Unit Clumping, AoE and Control Groups - Page 2
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Dr.Frost
United States389 Posts
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lololol
5198 Posts
For example, this is a screenshot of 50 hellions: And this is a screenshot of the same 50 hellions: | ||
Mr.Pyro
Denmark959 Posts
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: And this is a screenshot of the same 50 hellions: 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 | ||
spinesheath
Germany8679 Posts
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_EmIL_
Sweden138 Posts
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. | ||
lololol
5198 Posts
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RedTerror
New Zealand742 Posts
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
Australia1757 Posts
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
United States211 Posts
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Spawkuring
United States755 Posts
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
United States47024 Posts
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. | ||
LaughingTulkas
United States1107 Posts
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TSL-Lore
United States412 Posts
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. | ||
Smurfz
United States327 Posts
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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