• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:12
CEST 10:12
KST 17:12
  • 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
HomeStory Cup 27 - Info & Preview17Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6Code S RO8 Preview: herO, Zoun, Bunny, Classic7
Community News
FEL Cracov 2025 (July 27) - $8000 live event13Esports World Cup 2025 - Final Player Roster12Weekly Cups (June 16-22): Clem strikes back1Weekly Cups (June 9-15): herO doubles on GSL week4Firefly suspended by EWC, replaced by Lancer12
StarCraft 2
General
How does the number of casters affect your enjoyment of esports? The SCII GOAT: A statistical Evaluation Hybrid setting keep reverting. HomeStory Cup 27 - Info & Preview Esports World Cup 2025 - Final Player Roster
Tourneys
HomeStory Cup 27 (June 27-29) FEL Cracov 2025 (July 27) - $8000 live event $200 Biweekly - StarCraft Evolution League #1 SOOPer7s Showmatches 2025 RSL: Revival, a new crowdfunded tournament series
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers [G] Darkgrid Layout
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady Mutation # 476 Charnel House
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Unit and Spell Similarities BW General Discussion ASL20 Preliminary Maps NaDa's Body
Tourneys
[Megathread] Daily Proleagues [BSL20] ProLeague LB Final - Saturday 20:00 CET Small VOD Thread 2.0 [ASL19] Grand Finals
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread Korean Music Discussion
Sports
NBA General Discussion 2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Blog #2
tankgirl
Game Sound vs. Music: The Im…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Customize Sidebar...

Website Feedback

Closed Threads



Active: 693 users

Another Look at High Ground Advantage

Forum Index > StarCraft 2 HotS
Post a Reply
1 2 3 4 5 6 7 Next All
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2013-01-23 07:51:09
January 23 2013 07:11 GMT
#1
Battle.net thread: http://us.battle.net/sc2/en/forum/topic/7710222005#1
Reddit thread: http://www.reddit.com/r/starcraft/comments/174172/another_look_at_high_ground_advantage_analysis_of/

Hello! I'm Gfire from the ESV Mapmaking Team. I’ve decided to write this post about high ground advantage and how I think changing the high ground mechanics in SC2 could be something worth considering.

Introduction:

In Starcraft 2, the high ground advantage is all about vision. The advantage of being on high ground is that you can’t be shot at without the opponent having vision (for ground units). Then when they get vision, the advantage disappears and it’s a fair fight.

For details, you can see this: http://wiki.teamliquid.net/starcraft2/High_Ground_and_Low_Ground

Now, in contrast, the system in Starcraft 1 was somewhat different. If a unit attacked from the highground, it was revealed briefly so it could be shot at from the low ground. However, whether you had vision or not, there was another advantage the units on high ground had. When you shot up from low ground, there was a chance that your attack would miss completely.

More details here: http://wiki.teamliquid.net/starcraft/Terrain_Features#High_Ground

So you can see there are some major differences. I’m now going to provide a few quotes from the early development of SC2 relating to terrain advantages.

"landscape will also play a much bigger role in Multiplayer, using terrain to gain strategic and combat advantage will be just as important."

(http://www.teamliquid.net/forum/viewmessage.php?topic_id=92932http://www.teamliquid.net/forum/viewmessage.php?topic_id=92932)

"Terrain plays a more important role now, as it offers more tactical possibilities ... For example, it's now [even] more beneficial to place troops on high ground."

"You cannot see them from low ground. At least as long as you do not use spotters, flyers or special talents, like the Terran scan. This can be a huge advantage, especially for Terran with their mighty Siege Tanks: As long as the enemy does not reveal them, they can blow him into pieces without resistance. Zerg profit the least from height advantage, since their ground range units do not fire very far. But with the Overlord and the Overseer they field two very good spotters. Apart from this, height differences have no effect. In SCI, there was a chance that units on the lowground would miss enemies on high ground. We removed this percentage since we do not like chance elements. The players ought to know exactly what advantage they have. And how to counter it."

(http://www.gosugamers.net/starcraft/news/9889-interview-with-dustin-browder)

In these interviews Dustin Browder compares SC2 to SC1 and explains that the intention of the current mechanic is to actually be stronger than that of SC1. However, it turns out players almost always have spotters to see the high ground. It’s arguably even easier to spot the high ground in HotS.

I propose that we take another look at the high ground advantage in SC2 while we’re in beta. It’s the sort of change that can’t just be tweaked or balanced later on in the polishing stages of the game, but needs to be explored during a time like this. While I don’t know that altering the terrain mechanics is necessarily the best thing for the game, I strongly believe that it’s something that should be tried out, and I would love to see it in HotS beta.

Core effects on gameplay:

The current system doesn’t give a very consistent positional advantage. It’s very easy to negate. If you get any vision then all your units can fire with 100% efficiency. This makes it pretty poor at stopping rushes (all you have to do is pop one unit up the ramp,) and even poorer at give armies strong control points in the mid to late game.

The system was designed (according to Blizzard,) to start out strong but then eventually disappear. This sounded like a good thing to me at first, weakening rushing but not encouraging turtling later on. However, with the way SC2 has developed, I no longer agree with that.

Most matchups don’t require any sort of high ground advantage to work. Most games you see players taking expansions just fine before the earliest aggression comes, even with a flat choke at the natural. The main thing high ground is good for is preventing blink and warp-ins into the main, which is unrelated to the high ground advantage and would have worked the same way whether we had BW- or SC2-style high ground. It also doesn’t even really apply in HotS. The high ground advantage itself is very weak in HotS.

The current high ground system doesn’t do much to help with the deathball problem. Rushes aside, in the mid and late game there's not enough ability for a player to use positioning to do alright in a battle even with a smaller army.

A bigger army has a very strong advantage in SC2 for a few reasons. In SC2, with unlimited unit selection, the army doesn’t get a whole lot harder to manage as it gets bigger, unless you are splitting it up. Your unit’s efficiency also stays pretty high even with a huge army all together, because, with the smooth pathing in SC2, the long ranges and small unit sizes, it’s easy to get most of your units in range even if there are a lot.

We could partially fix this by adjusting unit sizes or ranges and potentially altering the way pathing works or limiting the number of units you can select, but this post is about using high ground advantage as a partial solution.

A real high ground advantage allows the player with better positioning to gain an advantage even when both armies are the same size, or even they player has a smaller army. There are various situations where this is possible, like early game with luck and rushing and not enough apm requirements to reward the better player at a high level, mid game when racial asymmetry comes into effect or there is a slight mistake or misread or miscalculation by one player, or if one player is going all-in and thus has a big army, or late game when both players are maxed and have their deathballs.

In addition, it also allows a smaller army to defend a space from a bigger army, allowing you to defend a spot with some of your army while splitting off other parts, meaning that deathball play is less frequently the best way to play and splitting your units up is on average better.

A high ground advantage also gives an increased defenders advantage where the map makers allow it so even if you lose an engagement in the middle of the map (possibly due to the high ground advantage your opponent had,) you will still be able to defend more easily when their army gets to your door, allowing for more back and forth gameplay.

Map Design:

I’d like to point out a thread on this subject made by Barrin on TL:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=330085

It’s a good thread and I’d recommend reading some of it.

Now as a map maker, I tend to try to utilize smaller choke points in contrast with open spaces in order to create these control points where an army can have a defensive advantage, even once the opponent has spotters. You can sometimes use watchtowers, too, but only from time to time.

It would be incredibly helpful to be able to use high ground independently from choke points or watchtowers tin order to the increase the amount of variety and control within map making. The amount of possibilities goes way up and we can fine tune maps way more to prevent unwanted strategies or encourage all sorts of (new) awesome strategies. Players will be able to further use terrain to their advantage when you have separate choke point usage and high ground usage. There could be a lot of depth introduced.

One major problem with using choke points for a positional advantage is that it doesn’t always help the defender. Depending on the compositions, it can do more harm than good. A tight choke allows tanks to shoot at you from across it, but you have to funnel down the choke to engage them unless you can get some kind of flank. Force Fields can also utilize tighter areas more even if it’s the attacker who’s using them.

Skill:

There are a few other things I wanted to mention related to comebacks and the skill of the players, and high ground advantage in general.

There's a potential downside to it I thought of. When a player has the ability to engage with a huge advantage like this, it could end up creating 1-sided battles where the low-ground player, who gets caught in a bad spot, loses the battle. The game might need to be more forgiving of bad engagements in order for a high ground advantage to work out. Since it's very clear that engaging up a ramp is a bad thing though (compared to some poor engagements you could take on flat ground,) I don't think players will be making those mistakes too much so long as they are patient.

I think having spaces that you just can't get up no matter how skilled you are or (especially) how ahead you are can actually be a good thing, so long as you can only create these spaces at key locations on the map (map makers control how strong it can be to prevent super turtling.)

Conclusion:

I hope I’ve brought up enough here to explain why high ground advantage should at least be worth a shot in beta. I hope that it won’t be out of the realm of possibility just because it’s too close to release, or there’s not enough time to test it with proper maps, since the current map pool wasn’t designed for it. Of course if it’s an excuse to replace the currents maps with better ones… well, I’m all for that.

I don’t think doing something more like BW (an actual disadvantage when shooting at higher ground,) would be too confusing for players… I think the current system is just as hard to learn about, and much more frustrating to deal with. Much like all the other complex things in the game, if you make it clear to newer players and explain to them the way it works (the numbers,) then I think it would be just fine.

As far as the exact implementation, I’m not sure what’s best. In BW there was a chance to miss. This is interesting because it’s a bit hard to predict, and it’s also simple since it keeps all the actual damage the same if the ability does hit. On the other hand, it could be confusing or unclear if there’s not a good visual representation of a miss, and many people also feel that that amount of randomness doesn’t belong in SC2. A partial damage decrease, such as cutting damage in half for units shooting up cliffs, might be better. Whether or not the inability to fire up cliffs even if you are shot at is maintained, I don’t really think is important. Since we’re used to it, I imagined a change involving introducing a defensive advantage even with vision, but keeping the same setup without vision. However air units already work the way that all units did in SC1, so maybe that’s simpler.

I’ll end this here before I ramble on any longer. Thanks everyone for reading!
all's fair in love and melodies
Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
January 23 2013 07:25 GMT
#2
As long as the enemy does not reveal them, they can blow him into pieces without resistance. Zerg profit the least from height advantage, since their ground range units do not fire very far. But with the Overlord and the Overseer they field two very good spotters


You have a good point here about it being easy to spot high advantage. He even admits it here, saying that Zerg has two good spotters, both of which are not very valuable nor hard to get.

Like you say, I am one of those who do not feel a chance factor belongs in SC2. However, what they could do is something similar to the semi-random system in WC3, in which it wasn't pure random (AKA it would be pretty consistent over small sample sets), or make it even less random by making it something like "miss every Xth attack". But beyond that, I can't think of anything that Blizzard and I would both like.

Skill:

I think you may need some clarification here, I don't really see your point. So I get that you like for there to be some forgiveness and comeback ability.

When a player has the ability to engage with a huge advantage like this, it could end up creating 1-sided battles where the low-ground player, who gets caught in a bad spot, loses the battle. It's important, for this to work, to give the player the opportunity to retreat from a bad position.


But then... you say that it can create 1 sided battles. You say it's important "for this to work", for what to work? Do you want or not want them to retreat, to have abilities like time warp to stop them from retreating or to help them escape? Make it unforgiveable to run into a bad spot, but overall make games be more forgiveable via comebacks through running into bad spots?

I would like to see what you mean here, can you elaborate?

I believe Blizz is most likely still open (as usual) on this topic as long as there is a good solution, but I can't think of anything else. Maybe something like an increase in armor? A decrease % in damage was also suggested on Bnet, but that can cause complications like decimals and such (IIRC there are decimal damages in the game already though, with things like Mutalisk attack bounce and such -- maybe this would be best).

If anything I think a % decrease would be best, and a very small one of course, since small differences end up causing a big difference in the result.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
playnice
Profile Joined October 2011
Malaysia299 Posts
January 23 2013 07:30 GMT
#3
I'm all for more back and fourth and forgiving gameplay.
As for the implementation and clarity, it's always possible to put a "miss" graphic just like the xp number on top of the units. Damage reduction sounds good too.
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2013-01-23 07:49:02
January 23 2013 07:44 GMT
#4
On January 23 2013 16:25 Yoshi Kirishima wrote:
Show nested quote +
When a player has the ability to engage with a huge advantage like this, it could end up creating 1-sided battles where the low-ground player, who gets caught in a bad spot, loses the battle. It's important, for this to work, to give the player the opportunity to retreat from a bad position.


But then... you say that it can create 1 sided battles. You say it's important "for this to work", for what to work? Do you want or not want them to retreat, to have abilities like time warp to stop them from retreating or to help them escape? Make it unforgiveable to run into a bad spot, but overall make games be more forgiveable via comebacks through running into bad spots?

I would like to see what you mean here, can you elaborate?

Ah... Yeah.

What I mean is... When you introduce a high ground advantage, it has the potential downside of creating very one-sided battles. A single bad engagement could cost you the game even more than it already does. I do want players to be able to retreat more, for sure.

The reason it's vague is probably because I don't actually know... I think it's something that would need testing to know how it would work out exactly. Would we see terrible games where one player tries to rush up a ramp and get's slaughtered? Or would it be an improvement? I tend to think players, at least at a high level, will know better than that, even if they don't know all the best ways to engage otherwise.

I'll try to clarify it a bit.

Edit: I rewrote that part to hopefully be more clear. Is that better?
all's fair in love and melodies
Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
Last Edited: 2013-01-23 08:37:49
January 23 2013 08:36 GMT
#5
Ah, I see. And yes, it is very clear now!

That is definitely interesting. I think it's worth trying out -- like you say, it's sorta obvious not to engage up hill especially if there is new disadvantage to that. Meanwhile, holding ground (as long as the map is made well and doesn't simply allow super turtling) can make games more dynamic by simply adding more to keep in mind of while playing a game. It can also increase defender's advantage in general, which seems to be lacking in the lategame after major battles, causing games to end shortly after a brief period of action starting from when they get their 3rd/4th bases. It could also allow players to be more aggressive early on, which seems very passive and stale recently, by claiming key positions on the map to do things such as limit the opponent's expanding or force him to expand a certain unfavorable direction.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
drkcid
Profile Joined October 2012
Spain196 Posts
January 23 2013 08:37 GMT
#6
Right now play SC2 after min 5 (after early scouting) its like playing a flat game. Every race moves around with a unit that denies high ground (overseers, observers, medivacs/vikings). Thats why since early WOL stages high ground have very little inpact in SC2 gameplay.

We need something diferent (boost armor or boost damage vs low ground).
Just for fun
Rainling
Profile Joined June 2011
United States456 Posts
Last Edited: 2013-01-23 08:58:41
January 23 2013 08:57 GMT
#7
I completely agree. I think high ground advantage and its contribution to defender's advantage is part of the reason Brood War is a great game. When it's possible to defend against a larger force with a smaller force in certain positions, it is more beneficial to invest more units into harassment and counterattacks, and as you said, deathball play is less prevalent.

IMO anything that increases defender's advantage in Starcraft 2 is a good thing. I think a percent reduction in damage taken by high ground units from low ground attacks would be a good solution. If instead damage dealt by low ground units was reduced by a constant percent, the proportion of damage taken by higher ground units from lower ground units would vary depending on armor of higher value units and damage of lower ground attacks.
50bani
Profile Blog Joined June 2009
Romania480 Posts
January 23 2013 09:04 GMT
#8
On January 23 2013 16:25 Yoshi Kirishima wrote:


I believe Blizz is most likely still open (as usual) on this topic as long as there is a good solution, but I can't think of anything else. Maybe something like an increase in armor? A decrease % in damage was also suggested on Bnet, but that can cause complications like decimals and such (IIRC there are decimal damages in the game already though, with things like Mutalisk attack bounce and such -- maybe this would be best).



Try -1 range to units shooting from the low ground. Maybe that helps and has no decimal issues
I'm posting on twoplustwo because I have always been amazed at the level of talent that populates this site --- it's almost unparalleled on the Internet.
submarine
Profile Joined March 2012
Germany290 Posts
January 23 2013 09:32 GMT
#9
I think a vision and/or attack range bonus for units shooting down cliffs or a penalty for units shooting up would make sense both logically and game-play wise.
Rainling
Profile Joined June 2011
United States456 Posts
Last Edited: 2013-01-23 10:24:35
January 23 2013 10:22 GMT
#10
On January 23 2013 18:32 submarine wrote:
I think a vision and/or attack range bonus for units shooting down cliffs or a penalty for units shooting up would make sense both logically and game-play wise.

Good point. An attack range bonus and penalty attacking lower ground and higher ground would be logical. You can't throw an object as far uphill as you can throw it downhill before it hits the ground. This would give high ground units a large advantage without being luck-based or disproportionately affecting some units more than others. I like this idea more than the Brood War solution.

The main difficulty I can think of is keeping attack range changes proportional to the attack range of the affected unit. For this to work, units would need to have decimal attack ranges. I think a proportional change is needed because a fixed change in range across all ranged units would have large effects on low-range units but relatively small effects on high range units. If decimal attack ranges are possible in Starcraft 2, then a percentage reduction of attack range while attacking higher ground units and percentage increase of attack range while attacking lower ground units would be a great solution.

I disagree about the vision range bonus and penalty ideas. A vision penalty for units shooting up cliffs wouldn't make much of a difference, because units can't see up cliffs anyway. A vision bonus for units shooting down cliffs would be awkward to implement, because the radius of vision would only be larger in lower ground areas.
FeyFey
Profile Joined September 2010
Germany10114 Posts
January 23 2013 10:25 GMT
#11
I like the play with the Vision and also that Terran is able to deny it, while the other races have spells that ignores it. So I think it should really stay ingame. But it would have been interesting if they tested some additional advantage in Beta. I like comebacks. But the defenders advantage with the vision usually helps the stronger army.
lodro
Profile Joined January 2013
United States43 Posts
January 23 2013 10:51 GMT
#12
I agree it would be interesting to try some variation of this in beta

Subtracting damage (either -1 or -%) from each attack from lowground seems simple enough, but would affect some races / compositions more than others. Same for adding damage to highground, but reversed.

Either solution would affect high attack rate units like marines more than slow high damage units (e.g. stalker, immortal, marauder, tank). derrr

As mentioned above a flat range reduction on lowground will adversely affect short range units (i.e. zerg).

I think it needs testing. Obviously the above balance issues could be worked with, maybe by giving damage bonus to high-ground that is balanced for different units to give similar dps boost across races.

Sumadin
Profile Joined August 2011
Denmark588 Posts
January 23 2013 11:25 GMT
#13
As much as i think high ground advantage should be here i can only agree with not having chance bound elements in the game. They got enough experience from Wow on miss systems to be the better knowing here about this.

I think the proper direction would be range. It is a more simple solution. Units shooting uphill loses 1 range. It shouldn't go the other way around because it may cause problems with chasing units down and suddenly losing the ability to shoot as you both move down. Should only be hindering the offensive abilities of the one attacking uphill really.
The basic key to beating a priest is playing a deck that is terrible.
ciox
Profile Joined March 2011
58 Posts
Last Edited: 2013-01-23 12:08:57
January 23 2013 12:08 GMT
#14
I can guarantee they won't change high ground this late into development, there's less than two months until release.

But for our mods, obviously the solution is to miss once every x attacks, this does not disadvantage say Marines vs. high armor enemy units the way a percentage would.
It would slightly disadvantage units with a very slow firing rate, like Siege Tanks, but that's not a problem because splash is not supposed to be affected in any way, only the main target damage.

I would also propose the reintroduction of terrain cover from BW, it doesn't block pathing or sight like a cliffside does but it creates a high ground advantage effect that works against any terrain height and even against air units.
Ambre
Profile Joined July 2011
France416 Posts
January 23 2013 12:21 GMT
#15
Great post. I 100% agree with you.

I hope Blizzard reads this.
"There is only one corner of the universe you can be certain of improving, and that's your own self." - Aldous Huxley
Steglich
Profile Joined September 2011
Denmark282 Posts
January 23 2013 12:30 GMT
#16
Why not just use a damage reducer instead of a % chance to hit, to completely remove the randomness?
I do agree with browder, anything that is random does not have a place in a strategy game.
But the high ground advantage is not enough in its current state in SC2.
Unshapely
Profile Joined November 2012
140 Posts
Last Edited: 2013-01-23 12:51:05
January 23 2013 12:40 GMT
#17
I concur. A high ground advantage similar to BW must return. Perhaps making it more strategic than a random hit or miss.

Let's say units closest to the cliff do about 85% damage, units a bit further away do 70% and the ones furthest away could do 50%. This would affect positions a lot.

Edit: In my experience, you can't really see what's atop the cliff if you're standing very close to it. The further away you are from the cliff, the clearer you can see the cliff top. So perhaps the high ground advantage I mentioned should be done the other way round, closer units aren't able to see clearly what's on top, but units further away can.

What do you guys think?
That is not dead which can eternal lie; and with strange aeons even death may die.
bGr.MetHiX
Profile Joined February 2011
Bulgaria511 Posts
January 23 2013 12:55 GMT
#18
WarCraft 3 is a thousand steps ahead of sc2 when it comes to highground : 33 % miss chance handicap for the unit standing on the lowground.That's an awesome defender's advantage that should be implemented in sc2, it would cut a lot of the bullcrap 1base/2base all-in viability.
Top50 GM EU Protoss from Bulgaria. Streaming with commentary : www.twitch.tv/hwbgmethix
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
January 23 2013 13:00 GMT
#19
On January 23 2013 21:30 Steglich wrote:
Why not just use a damage reducer instead of a % chance to hit, to completely remove the randomness?
I do agree with browder, anything that is random does not have a place in a strategy game.
But the high ground advantage is not enough in its current state in SC2.


Actually, I think having some randomness, especially in attacking highground is really good for strategy.

It adds to the :"Do I or don't I" attack into this position kind of thing.

Warcraft 3 system would be good though. The current High Ground Advantage isn't really an advantage at all after about 5 minutes.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
LOLItsRyann
Profile Joined April 2011
England551 Posts
January 23 2013 13:16 GMT
#20
Sounds good to me. It's one of those things that can help vs the luck based factor of a build order loss. I hate it when people lose/win just because he couldn't find the tech building that's gonna screw him over. I think positional and high ground usage could broaden the player skill at the pro level too.

Besides, there's no reason why it shouldn't be tested in beta? That's partially what beta is for.
EG<3
1 2 3 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 48m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Sea 7981
Zeus 978
Soma 637
Larva 453
TY 231
Leta 123
Yoon 36
zelot 12
ajuk12(nOOB) 12
ivOry 2
[ Show more ]
eros_byul 0
PianO 0
Dota 2
Gorgc1204
XaKoH 459
Fuzer 176
XcaliburYe176
League of Legends
JimRising 507
Counter-Strike
summit1g8056
Stewie2K1069
Super Smash Bros
Westballz125
Mew2King45
Heroes of the Storm
Khaldor208
Other Games
Happy41
Organizations
Dota 2
PGL Dota 2 - Main Stream9317
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• Adnapsc2 21
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 1537
Upcoming Events
SOOP
48m
SHIN vs ByuN
HomeStory Cup
2h 48m
sOs vs uThermal
Lambo vs ShoWTimE
Zoun vs HeRoMaRinE
Ryung vs Babymarine
BSL: ProLeague
9h 48m
Replay Cast
1d 15h
Replay Cast
2 days
WardiTV European League
2 days
The PondCast
3 days
RSL Revival
4 days
WardiTV European League
4 days
RSL Revival
5 days
[ Show More ]
FEL
5 days
Korean StarCraft League
5 days
CranKy Ducklings
6 days
RSL Revival
6 days
FEL
6 days
Liquipedia Results

Completed

Rose Open S1
2025 GSL S2
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
HSC XXVII
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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 © 2025 TLnet. All Rights Reserved.