking research on bw please.
So you got your marine splitting in sc2. I can name one unit and already equalize the scale, hydralisk storm dodging with 3-4 groups of hydralisks is just as hard in bw.

And now to tip the scale into favour of broodwar, you've also got mutalisk micro, scourge micro, wraith micro, marine splitting micro vs lurkers, carrier micro, dragoon vs mine micro, vulture micro,........


First of all, chill out. He isn't hurling insults at BW or anything.
Second of all, we're talking about a pathing change here. Not various micro techniques that have everything to do with bugs (good ones, of course) and nothing to do with spread out pathing.

The micro in BW was required NOT because of bugs, but because of the movement system ... which in itself was NOT a bug. It was clunky, but thats not the same as a bug.

Carrier micro was actually only possible due to glitches. Mutalisk micro vs. scourge also incorporated glitches. This is why these units cannot be micromanaged the same way in SC2. They definitely have everything to do with bugs like AnachronisticAnarchy said. You also need to chill out, by the way.

A glitch isnt the same as a bug ... using those glitches tool SKILL and thus they were a good addition to the game.

One rather wise rock musician once said something like this: "If you have a bad day and dont hit the right note at one part of the song you better make the same mistake again later on so you can say that was on purpose." So glitch or no glitch is part of the perspective.

+ Show Spoiler +
I dont get to chill out, because of posts like the one I quoted above. People who seem to claim to be "pro micro" and who seem to have no clue about BW and the necessary micro an unclumped movement would have.

Ah, if you want to get into details about difference between glitch and bug, then change my usage of "glitch" to "bug". After all, a glitch is generally a temporary and quickly rectified mistake in a program's function, while a bug is a mistake due to the actual code, and is possible to replicate 100%.

I was just using the terms synonymously out of laziness. Either way, AnachronisticAnarchy was still completely correct.

I could start a "definition duel" by saying that the glitches werent removed from BW, so they became features of the game, but that is not the point. The point rather is that - looking at the "Carrier Micro thread there seem to be some small hints that Blizzard is looking to change that unit to include just such "glitch micro" OR something similar. Maybe they will see that nothing changes due to the tight clumps of Marines and Hydralsks and thats hopefully when they will understand the damage tight clumping does to the game. I dont get my hopes high though, but we cant stop asking for better pathing ...

Eh? Blizzard's own game guide says to make marines and hydralisks to counter-act Carriers. That's not a side effect of AI pathing in SC2, that's a deliberate design from Blizzard. You're still free to consider it silly, but the reason is different.

The point is that the super tight clumps of ground units make big air units rather useless. If you have 5 Hydras it might be viable to use one Carrier or BC against them and the battle would be even, BUT if you have 40 Marines they will shoot down any Carrier/BC in no time. Broodlords are the exception, because they bring their own "protective screen" of free ground units and they have the support of Fungal for crowd control as well ...

----

A slight addendum from the "archives" of Blizzard ... patch 1.5.2:

StarCraft II: Wings of Liberty – Patch 1.5.2
Bug Fixes

General

Pathing has been adjusted. Units will once again take the most optimal route to their destinations.

So Blizzard isnt unwilling to change the pathing in general ... the only problem is convincing them that super tight formations make the game worse (see above).


they tried the fix in the video but it made no difference. That is because people don't issue 1 a click right across the map, they do it in a series of small ones, which instantly make the units clump again.

I also agree that splitting your units has become a skill needed to beat players in sc2 and thats a good thing. Everyone is always complaining about how there is no micro in sc2 then wants to remove something that creates the need to micro better...... thats funny to me.


As i said in an earlier post: I played a few games on Daybreak with the modified movement presented as alternative 2. If you put in a little bit of effort you can move your army in a certain formation with the bigger magic box. It does make a difference. Mr Browder somehow missed that in his tests. Sometimes you have to issue a "stop" or "hold position command" to keep the formation, but generally speaking: If you want to move your army in a certain formation into a certain direction you now can do that. Units now move parallel to each other. They do not all try to move to exactly the same spot. It is a small change but a good one.


ArvickHero
Profile Blog Joined October 2007
10387 Posts
December 12 2012 05:13 GMT
#376
don't really care that much about the gameplay effects rather than the spectator effect. I think watching a semi-scattered army spreading out is much more appealing to my eyes than a tightly packed ball formation. Would make 200/200 fights seem actually big lol
Writerptrk
Prev 1 17 18 19 All
Please log in or register to reply.
Live Events Refresh
IntoTheTV X SOOP
11:00
ISSL Weekly #3
IntoTheiNu 329
WardiTV52
CranKy Ducklings35
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Livibee 157
Rex 26
Rogue 4
ByuN (SOOP) 1
StarCraft: Brood War
Calm 18469
Britney 3799
Jaedong 2605
Horang2 1948
Bisu 1938
Hyuk 574
Pusan 471
firebathero 303
Stork 167
Light 129
[ Show more ]
ZerO 97
Rush 88
Mong 64
Shinee 43
Free 41
Barracks 38
910 26
Sharp 18
HiyA 17
scan(afreeca) 16
sorry 13
Icarus 9
Noble 5
Sea.KH 4
ajuk12(nOOB) 4
Counter-Strike
olofmeister1421
shoxiejesuss818
markeloff68
edward40
Other Games
gofns10405
singsing1492
Coldzera 805
crisheroes334
XaKoH 244
Lowko199
Pyrionflax137
Sick126
Mew2King93
ZerO(Twitch)14
Organizations
StarCraft: Brood War
UltimateBattle 19
[ Show 12 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP7
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• iopq 15
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 2768
League of Legends
• Jankos1491
Upcoming Events
CranKy Ducklings
22h 49m
Big Brain Bouts
22h 49m
Garitos vs ArT
Lambo vs Percival
TriGGeR vs ByuN
Sparkling Tuna Cup
1d 22h
OSC
2 days
Shopify Rebellion Sundays
2 days
Mixu vs TBD
Spirit vs TBD
Clem vs TBD
Patches Events
2 days
Afreeca Starleague
2 days
Soma vs Shuttle
BeSt vs Rush
WardiTV Weekly
2 days
Afreeca Starleague
3 days
Leta vs ggaemo
Jaedong vs Queen
GSL
3 days
[ Show More ]
PiGosaur Cup
4 days
Kung Fu Cup
4 days
Replay Cast
5 days
The PondCast
5 days
KCM Race Survival
5 days
Escore
6 days
IntoTheTV X SOOP
6 days
Liquipedia Results

Completed

Proleague 2026-09-02
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
RSL Revival: Season 6
Calamity Invitational
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5
Acropolis #5 - TRS
Escore Tournament S3: King of Kings
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.