• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:05
CEST 20:05
KST 03:05
  • 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
[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244
Community News
StarCraft open-world shooter announced at BlizzCon2Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?146Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3
StarCraft 2
General
StarCraft open-world shooter announced at BlizzCon Balance hotfix patch 5.0.16b (July 16) Team Liquid Map Contest #22: Results and Winners Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism SC4ALL: II Winner will earn a spot at HSC 30!
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 KSL Week #92 IntoTheTV X SOOP SC2 League : Weekly & Monthly 2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 542 The Ascended Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This
Brood War
General
Official StarCraft website teases new content ahead of BlizzCon? Broodwar Prediction Market BGH Auto Balance -> http://bghmmr.eu/ Practice Partners (Official) [D] Brainstorming a balance patch for Brood war
Tourneys
[ASL22] Ro16 Group A [ASL22] Ro16 Group B Escore Tournament - Season 3 Small VOD Thread 2.0
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread EVE Corporation Diablo IV [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread UK Politics Mega-thread Things Aren’t Peaceful in Palestine Trading/Investing Thread Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion!
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7809 users

Unit Clumping, AoE and Control Groups - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 All
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.
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
AI Arena Tournament
17:00
Swiss - Round 1
Laughngamez YouTube
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 764
Tasteless 503
BRAT_OK 87
CosmosSc2 65
-ZergGirl 20
StarCraft: Brood War
Britney 29915
Calm 3932
firebathero 1012
Artosis 708
Shuttle 697
Mini 145
910 67
Dewaltoss 65
HiyA 43
Mong 43
[ Show more ]
Hm[arnc] 11
Noble 7
Dota 2
qojqva3564
420jenkins320
Counter-Strike
fl0m1343
Fnx 704
Super Smash Bros
Chillindude17
Heroes of the Storm
Liquid`Hasu884
Trikslyr84
Other Games
Grubby5269
B2W.Neo1016
JimRising 478
XaKoH 135
QueenE57
Organizations
Heroes of the Storm
Heroes of the Storm2187
StarCraft 2
StarCraft1783
Other Games
EGCTV1224
StarCraft 2
ComeBackTV 862
StarCraft: Brood War
Afreeca ASL 616
Other Games
BasetradeTV26
angryscii19
[ Show 15 non-featured ]
StarCraft 2
• printf 41
• Hupsaiya 31
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Airneanach19
• FirePhoenix6
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1750
Other Games
• imaqtpie445
• Shiphtur136
Upcoming Events
OSC
2h 25m
Sparkling Tuna Cup
15h 55m
WardiTV Invitational
16h 55m
ByuN vs Percival
Cure vs Classic
Shopify Rebellion Sundays
20h 55m
Spirit vs Mixu
Clem vs TBD
RSL Revival
21h 55m
Serral vs Rogue
BlizzCon
1d
IdrA vs MC
Replay Cast
1d 5h
Afreeca Starleague
1d 15h
Light vs JyJ
Soulkey vs hero
WardiTV Weekly
1d 16h
Monday Night Weeklies
1d 21h
[ Show More ]
Afreeca Starleague
2 days
Snow vs Shinee
Shine vs EffOrt
GSL
2 days
PiGosaur Cup
3 days
The PondCast
3 days
Kung Fu Cup
3 days
Replay Cast
4 days
KCM Race Survival
4 days
IntoTheTV X SOOP
4 days
Replay Cast
5 days
IntoTheTV X SOOP
5 days
Replay Cast
6 days
GSL
6 days
Liquipedia Results

Completed

Acropolis #5 - TRS
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
RSL Revival: Season 6
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Blizzard Classic Cup 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
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.