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On October 24 2012 03:00 Evangelist wrote:Show nested quote +On October 24 2012 02:53 two_sheds wrote:On October 24 2012 02:43 Evangelist wrote:So basically they found what every single person with any common sense already knew and figured out it made not a jot of difference. Of course, you're so obsessed with making this into BW, you don't understand that BW had its pathing/hitboxes precisely because it was poorly coded. Face it. You aren't getting it. It also fundamentally changes the nature of terrain and positioning when a small ramp actually affects how long it takes to move troops. Are you saying that the apart from the annoyance factor, this doesn't make a better and more interesting game, especially for competition? It doesn't make a damn bit of difference. It's artificial difficulty. What's wrong with artificial difficulty ? Great things have come out of this poor coding and bugs in BW, as Falling explains it nicely in his today's blog. Great post by Falling: http://www.teamliquid.net/blogs/viewblog.php?topic_id=377409 Artificial difficulty ie. fighting against the interface is not only counterintuitive to game design but also detrimental to the game in the long term. Yes, BW was an amazing competitive game after 5 or 6 years, but it is not in todays market nor is it competing with todays games. You would have gotten no one playing SC2 if they all thought it was BW2. Thankfully, it isn't. Which is wonderful for players like me who finally got to enjoy a proper multiplayer RTS designed by people who knew what they were doing - not designed by people obsessed with the past. This thread reminds me of the kind of people who see a scientific discovery and decide to just ignore it because "their way is better". Well it ain't. The point of attack move behaviour is to be predictable. At the moment it IS predictable. Your way would ensure it wasn't. In fact, attack moving up a cliff would result in exactly the same behaviour and would make it even easier to hold cliffs that it already is. Then again, we're talking about a community convinced that the problem with the colossus is that it doesn't have a buggy attack that flies around randomly and hits some random unit for infinite damage, not the fact it is basically designed to kill concaves - a point not a single person besides myself brings up.
Wow.. someone has never watched Brood War pro gaming...
I started watching both SC2 and BW at the same time, and for no nostalgic reasons, I find BW WAY more enjoying to watch, and I am not alone. That 200 deathball vs 200 deathball situation that happens 95% of the games are caused by the fact that the deathball is too easy to move around. Without even putting in the 12 units selection limit, just have the units move in a certain line, aka having a higher space between them, would give a higher advantage to the defender.. therefore you couldn't just 1a to your enemy's base. Now there is no advantage between the defender and the attacker since the ball moves so fast in range, and without obstacles, that there is no reason to be on defense.
In BW like I've said many times.. have a few spider mines and 5-6 siege tanks at a location, and a 100 supply army couldn't get through. There isn't that anymore, you need your whole army to stop his whole army, which created that mess that is SC2.
Speaking of mines, why are widow mines not friendly-fire enabled?
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On October 24 2012 12:55 Patate wrote:Show nested quote +On October 24 2012 03:00 Evangelist wrote:On October 24 2012 02:53 two_sheds wrote:On October 24 2012 02:43 Evangelist wrote:So basically they found what every single person with any common sense already knew and figured out it made not a jot of difference. Of course, you're so obsessed with making this into BW, you don't understand that BW had its pathing/hitboxes precisely because it was poorly coded. Face it. You aren't getting it. It also fundamentally changes the nature of terrain and positioning when a small ramp actually affects how long it takes to move troops. Are you saying that the apart from the annoyance factor, this doesn't make a better and more interesting game, especially for competition? It doesn't make a damn bit of difference. It's artificial difficulty. What's wrong with artificial difficulty ? Great things have come out of this poor coding and bugs in BW, as Falling explains it nicely in his today's blog. Great post by Falling: http://www.teamliquid.net/blogs/viewblog.php?topic_id=377409 Artificial difficulty ie. fighting against the interface is not only counterintuitive to game design but also detrimental to the game in the long term. Yes, BW was an amazing competitive game after 5 or 6 years, but it is not in todays market nor is it competing with todays games. You would have gotten no one playing SC2 if they all thought it was BW2. Thankfully, it isn't. Which is wonderful for players like me who finally got to enjoy a proper multiplayer RTS designed by people who knew what they were doing - not designed by people obsessed with the past. This thread reminds me of the kind of people who see a scientific discovery and decide to just ignore it because "their way is better". Well it ain't. The point of attack move behaviour is to be predictable. At the moment it IS predictable. Your way would ensure it wasn't. In fact, attack moving up a cliff would result in exactly the same behaviour and would make it even easier to hold cliffs that it already is. Then again, we're talking about a community convinced that the problem with the colossus is that it doesn't have a buggy attack that flies around randomly and hits some random unit for infinite damage, not the fact it is basically designed to kill concaves - a point not a single person besides myself brings up. Speaking of mines, why are widow mines not friendly-fire enabled?
They are.
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Sad to see lead game designer is infact one of those idiots who say big ball more split more micro herp derp. How fucking hard is it too grasp that not clumped up armies actually encourage micro, if you buff aoe ofcourse.
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On October 24 2012 12:13 boomudead1 wrote: its not like this only buff T. zerg raised the skill cap because they can now split banelings so they dont all die to 1 tank shot. b4. they wud clump up. how many times do we see a bunch of lings just all die in 1 take volley. how many lings wud survive the initial charge if theyre pre split? tank wouldnt do shit. also muta are already magic boxed. flying units wont insta die to 2 thor shots when all clumped up. marine has low dps when theyre separated too. its not all about marine splitting against banelings. it would take marine longer to travel across the map than it is for Z. its just that the way blizz designed the game to be a deathball. they dont wanna ruin that. since theyve been balancing it for ever. that would means more work for them. for toss. if unit doesnt clump up that mean less dps. blizz can always work with aoe. they just dont wanna do all those work over
I don't think I care how much work Blizzard have to do to improve the game... Most people don't seem very fond of the deathball and blizzard are aware of it as they have tied to incorporate positional units into the game. However positional units can still largely form part of the ball. Less dps is great imo, battles are currently over way too quickly. 200 v 200 battles can last only seconds sometimes. If you like that then I think you're part of a minority. SC2 needs less clumpiness, either by pathing and/or unit collision radius.
I also feel that buffing AOE is not going to help. Firstly because AOE ends up just fighting AOE and makes battles even shorter. Secondly because AOE can be used almost just as well on a smaller squad of clumped units as it does on a deathball (think fungal).
Blizzard please at least test increasing unit collision radius. Stop the unit orgies.
Death to the Deathball!
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the AOE stuff can happen after. but at least they should try to work around clumped. i also agree that unit clump wayy too much.
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I thought clumping occurs because units hitboxes/models become smaller when they're under move command. (an extreme example is workers mineral-walking, or air-units that have no collison while moving)
All they have to do is NOT change the unit sizes depending on their actions? (except workers and air units)
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On October 24 2012 12:30 NewSunshine wrote: What Blizzard is trying to do is make deathballs usable, but make it so that there are much better ways to utilize your units, nearly every new unit in HotS is being developed with this philosophy. Instead of attacking it head on by changing the pathing outright, thus making it a non-issue for everyone, they're providing attractive alternatives to the deathball, that don't require your units to split but encouraging you to do it yourself. If they succeed, then what we'll have is something akin to the old BW pathing: something that doesn't come easy to non-pros, and is vital to succeed in pro-level play. The big difference is, it's more accessible to new players, as it's more intuitive, and it's easier to appreciate the skill involved with precise micro(the E factor, if you wanna go there), thereby accomplishing 2 of Blizzard's main goals with this game as opposed to BW. I like this description, and I hope it works out this way, but I think it's backwards -- fighting the fundamentals of the genre itself.
Engagement dynamics are governed by local DPS density. This is the source of much of the depth in RTS games. Higher DPS density is inherently rewarded because you are dealing concentrated damage. It's like focus fire happening automatically, in analogy. Usually there are lots of factors that mitigate this basic strength to make the game more interesting, many of which make use of the ability of units to reposition to avoid high enemy DPS and to increase your own local DPS. The most typical dynamic is pursuing an engagement with units in a high DPS area while retreating from your opponent's high DPS area. In the simplest way, a flank does this automatically, but there are lots of other formations you could imagine, and the complexity of situations quickly develops once you have units with different stats and abilities.
Let's imagine extreme cases to illustrate the point I'm making. What if units didn't collide at all. One of the above "mitigating factors" is the banal fact that units can't take up the same space, but lets get rid of that. 12 marines vs 12 marines, go. Well... the only strategy will ever be stacking your marines perfectly on top of one another and then walking straight at the enemy and target firing the top of the stack. If you do anything else, like try to make an arc, you will quickly lose out on the local DPS front. Pull micro just means you've lost local DPS. Retreat can only lose local DPS in a similar way.
What if units did collide as normal, and their collision barrier was twice their actual size, but you could place them close together with attention. But while in transit and unattended at their destination, they would be somewhat spread out. 12 marines vs 12 marines, go. This looks completely different. Attacking is now a lot harder; the system has inherent defenders advantage. Attacking units have to move into position, which reduces their local DPS. Just to attack on even footing, you have to arrange an elaborate position and synchronize the arrival of your units, otherwise you'll be suffering from a DPS deficit (despite mirror armies!) from the outset. And no matter what formation you take, the defender can adjust to demand further actions on your part. And so on and so on, but the defender always has the upper hand.
Which one sounds more like SC2? Which one sounds more interesting?
You can get a lot of desirable dynamics just by changing basic unit properties, you don't have to resort to AoE effects and special abilities. I would gladly go into even more depth but I think this makes the point sufficiently for now. I'll just add that the latter example demands constant attention and unit control in an engagement, while the other is almost maximized efficiency with an a-move.
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On October 24 2012 13:13 NukeD wrote: Sad to see lead game designer is infact one of those idiots who say big ball more split more micro herp derp. How fucking hard is it too grasp that not clumped up armies actually encourage micro, if you buff aoe ofcourse. You don't even need to buff AoE, it happens naturally.
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I don't know if this was mentioned or not but this was an additional post blizzard made about the subject that should probably get added to the OP
+ Show Spoiler +You can easily test this yourself using the editor. I don't think you will find it makes much of a difference. We had multiple groups of people play and we could not tell that anything had actually happened. We were not trying to manipulate the units in any unusual way, we just played normally. Since clumping is beneficial in many situations I don't think this will change the way the game is played unless you are about to fight Banelings, Fungal, Psi Storm, etc. Only then should you split. In that case I don't think we want splitting to be automated. We want avoiding splash to be a skill thing. Right? http://us.battle.net/sc2/en/forum/topic/6573699544?page=4#75
Edit: another post
+ Show Spoiler +Which problem are we trying to solve here? A) Pros can't split their units so esports looks bad. B) Ladder players can't split their units and it should be easier to split your units. If "A" then I would say the problem is solved. They should split their units. Pros who do so will win games, Pros who do not will lose games. Should we make the game easier for Pros? The impression I have gotten from the community and the Pros themselves on this subject is a resounding "No." If "B" then I'm not sure we want to solve this? If it's a game of skill, then you need to learn to split your units. In Broodwar you had to learn to move your units. With a limited unit selection it was difficult to move a large army. Now it is easy to move your army, but harder to use them correctly in a big fight. Sounds like a better experience for a newer user to me? It's certainly what I would want as a player. If I'm going to be challenged I don't want it to be "how can I get my units into the fight." I would rather it be "my units got to the fight, how do I optimize their positions." http://us.battle.net/sc2/en/forum/topic/6573699544?page=4#74
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So if this "doesnt" change anything significantly, why not just add the changes for the sake us guys who have been asking for this since beta? Why revert back to the old pathing whent the "we will need to rebalance everything" argument falls flat.
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On October 24 2012 04:59 PitBoo wrote:Show nested quote +On October 24 2012 04:49 Yoshi Kirishima wrote:On October 24 2012 04:45 PitBoo wrote: Awesome. Someone should send this to browder. ... do you know what this thread is about? also to someone, of course, everyone underestimates blizzard and thinks they're total idiots Just because blizzard doesn't explain every single little thing, people get all elitist and proudly believe blizz is just idiots who can't balance or design anything they've shown they listen, are reasonable, and they even inform us of how things are going and allow us to give feedback Im new, i'm not sure how things work here, lol. But i'm not sure if Blizzard devs read TL. I've only seen them taking tips from the Bnet forun.
Nevermind I misunderstood you, please disregard my question X)
On October 24 2012 05:00 Antylamon wrote:Show nested quote +On October 24 2012 04:49 Yoshi Kirishima wrote:On October 24 2012 04:45 PitBoo wrote: Awesome. Someone should send this to browder. ... do you know what this thread is about? also to someone, of course, everyone underestimates blizzard and thinks they're total idiots Just because blizzard doesn't explain every single little thing, people get all elitist and proudly believe blizz is just idiots who can't balance or design anything they've shown they listen, are reasonable, and they even inform us of how things are going and allow us to give feedback Nevertheless, it should be posted on BNet. Not because Blizz is a bunch of "idiots who can't balance or design anything," but because they haven't explored every option yet. If I'm interpreting what Browder said correctly, they ran some tests on it with different variables, but only with the map in the video. If they try different methods of breaking up deathballs, then they might like it.
I understand that, sorry if i was unclear in my post, yes they can and should keep investigating new ways to change things up regarding unit pathing/clumping/etc.
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On October 24 2012 13:46 EatThePath wrote:Show nested quote +On October 24 2012 12:30 NewSunshine wrote: What Blizzard is trying to do is make deathballs usable, but make it so that there are much better ways to utilize your units, nearly every new unit in HotS is being developed with this philosophy. Instead of attacking it head on by changing the pathing outright, thus making it a non-issue for everyone, they're providing attractive alternatives to the deathball, that don't require your units to split but encouraging you to do it yourself. If they succeed, then what we'll have is something akin to the old BW pathing: something that doesn't come easy to non-pros, and is vital to succeed in pro-level play. The big difference is, it's more accessible to new players, as it's more intuitive, and it's easier to appreciate the skill involved with precise micro(the E factor, if you wanna go there), thereby accomplishing 2 of Blizzard's main goals with this game as opposed to BW. I like this description, and I hope it works out this way, but I think it's backwards -- fighting the fundamentals of the genre itself. Engagement dynamics are governed by local DPS density. This is the source of much of the depth in RTS games. Higher DPS density is inherently rewarded because you are dealing concentrated damage. It's like focus fire happening automatically, in analogy. Usually there are lots of factors that mitigate this basic strength to make the game more interesting, many of which make use of the ability of units to reposition to avoid high enemy DPS and to increase your own local DPS. The most typical dynamic is pursuing an engagement with units in a high DPS area while retreating from your opponent's high DPS area. In the simplest way, a flank does this automatically, but there are lots of other formations you could imagine, and the complexity of situations quickly develops once you have units with different stats and abilities. Let's imagine extreme cases to illustrate the point I'm making. What if units didn't collide at all. One of the above "mitigating factors" is the banal fact that units can't take up the same space, but lets get rid of that. 12 marines vs 12 marines, go. Well... the only strategy will ever be stacking your marines perfectly on top of one another and then walking straight at the enemy and target firing the top of the stack. If you do anything else, like try to make an arc, you will quickly lose out on the local DPS front. Pull micro just means you've lost local DPS. Retreat can only lose local DPS in a similar way. What if units did collide as normal, and their collision barrier was twice their actual size, but you could place them close together with attention. But while in transit and unattended at their destination, they would be somewhat spread out. 12 marines vs 12 marines, go. This looks completely different. Attacking is now a lot harder; the system has inherent defenders advantage. Attacking units have to move into position, which reduces their local DPS. Just to attack on even footing, you have to arrange an elaborate position and synchronize the arrival of your units, otherwise you'll be suffering from a DPS deficit (despite mirror armies!) from the outset. And no matter what formation you take, the defender can adjust to demand further actions on your part. And so on and so on, but the defender always has the upper hand. Which one sounds more like SC2? Which one sounds more interesting? You can get a lot of desirable dynamics just by changing basic unit properties, you don't have to resort to AoE effects and special abilities. I would gladly go into even more depth but I think this makes the point sufficiently for now. I'll just add that the latter example demands constant attention and unit control in an engagement, while the other is almost maximized efficiency with an a-move.
You need a beta key my friend. Should post this over at the HOTS beta forum.
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On October 24 2012 13:46 EatThePath wrote:Show nested quote +On October 24 2012 12:30 NewSunshine wrote: What Blizzard is trying to do is make deathballs usable, but make it so that there are much better ways to utilize your units, nearly every new unit in HotS is being developed with this philosophy. Instead of attacking it head on by changing the pathing outright, thus making it a non-issue for everyone, they're providing attractive alternatives to the deathball, that don't require your units to split but encouraging you to do it yourself. If they succeed, then what we'll have is something akin to the old BW pathing: something that doesn't come easy to non-pros, and is vital to succeed in pro-level play. The big difference is, it's more accessible to new players, as it's more intuitive, and it's easier to appreciate the skill involved with precise micro(the E factor, if you wanna go there), thereby accomplishing 2 of Blizzard's main goals with this game as opposed to BW. I like this description, and I hope it works out this way, but I think it's backwards -- fighting the fundamentals of the genre itself. Engagement dynamics are governed by local DPS density. This is the source of much of the depth in RTS games. Higher DPS density is inherently rewarded because you are dealing concentrated damage. It's like focus fire happening automatically, in analogy. Usually there are lots of factors that mitigate this basic strength to make the game more interesting, many of which make use of the ability of units to reposition to avoid high enemy DPS and to increase your own local DPS. The most typical dynamic is pursuing an engagement with units in a high DPS area while retreating from your opponent's high DPS area. In the simplest way, a flank does this automatically, but there are lots of other formations you could imagine, and the complexity of situations quickly develops once you have units with different stats and abilities. Let's imagine extreme cases to illustrate the point I'm making. What if units didn't collide at all. One of the above "mitigating factors" is the banal fact that units can't take up the same space, but lets get rid of that. 12 marines vs 12 marines, go. Well... the only strategy will ever be stacking your marines perfectly on top of one another and then walking straight at the enemy and target firing the top of the stack. If you do anything else, like try to make an arc, you will quickly lose out on the local DPS front. Pull micro just means you've lost local DPS. Retreat can only lose local DPS in a similar way. What if units did collide as normal, and their collision barrier was twice their actual size, but you could place them close together with attention. But while in transit and unattended at their destination, they would be somewhat spread out. 12 marines vs 12 marines, go. This looks completely different. Attacking is now a lot harder; the system has inherent defenders advantage. Attacking units have to move into position, which reduces their local DPS. Just to attack on even footing, you have to arrange an elaborate position and synchronize the arrival of your units, otherwise you'll be suffering from a DPS deficit (despite mirror armies!) from the outset. And no matter what formation you take, the defender can adjust to demand further actions on your part. And so on and so on, but the defender always has the upper hand. Which one sounds more like SC2? Which one sounds more interesting? You can get a lot of desirable dynamics just by changing basic unit properties, you don't have to resort to AoE effects and special abilities. I would gladly go into even more depth but I think this makes the point sufficiently for now. I'll just add that the latter example demands constant attention and unit control in an engagement, while the other is almost maximized efficiency with an a-move.
Great post, someone get this on the beta forums!
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I'm in for those changes. The argument that it will decrease micro is false. Its exactly the other way. Now micro is impossible any shutter stepping causes your army to form a big blob. Instead of focusing fire or creating a cone all i try to do in a fight is split my forces not to die as one big ball in fungal or storm...
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On October 24 2012 05:44 Probe1 wrote: I have difficulty believing Blizzard and especially Dustin Browder will ever actually listen to the community.
If they tried to tweak various values and explored different clumping options, they went far beyond just listening. "Listening" does not equal "doing what is suggested". Blizzard can certainly consider something and decide against it, which is what Dustin describes as happening. You can certainly disagree with them, but in this case you can't accuse them of ignoring the idea, unless you believe he's lying.
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I hardly base my observations of what happens when I walk outside my home on what happened yesterday. I have 2 years of unequivocal evidence that Dustin Browder does not understand or does not listen.
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People go from complaining about sc2 being too easy, then want the game to split their units for them. Please stop whining and start trying to actually test this beta.
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Which problem are we trying to solve here?
A) Pros can't split their units so esports looks bad. B) Ladder players can't split their units and it should be easier to split your units.
If "A" then I would say the problem is solved. They should split their units. Pros who do so will win games, Pros who do not will lose games. Should we make the game easier for Pros? The impression I have gotten from the community and the Pros themselves on this subject is a resounding "No."
If "B" then I'm not sure we want to solve this? If it's a game of skill, then you need to learn to split your units. In Broodwar you had to learn to move your units. With a limited unit selection it was difficult to move a large army. Now it is easy to move your army, but harder to use them correctly in a big fight.
Sounds like a better experience for a newer user to me? It's certainly what I would want as a player. If I'm going to be challenged I don't want it to be "how can I get my units into the fight." I would rather it be "my units got to the fight, how do I optimize their positions."
Dustin Browder Post... Simply this dude dont listen to ppl ... He think that is skill to split your unites out and that is it...
Dustin B SC2 with this pathing isnt Spectator friendly !!!!
He look at this pathing change like this... If we remove death ball pathing then PPl with less skill dont need to split their unites out....and pro ppl cant show their skill of SPLITING units..
But he is so retarded that if he change pathing... (to LOOK GOOD GREAT E SPORT LOOK) he need to Add BIGGER AOE range in game... not 1.5 instead 2.0 or 2.5 ..
After add new Aoe range then Pro ppl need to split their unites and less skill ppl need to do that to.....
So Dustin B if you dont understand the game Quit the job give some ppl that will listen to community and know what is SC all abouth...
Sc2 need to bee Spectator FRIENDLY for E Sport and this Pathing that we have now dont do that...
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On October 24 2012 03:00 Evangelist wrote:Show nested quote +On October 24 2012 02:53 two_sheds wrote:On October 24 2012 02:43 Evangelist wrote:So basically they found what every single person with any common sense already knew and figured out it made not a jot of difference. Of course, you're so obsessed with making this into BW, you don't understand that BW had its pathing/hitboxes precisely because it was poorly coded. Face it. You aren't getting it. It also fundamentally changes the nature of terrain and positioning when a small ramp actually affects how long it takes to move troops. Are you saying that the apart from the annoyance factor, this doesn't make a better and more interesting game, especially for competition? It doesn't make a damn bit of difference. It's artificial difficulty. What's wrong with artificial difficulty ? Great things have come out of this poor coding and bugs in BW, as Falling explains it nicely in his today's blog. Great post by Falling: http://www.teamliquid.net/blogs/viewblog.php?topic_id=377409 Artificial difficulty ie. fighting against the interface is not only counterintuitive to game design but also detrimental to the game in the long term. Yes, BW was an amazing competitive game after 5 or 6 years, but it is not in todays market nor is it competing with todays games. You would have gotten no one playing SC2 if they all thought it was BW2. Thankfully, it isn't. Which is wonderful for players like me who finally got to enjoy a proper multiplayer RTS designed by people who knew what they were doing - not designed by people obsessed with the past. This thread reminds me of the kind of people who see a scientific discovery and decide to just ignore it because "their way is better". Well it ain't. The point of attack move behaviour is to be predictable. At the moment it IS predictable. Your way would ensure it wasn't. In fact, attack moving up a cliff would result in exactly the same behaviour and would make it even easier to hold cliffs that it already is. Then again, we're talking about a community convinced that the problem with the colossus is that it doesn't have a buggy attack that flies around randomly and hits some random unit for infinite damage, not the fact it is basically designed to kill concaves - a point not a single person besides myself brings up.
Don't defile the reaver only because you don't know how it works. Go read on how scarabs work(http://www.teamliquid.net/forum/viewmessage.php?topic_id=118741). Your last sentence after spewing plain ignorance(because you're objectively wrong, if you still haven't got it) is so self rewarding that I puked a little in my mouth.
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