• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 01:38
CET 07:38
KST 15:38
  • 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
ByuL: The Forgotten Master of ZvT28Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Weekly Cups (Feb 16-22): MaxPax doubles0Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0247LiuLi Cup: 2025 Grand Finals (Feb 10-16)46Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2
StarCraft 2
General
How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Nexon's StarCraft game could be FPS, led by UMS maker ByuL: The Forgotten Master of ZvT Oliveira Would Have Returned If EWC Continued Behind the Blue - Team Liquid History Book
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) SEL Doubles (SC Evo Bimonthly) WardiTV Team League Season 10 RSL Season 4 announced for March-April The Dave Testa Open #11
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
Mutation # 514 Ulnar New Year The PondCast: SC2 News & Results Mutation # 513 Attrition Warfare Mutation # 512 Overclocked
Brood War
General
Soma Explains: JD's Unrelenting Aggro vs FlaSh TvZ is the most complete match up CasterMuse Youtube ACS replaced by "ASL Season Open" - Starts 21/02 BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 Escore Tournament StarCraft Season 1 [LIVE] [S:21] ASL Season Open Day 1
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
Battle Aces/David Kim RTS Megathread Path of Exile Nintendo Switch Thread Beyond All Reason New broswer game : STG-World
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread
Community
General
UK Politics Mega-thread US Politics Mega-thread YouTube Thread Mexico's Drug War Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club The herO Fan Club!
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
BIZNET MLBB TOURNAMEN…
Dionisius Kenn
YOUTUBE VIDEO
XenOsky
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Inside the Communication of …
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1704 users

Another Look at High Ground Advantage - Page 2

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 2 3 4 5 6 7 Next All
ejozl
Profile Joined October 2010
Denmark3481 Posts
January 23 2013 13:18 GMT
#21
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.


Yes, I think there are so many areas where Warcraft 3 is still more ahead than Starcraft 2, mostly because the designers has almost exclusively looked on SC:BW for inspiration, Warcraft 3 has been very much neglected.
In WC3 there even was a system so that when you've missed on high ground, meaning unfavourable for you, it will be even harder to miss on the next attack and on executive attacks it almost becomes impossible to not hit on high ground.
However I think this only works for a game that already has so much random stuff in the game, it kinda balances out, since larger scales statistics on randomness will always kinda even out in the end.

Try -1 range to units shooting from the low ground. Maybe that helps and has no decimal issues

I think this is the best idea yet, I've seen it in other threads aswell, maybe even give units on high ground a +1 range, if the advantage isn't strong enough. This along with the needed vision to fight high ground, I think would create some very interesting strategical scenarios.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
ChillPhiju
Profile Joined September 2012
Germany57 Posts
January 23 2013 13:43 GMT
#22
I would like to see this change with a percentage of the damage cut.
I think it would promote more harassment and macro at the same time through the new meta that would evolve.
ETisME
Profile Blog Joined April 2011
12685 Posts
January 23 2013 14:16 GMT
#23
I really dislike random factors in RTS game.
A non chance based damage would let a progamer make his decisions more clearly and can predict the outcome a bit better.

I think in SC2, the only chance where I really had good high ground advantage is the ability to hit good fungals and make a come back.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Henk
Profile Joined March 2012
Netherlands578 Posts
Last Edited: 2013-01-23 14:42:19
January 23 2013 14:40 GMT
#24
No. Attacks hitting or missing based on luck are BS and should not be implemented in SC. It would only encourage turtling even more, and units with a low range attack (basically all of zerg's viable units except the Hydra) wouldn't really benefit from this. Siege tanks and Colossi would benefit the most.
Stow.Wif
Profile Joined April 2011
France67 Posts
January 23 2013 14:50 GMT
#25
Another simple idea : lower the sight range of flying units over high ground when they are on the low ground.

This would prevent the flying units to be safe from the units on the high ground and allow the high ground player to snipe the units giving vision. This would not solve the problem of scans (if it is a problem)

I have to say that I like a lot how high ground advantage is a vision advantage in SC2, but I dislike that in the later part of the game this advantage is not a concern anymore due to the number of flying units in each composition.
drkcid
Profile Joined October 2012
Spain196 Posts
January 23 2013 14:50 GMT
#26
On January 23 2013 23:40 Henk wrote:
No. Attacks hitting or missing based on luck are BS and should not be implemented in SC. It would only encourage turtling even more, and units with a low range attack (basically all of zerg's viable units except the Hydra) wouldn't really benefit from this. Siege tanks and Colossi would benefit the most.


It wont encourage turtling because if someone plays too defensive waiting to be attacked on a high ground position the other player can get map control, better economy, better tech. Also drops, nydus or small distracting attacks would become more important.
Nobody is going to throw a deathball to another deathball in a defensive position with new high ground mechanics.
Just for fun
Noobity
Profile Blog Joined February 2011
United States871 Posts
January 23 2013 15:37 GMT
#27
Do a -1 upgrade for attacking high ground. Say the attackers have no upgrades, subtract what +1 upgrade would give from the attack. This would be huge for units like marines where their mass helps to create their damage potential. I don't know how this could be coded, but I imagine it's possible one way or another.
My name is Mike, and statistically, yours is not.
Trotim
Profile Joined May 2011
Germany95 Posts
Last Edited: 2013-01-23 15:50:13
January 23 2013 15:49 GMT
#28
Warcraft 3 has a brilliant "luck" system where the more often a unit misses the higher its chance of hitting gets. Basically, this is how its Pseudo Random Distribution works:

Rather than using a static percentage, the probability is first set to a small initial value, then gradually increased with each consecutive attack for which the modifier does not occur. The probability then drops back to the initial value when the attack modifier does apply. As a result, attack modifiers tend to occur non-consecutively and at more regular intervals.

That means that an effect with a 25% chance to occur actually only has a 8.5% chance to occur on 1st hit. Then the 2nd hit has a 17% chance, the third 25.5% and so on. Eventually the probability hits 100% and is guaranteed. But once the effect triggers the chance is reset to 8.5%. Overall this averages out to ~25% but it’s less likely to happen multiple times in a row, or to not happen for an extremely long time.

It's kinda sad to still see people who don't know how Warcraft 3 handled things because in my opinion it still does a ton of mechanics better than SC2 even now. Of course you can still argue there should be no randomness in SC2 at all, that's fine, but saying WC3 was overly based on luck is just wrong.

And another thing - why limit terrain (dis)advantage to cliffs? Dawn of War let mappers define areas of cover, including for example "negative cover" which slowed units and made them take more damage. Something along those lines could definitely be explored in SC2 as well.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
January 23 2013 16:18 GMT
#29
It doesn't *have* to be high ground--but there definitely has to be terrain advantages for things other than looking around the map.

And say we *cant* be allowed to have any other terrain advantage than SC2's vision rules--then fucking follow through with that. Add an extra 100min/100gas to all units that can spot high ground (other than overlords), then reduce their vision so you need them to almost be on top of the cliff to see what's up there.

If you want sight restrictions to be a terrain advantage--let it be a fucking advantage. Make it costly to spot up cliffs, make it easy to snipe flying units trying to spot up the cliff, make it so that you can't simply bring medivacs with your bioball and suddenly there is no cliff limitations.

And this is true for any terrain advantage we put into any game--it's not simply adding tha feature to the game, but also incorporating that feature as part of the design parameters of the game as well.
Hark, what baseball through yonder window breaks?
BronzeKnee
Profile Joined March 2011
United States5219 Posts
January 23 2013 16:39 GMT
#30
On January 23 2013 19:51 lodro wrote:
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.



Pretty simple to solve. Each unit should have a low ground penalty that reduces their overall DPS by X%. So every unit could lose 5% of their DPS or whatever. This could be done by reducing both attack speed and damage and varying amounts for each unit.

As you said, Marines would lose far more than a Siege Tank from a simple -1 or a % decrease, but when you consider overall DPS then it can be done easily.
labbe
Profile Joined October 2010
Sweden1456 Posts
January 23 2013 16:49 GMT
#31
Starcraft II definitely needs some sort of high ground advantage, the current solution just doesn't cut it. More ability to use terrain to your favor would increase the skillcap a great deal, and most importantly it would increase the defenders advantage which would lead to less insta GG scenarios after losing a fight.
arcHoniC
Profile Joined January 2011
United States141 Posts
January 23 2013 16:50 GMT
#32
Great read. I would definitely be interested in this idea. Might be a little easier to hold thirds against roaches ^^

'Let's lock the doors and make these guys play all night!' - Tasteless
Big J
Profile Joined March 2011
Austria16289 Posts
January 23 2013 17:00 GMT
#33
Stronger ranged and longranged units. Sounds alot like "better deathballs", to be quite honest. Though it would also allow for interesting Terrain features.

I don't think that lack of highground advantage is "holding positional play back". I rather believe it is an economical issue that allows players to overrun a well-positioned army with freshly generated units, which makes bigger positional play weak. You simply cannot stay in locations for a long time. Your opponent will simply create as many units as your army has in just 1min...
nottapro
Profile Joined August 2012
202 Posts
January 23 2013 17:02 GMT
#34
On January 24 2013 00:49 Trotim wrote:
Warcraft 3 has a brilliant "luck" system where the more often a unit misses the higher its chance of hitting gets. Basically, this is how its Pseudo Random Distribution works:

Rather than using a static percentage, the probability is first set to a small initial value, then gradually increased with each consecutive attack for which the modifier does not occur. The probability then drops back to the initial value when the attack modifier does apply. As a result, attack modifiers tend to occur non-consecutively and at more regular intervals.

That means that an effect with a 25% chance to occur actually only has a 8.5% chance to occur on 1st hit. Then the 2nd hit has a 17% chance, the third 25.5% and so on. Eventually the probability hits 100% and is guaranteed. But once the effect triggers the chance is reset to 8.5%. Overall this averages out to ~25% but it’s less likely to happen multiple times in a row, or to not happen for an extremely long time.

It's kinda sad to still see people who don't know how Warcraft 3 handled things because in my opinion it still does a ton of mechanics better than SC2 even now. Of course you can still argue there should be no randomness in SC2 at all, that's fine, but saying WC3 was overly based on luck is just wrong.

And another thing - why limit terrain (dis)advantage to cliffs? Dawn of War let mappers define areas of cover, including for example "negative cover" which slowed units and made them take more damage. Something along those lines could definitely be explored in SC2 as well.


I like this idea, but replacing the miss rate, with a slightly lower damage output. So rather then have a 25% chance of missing, you have a 25% chance of doing 70% damage. Having a unit completely miss its target is a little too random.

arcHoniC
Profile Joined January 2011
United States141 Posts
Last Edited: 2013-01-23 17:25:59
January 23 2013 17:25 GMT
#35
On January 24 2013 02:02 nottapro wrote:
Show nested quote +
On January 24 2013 00:49 Trotim wrote:
Warcraft 3 has a brilliant "luck" system where the more often a unit misses the higher its chance of hitting gets. Basically, this is how its Pseudo Random Distribution works:

Rather than using a static percentage, the probability is first set to a small initial value, then gradually increased with each consecutive attack for which the modifier does not occur. The probability then drops back to the initial value when the attack modifier does apply. As a result, attack modifiers tend to occur non-consecutively and at more regular intervals.

That means that an effect with a 25% chance to occur actually only has a 8.5% chance to occur on 1st hit. Then the 2nd hit has a 17% chance, the third 25.5% and so on. Eventually the probability hits 100% and is guaranteed. But once the effect triggers the chance is reset to 8.5%. Overall this averages out to ~25% but it’s less likely to happen multiple times in a row, or to not happen for an extremely long time.

It's kinda sad to still see people who don't know how Warcraft 3 handled things because in my opinion it still does a ton of mechanics better than SC2 even now. Of course you can still argue there should be no randomness in SC2 at all, that's fine, but saying WC3 was overly based on luck is just wrong.

And another thing - why limit terrain (dis)advantage to cliffs? Dawn of War let mappers define areas of cover, including for example "negative cover" which slowed units and made them take more damage. Something along those lines could definitely be explored in SC2 as well.


I like this idea, but replacing the miss rate, with a slightly lower damage output. So rather then have a 25% chance of missing, you have a 25% chance of doing 70% damage. Having a unit completely miss its target is a little too random.



The problem with 70% of damage or something is that most damages like the marine is 5 or something and so its hard to give the same advantage to all units. A miss percentage would be equal for all units though.
'Let's lock the doors and make these guys play all night!' - Tasteless
HumpingHydra
Profile Joined November 2008
Canada97 Posts
January 23 2013 17:28 GMT
#36
I feel like if blizzard were to buff high ground, zerg would have to recieve some sort of advantage for taking the high ground. Maybe a speed bonus for moving down a ramp for an ambush.
For the Swarm!
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2013-01-23 17:36:57
January 23 2013 17:35 GMT
#37
I completely agree and wanted to write sth like this for a long time now, thx Gfire
Ramps are mostly just chokes, the highground/lowground part really doesn't matter all that much past earlygame.
This is very limiting for map design, chokes can be good for either side of the choke, highground is only good for the army on the highground. Also some units/abilities (forcefield) can abuse chokes a lot.
I would just love to make meaningful terrain without using chokes, and thats what a good highground advantage would be perfect for.
More cost efficient defense of certain points with the added highground advantage would also discourage deathball play and make more spread out base design possible.

edit: And I wouldn't mind a miss chance. I don't think this would make it so random that it significantly lowers the chance for the better player to win.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
da_head
Profile Blog Joined November 2008
Canada3350 Posts
January 23 2013 17:54 GMT
#38
It's funny how people are bringing up points that everyone mentioned before sc2 came out. I hope they seriously look at high ground properly this time.
When they see MC Probe, all the ladies disrobe.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2013-01-23 18:12:08
January 23 2013 18:06 GMT
#39
It's very erroneous to say that having a chance to miss is when firing uphill is "random." In War3, where there was more emphasis placed on the efficacy of individual units, "random" could be a word that might be closer to the truth, but in SC2 units generally make many more attacks over the course of their lifetime so it doesn't really apply. Here are a few reasons:

If your miss rate of firing uphill is 25% in SC2, you are going to experience roughly a 25% reduction in damage done over the course of a game if all of your units only ever fire uphill. Extrapolate that a little bit, and the real % of damage reduction is less than 25% because you're not, in fact, always firing uphill.

There is no need to nerf damage done when firing uphill; overall damage is already nerfed if a chance to miss when firing uphill exists.

Say that in the early game a stalker fires uphill at a pack of 3 marines who are fleeing back to their natural, is targetting a marine who has 5 hps, and misses. That is an isolated random event, but it's not "random" in terms of the game's flow. It's really a small piece in the overall game that translates to damage reduction imposed on a player who fires uphill. Going into the game, both players are aware of the penalty and what the effects of the penalty are; there's no surprise involved.

I am also in favor of a high ground penalty; I think it solves a lot of awkwardness about the game. These were just my points about the "randomness" of firing uphill. It bugs me when people characterize firing uphill as random, when it's really only random in the most base sense of the word.
Knowing is half the battle... the other half is lasers.
Warpath
Profile Joined April 2010
Canada1242 Posts
January 23 2013 18:20 GMT
#40
I made a similar topic yesterday morning, but it didnt seem to get much attention at all. Hope you get some more notice, as it stands maps are just chokes everywhere.

if you want to see the arguements i made, though it can be TLDR'd to saying ramps = chokes
+ Show Spoiler +
http://us.battle.net/sc2/en/forum/topic/7708811684
Prev 1 2 3 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
LiuLi Cup Grand Finals Group A
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 118
StarCraft: Brood War
GuemChi 2058
Tasteless 266
Leta 117
ZergMaN 89
Sharp 55
ToSsGirL 47
Shinee 39
Bale 36
Jaeyun 13
Icarus 11
Dota 2
NeuroSwarm102
League of Legends
Reynor61
Counter-Strike
Stewie2K680
m0e_tv480
Other Games
summit1g11840
JimRising 574
C9.Mang0309
WinterStarcraft261
Mew2King133
Organizations
Other Games
gamesdonequick766
Counter-Strike
PGL251
StarCraft: Brood War
lovetv 36
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• practicex 32
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 80
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt457
Upcoming Events
Big Brain Bouts
10h 22m
Shino vs DnS
SpeCial vs Mixu
TriGGeR vs Cure
Korean StarCraft League
20h 22m
CranKy Ducklings
1d 3h
OSC
1d 4h
SC Evo Complete
1d 6h
DaveTesta Events
1d 11h
AI Arena Tournament
1d 13h
Replay Cast
1d 17h
Sparkling Tuna Cup
2 days
uThermal 2v2 Circuit
2 days
[ Show More ]
Replay Cast
3 days
Wardi Open
3 days
Monday Night Weeklies
3 days
Replay Cast
3 days
Replay Cast
5 days
Replay Cast
5 days
The PondCast
6 days
KCM Race Survival
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-02-26
LiuLi Cup: 2025 Grand Finals
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Acropolis #4 - TS5
Jeongseon Sooper Cup
Spring Cup 2026
WardiTV Winter 2026
PiG Sty Festival 7.0
Nations Cup 2026
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025

Upcoming

[S:21] ASL SEASON OPEN 2nd Round
[S:21] ASL SEASON OPEN 2nd Round Qualifier
ASL Season 21: Qualifier #1
ASL Season 21: Qualifier #2
ASL Season 21
Acropolis #4 - TS6
Acropolis #4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
NationLESS Cup
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
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.