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Unit Clumping, AoE and Control Groups - Page 2

Forum Index > SC2 General
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Dr.Frost
Profile Joined April 2009
United States389 Posts
March 03 2010 00:25 GMT
#21
I don't think there should be a cap. The Jetta players who don't want to die to storm or collusus will spread and use more than one control group and the lesser players wont. I don't see why blizzard needs to manndate it. I think it should be per user.
They are here to right our fall, they have heard someones troubled call???
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-03-03 11:39:43
March 03 2010 11:39 GMT
#22
Another thing I dislike is that ground units can easily stack on top of each other.

For example, this is a screenshot of 50 hellions:
[image loading]


And this is a screenshot of the same 50 hellions:
[image loading]
I'll call Nada.
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
March 03 2010 11:44 GMT
#23
On March 03 2010 20:39 lololol wrote:
Another thing I dislike is that ground units can easily stack on top of each other.

For example, this is a screenshot of 50 hellions:
[image loading]


And this is a screenshot of the same 50 hellions:
[image loading]



Try this on for size: Create 10-20 ultralisk or so and see how many you can jam into the xel'naga towers in Kulas Ravine... ULTRALISK MOSH-PIT! =P
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
March 03 2010 11:46 GMT
#24
Even if you seperate your 50 units into 5 control groups, those 10 units per group will still clump together tightly. This doesn't reduce the impact of splash very much. It is better than only a single group, though.
If you have a good reason to disagree with the above, please tell me. Thank you.
_EmIL_
Profile Joined March 2010
Sweden138 Posts
March 03 2010 11:57 GMT
#25
Yep. AoE3 is like this to some extent. But in all honestly, when I had 5 groups on AoE3 vs 1-2 groups I'd always come on top in the battles. Not to mention there was stacking in SCBW too?

I'd like to point out that the game doesnt adjust to how the gamers want it, its the gamers that adjust to the game we speak of. You can't expect that everything is going to be the same in SC2 as it was in SCBW? It's not an expansion, it's a new game. It's still a lot closer to SCBW than AoE3 for example was to AoC/AoM/AoE2K.

Greetings.
Losing is winning
lololol
Profile Joined February 2006
5198 Posts
March 03 2010 11:57 GMT
#26
...and even in the second screenshot some of the models are clearly overlapping, while the hellions have spread out as much as they would.
I'll call Nada.
RedTerror
Profile Blog Joined December 2008
New Zealand742 Posts
March 03 2010 11:59 GMT
#27
On March 03 2010 04:56 lololol wrote:
Units in general should have larger collision sizes.
The models can remain the same size, they'll just have a bit of breathing room.


Do not agree, then you end up with a wc3 situation with all the units clumsily bumping into each other
deth
Profile Blog Joined August 2009
Australia1757 Posts
March 03 2010 12:16 GMT
#28
There is a cap to selection/hotkey. Its 255

But on an OP related note, definately increase the collision radius of the units, except zerglings. Protoss armies roaming around look pretty ridiculous, just like a giant blob of death.. mass hydra/roach is pretty gay looking as well.
Zack1900
Profile Joined January 2010
United States211 Posts
March 03 2010 22:45 GMT
#29
Increasing collision sizes would mean that when you send your units into battle they would be more spread out and maybe not all of them can attack if your near a choke with range units.That sounds bad to me. I think the solution(if you feel there is a problem), as someone else here stated, is to modify the group movement code so units are a little further apart when they are manovering, but come battle time they will all bum sholders (or legs, or treads, or wheels...you get the idea) to get more of your "stuff" fighting instead of waiting for their turn.
Spawkuring
Profile Joined July 2008
United States755 Posts
March 03 2010 22:51 GMT
#30
On March 03 2010 20:57 _EmIL_ wrote:
Yep. AoE3 is like this to some extent. But in all honestly, when I had 5 groups on AoE3 vs 1-2 groups I'd always come on top in the battles. Not to mention there was stacking in SCBW too?

I'd like to point out that the game doesnt adjust to how the gamers want it, its the gamers that adjust to the game we speak of. You can't expect that everything is going to be the same in SC2 as it was in SCBW? It's not an expansion, it's a new game. It's still a lot closer to SCBW than AoE3 for example was to AoC/AoM/AoE2K.

Greetings.


My problems with unit collision have less to do with game depth and more to do with the fact that to me it just doesn't look as good. It hurts visual clarity, and gives the illusion that battles are smaller than they actually are. For a game that's been hyped up as an army game, I want to feel like there's an army vs. army battle going on, and I think that feeling is diminished when units are clumped up into a tiny ball.

You might retort with "Well pros will still split up their armies", but I'm not just talking about pros here. I think collision size should be increased so it looks good for casuals as well, since casuals are never going to be able to split up armies to the extent that pros do.
TheYango
Profile Joined September 2008
United States47024 Posts
March 03 2010 23:03 GMT
#31
On March 03 2010 20:59 ViruX wrote:
Do not agree, then you end up with a wc3 situation with all the units clumsily bumping into each other

That's at least partially attributable to slow turning animations and worse pathing than in SC2.
Moderator
LaughingTulkas
Profile Joined March 2008
United States1107 Posts
March 03 2010 23:19 GMT
#32
I wonder if this is because of the muta stacking? Depending on how they coded it, it could be that ALL units stack in the way that they have implemented mutalisk stacking. Or that the stacking we see is a by product of the way they coded unit interactions in order to try to recreate everyone's insistent demands for muta micro.
"I love noobies, they're so happy." -Chill
TSL-Lore
Profile Joined January 2009
United States412 Posts
March 03 2010 23:25 GMT
#33
I posted this on the feedback forums (thread titled "please increase unit collision size"):

A major issue brought up by the teamliquid.net community involves unit collision size. With the current ability for unlimited selection combined with unit collision size, entire armies can fit into a very small area.

This brings about two main concerns:

1. Aesthetically, a large army is not as impressive, and thus two large armies clashing doesn't look as "epic." Currently, when 2 large armies collide, it looks like 2 very dense clusters of units fighting (similar to WC3 armies clashing... not good). By increasing unit collision size, battles can once again span across a larger area and make more sense aesthetically.

2. AOE abilities become too all encompassing. The result is blizzard having to nerf the AOE abilities so that they don't do as much damage, but this is the wrong approach. The AOE abilities (such as psi storm, fungal spore, etc) need to be potent so that landing them packs the punch that players and spectators want (from an entertainment standpoint). By nerfing them, each ability doesn't really pack the punch we want, and thus landing psi storms become more "boring" .. almost like some sort of aura damaging affect that the other player must overcome rather than dodge.

By increasing unit collision size, these two concerns can be remedied, and many believe that it would greatly improve the game.


I want to become stronger. -Shindou Hikaru
Smurfz
Profile Joined May 2008
United States327 Posts
March 04 2010 03:34 GMT
#34
On March 04 2010 08:25 TSL-Lore wrote:
I posted this on the feedback forums (thread titled "please increase unit collision size"):

A major issue brought up by the teamliquid.net community involves unit collision size. With the current ability for unlimited selection combined with unit collision size, entire armies can fit into a very small area.

This brings about two main concerns:

1. Aesthetically, a large army is not as impressive, and thus two large armies clashing doesn't look as "epic." Currently, when 2 large armies collide, it looks like 2 very dense clusters of units fighting (similar to WC3 armies clashing... not good). By increasing unit collision size, battles can once again span across a larger area and make more sense aesthetically.

2. AOE abilities become too all encompassing. The result is blizzard having to nerf the AOE abilities so that they don't do as much damage, but this is the wrong approach. The AOE abilities (such as psi storm, fungal spore, etc) need to be potent so that landing them packs the punch that players and spectators want (from an entertainment standpoint). By nerfing them, each ability doesn't really pack the punch we want, and thus landing psi storms become more "boring" .. almost like some sort of aura damaging affect that the other player must overcome rather than dodge.

By increasing unit collision size, these two concerns can be remedied, and many believe that it would greatly improve the game.




Increasing collision size (followed by natural changes such as making AOEs more potent) would be GREAT for this game.

And it's so true too. Battles really don't feel nearly as epic when it's just two tight balls of units on their side of the screen firing at eachother.
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