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[Death Ball] Bigger radius, better looking? - Page 4

Forum Index > StarCraft 2 HotS
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StarOFdadA
Profile Joined June 2012
Hong Kong33 Posts
November 16 2012 15:25 GMT
#61
On November 15 2012 20:36 Destro wrote:
Oh god, i can just imagine all the units stuck behind buildings as their radius is too large. the siege tank looks larger then a supply depot...

I don't like this at all.. the clumping and small radius was seen as a bad thing for a long time, but seeing pros split their units well makes the game much more exciting to watch. not saying you couldnt split with this, but it caters to casual players more.

The game should become harder, not easier imo


I did not change the "inner radius", the value which decide the interact with units and buildings.

If we buff AOE at the same time, the game will not easier.
StarOFdadA
Profile Joined June 2012
Hong Kong33 Posts
Last Edited: 2012-11-16 15:29:10
November 16 2012 15:28 GMT
#62
On November 16 2012 21:42 jkhiwi wrote:
Atificiality. This thread(http://www.teamliquid.net/forum/viewmessage.php?topic_id=377527) is better than your vods.


So, why I never seen the thread on Blizzard's forum before?

Why did you hide it (just kidding)?

This thread is my 1st thread here (I reply some other before, but I do not come here very often. You can check my history here)
jkhiwi
Profile Joined May 2011
8 Posts
November 17 2012 10:27 GMT
#63
If you were hurt, i am sorry. I am not good at english. So i do not write almost the text. Sorry.
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2012-11-17 11:24:06
November 17 2012 11:22 GMT
#64
On November 16 2012 19:03 XenoX101 wrote:
Can you try this with a bit less dramatic of a change? The problem with what you've shown here is firstly that the micro potential is far less because there is much less room to move when units are that 'fat'. And secondly, the DPS loss would be phenomenal at that size, I'm thinking right now about how even Immortals as they currently are are not cost effective in a big battle once you have more than say 8+ except maybe against pure mech, so for something that is massed even more like marine this change would basically be game breaking. I think you would need the tiniest of radiuses added to units, enough to give units the slightest of visual 'space' but absolutely no more, but even then it is guaranteed to affect balance & consequently the metagame in some way, so you'd just have to hope that the new metagame can also be balanced.

Micro actually isnt "shape your clump of units into a concave and bring all of them into range" [I would call that "macro", but sadly that term is already taken] but rather "move your individual units in a way to maximise their efficiency" (stutter step micro for example or Dropship-Reaver-micro). The manipulation of clumps of units stopped being micro when they decided to make everything perfectly tight automatically.


On November 15 2012 01:33 Antylamon wrote:
^
I don't see any fighting going on in those pictures. Not that I would expect to, but in SC2 armies are fighting and moving around a lot more than in real life.

Also, who says the Phalanx doesn't come back into style in the future?

[image loading]
+ Show Spoiler +
Roman Combat Shields are OP

Dear Blizzard,

we are past the time where melee combat was deemed efficient and close formations are important. Units should be deadly on their own ... especially AoE units ... and this would make infantry spread out (if they had any brains that is).

@Antylamon
Zerg would win every match against that, because Hannibal and his elephants (=Ultralisks) won about every battle as long as he had them.
If you cant say what you're meaning, you can never mean what you're saying.
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