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It's over Anakin! - Page 15

Forum Index > SC2 General
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red.venom
Profile Joined October 2002
United States4651 Posts
March 04 2010 23:17 GMT
#281
So late to this thread but I have always been doubling back to high ground in battles and wondered why it felt like it wasn't doing shit.

This is a really bad change. 50% reduction is ok but I really liked the 50% random of BW for very tense situations: ]
Broom
lu_cid
Profile Joined April 2008
United States428 Posts
March 04 2010 23:22 GMT
#282
I agree with iNcontroL. High ground should the same way it did in Broodwar.
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
Last Edited: 2010-03-04 23:24:35
March 04 2010 23:24 GMT
#283
In regards to the issue of some units gaining an 'extra' hit if damage reduction is implemented, one could argue that this would add to the strategy involved when deciding to attack up a ramp.
Except in cases like siege tanks where an extra hit might be very important (in which case random miss % can be very frustrating), factoring in an extra hit shouldn't make a decision to attack a ramp suddenly more obvious.
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
March 04 2010 23:24 GMT
#284
On March 05 2010 08:02 Zanno wrote:
All you'd need to do to deal with that is treat the RNG here as a deck of cards, instead of a dice roll. If you wanted it at 50% after exactly X attacks you'll have hit a 50/50 ratio. The more cards you put in this "hit/miss" deck the more stringy it can possibly be. Anywhere from 8-20 would probably fit well with how fast the SC rate of fire is.

A small detail to add is that any bias should be done on a per-unit basis, preferably per-defending-unit.

It's pretty easy to come up with cases where the bias won't be effective if it's not per-defending-unit.

It might be a pain in the ass to add that kind of commmunication between the weapon and the defender, though.
Tom Phoenix
Profile Blog Joined January 2009
1114 Posts
March 04 2010 23:35 GMT
#285
Hmm, it appears I was wrong. The hitchance in Brood War is somewhere around 50%, give or take.

So how about reimplementing the high ground hit chance penalty, but raise the hit chance to the intended 70% as opposed to BW`s actual 50%? That would return the importance of high ground without making that high ground too strong.
You and your "5 years of competitive RTS experience" can take a hike. - FrozenArbiter
DefMatrixUltra
Profile Blog Joined June 2009
Canada1992 Posts
March 04 2010 23:47 GMT
#286
On March 05 2010 08:05 Bill307 wrote:
Show nested quote +
On March 05 2010 07:17 DefMatrixUltra wrote:
Gontech reminds me of another point as well:

If you have probability sets that are dependent on previous sets, you'll have this never-ending cycle of overcorrection. You're trying to reach 50%, but you accidentally go 70% in one cycle, so you compensate by going (for example) 35% in the next cycle, and then compensate by going 65% in the next cycle...

You can see where I'm going with this, you have alternating high and low cycles which will just be WEIRD if nothing else. I think the straight 50% by itself would do a better job and have a better spread of results rather than dips and peaks (and it would require no extra maintenance on top either).

I like how you just assume it has to be implemented in a stupid overcorrecting way like that.

Maybe try asking yourself if it can be done in a good way instead of just trying to prove me wrong?


Sorry if I offended you, but I was trying to do exactly that.

+ Show Spoiler [My thought process] +

You want to remove variance by making sets dependent on previous information. If in your first set, you get 70% hits instead of 50%, the next set has to go down. You have basically two choices.

1. You can make the next set above 50%. This choice doesn't conceptually make sense because you're trying to keep everything in general AT 50%. So going 70% and then 55% for your first two sets is already at odds with your goal. If you wanna do something like go 70->55->51->50, that defeats any overcorrection problem, but you're now hitting higher than 50%.

2. You can make the next set below 50%. This choice makes sense conceptually. You had too good a run earlier on (70%), so you set it back by some.

Now using the idea from 2 over and over, you are trying to get the sets to converge towards 50% as fast as possible (to make it better than just everything is 50%). So you need to consider your 70% first run and ask yourself, what's the way to take this back down so that the 70% set and the next set will add to 50%? The only way to do that is to dip low under 50% (like the 35 I used earlier).

But there is a problem that has been subtly introduced. Each set of 'x' shots has its own variance, so even though you set things up so that you go 70 -> 35 -> (hopefully) 50, you are less sure about the end result than you would be if you had just set every interval to 50. If you increase the size of 'x', you decrease this variance, but the more you increase the size of 'x', the more closely you resemble just setting everything to 50 to begin with.

The oscillation problem is something that comes up in a limiting case where x is 'small' so that it has a medium-large variance. And that's the problem I was describing.

TL:DR

It doesn't seem like it's possible to defeat statistics by making the variance artificially better without introducing oscillation or closely resembling no additions to the process.

I'm sure someone cleverer than me disagrees.

0neder
Profile Joined July 2009
United States3733 Posts
March 04 2010 23:53 GMT
#287
So Incontrol, are you posting a link to this article on the beta feedback forums/forms along with your brood war credentials?
FoieGras
Profile Blog Joined December 2007
Canada270 Posts
March 04 2010 23:55 GMT
#288
On March 05 2010 08:24 Jyvblamo wrote:
In regards to the issue of some units gaining an 'extra' hit if damage reduction is implemented, one could argue that this would add to the strategy involved when deciding to attack up a ramp.
Except in cases like siege tanks where an extra hit might be very important (in which case random miss % can be very frustrating), factoring in an extra hit shouldn't make a decision to attack a ramp suddenly more obvious.


This is a good point that damage reduction may add strategy. But like you said, in many cases, extra hits will not be proportional. If the units can take 1-3 hits, increasing the critical hit for a mass number of units gives much more of an advantage than increasing the critical hit for a portion of units. Hopefully these solutions will be tested in beta.
Djabanete
Profile Blog Joined May 2008
United States2786 Posts
March 04 2010 23:57 GMT
#289
I'd prefer a range penalty for shooting up onto high ground. No randomness there, and provides a significant high ground advantage.
May the BeSt man win.
koonst
Profile Blog Joined March 2010
United States215 Posts
March 05 2010 01:05 GMT
#290
id like to see blizzard try a 20% chance of miss uphill when ur on the ramp or half way up the ramp make it a 10% chance to miss .. but also keep the line of sight advantage in the game also soo its slightly leans to the strategic side of sc and keeps it slightly fair for all
if thats not enough or to much well tis beta.. play around with balance~! duh lol
koonst
Profile Blog Joined March 2010
United States215 Posts
March 05 2010 01:06 GMT
#291
another good way might be the damage reduction and range penalty
vs miss/ line of sight good systems i hope blizz trys them all
WaveMotion
Profile Blog Joined January 2010
United States147 Posts
March 05 2010 01:24 GMT
#292
maybe just have units on hill have 4 times the damage. that would be fair i think.
In heaven, everything is fine.
Umbrella
Profile Blog Joined September 2007
Taiwan936 Posts
March 05 2010 01:44 GMT
#293
Perhaps Blizzard will give all these suggestions a shot and see what works. Personally, I'm liking the range penalty suggestion people have mentioned before.
Chuiu
Profile Blog Joined June 2003
3470 Posts
March 05 2010 01:44 GMT
#294
On March 04 2010 23:26 Xlancer wrote:
Show nested quote +
On March 04 2010 23:01 lolaloc wrote:
On March 04 2010 22:55 lololol wrote:
If they want to reintroduce miss chances then using pseudorandom distribution like some skills did in wc3, would be the best case.
For example: the chance to miss would be 10% on the first attack, 20% on the second attack, 30% on the third, e.t.c. until the unit misses an attack and then the chance will reset back to 10% and repeat the pattern.
It would still be random, but with a greatly reduced chance for lots of hits or misses in a row.

Let's spam this idea to Blizzard.

One possible counter-argument could be that units in StarCraft are now trained to project their attacks accurately as long as they have sight. Anyway, I am all for the random high ground mechanic. Defending ramps are close to non-existent in SC2 currently.


Well I was in the US Marines and I can tell you that ground elevation does not effects my weapon's accuracy at all, only distance effects it. (or not being able to see the target) So if blizzard wanted to re-introduce misses into the game, they should base it on distance not elevation. Maybe blizz could make a ramp cost low ground range units 1 range because there shots have to travel against gravity. This would give high ground a more realistic advantage.


Aiming upwards is a good deal harder than aiming downwards, this is just one reason why height has always been an advantage. But this is what it sounds like you're describing:

[image loading]


Which admittedly would be the ramp to a base, but not all encounters happen at ramps, sometimes they look more like this:

[image loading]


Now you can clearly see how it would make it a great deal harder to hit someone who is on higher ground. This is how I've always pictured high ground in SC at least, I'm sure many people agree with me that a 40% miss rate is justified due to high ground always being an advantage.

+ Show Spoiler [tldr] +
Its just a game for fucks sake. Slap a 40% miss rate on units and call it a day.
♞
Zanno
Profile Blog Joined February 2007
United States1484 Posts
March 05 2010 01:45 GMT
#295
On March 05 2010 10:24 WaveMotion wrote:
maybe just have units on hill have 4 times the damage. that would be fair i think.

no, that is by far the worst idea in this thread, i would rather the mechanic be left alone than this. one thing i've noticed is that because your army is getting funnelled so narrowly, if you're going to crack a ramp, it will take a long time, no matter how overwhelming your army is. damage amps will end battles too quickly making high ground totally insurmountable, your zeals/lings will never even get to the wallin.
aaaaa
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
March 05 2010 01:46 GMT
#296
As a player every action I give should have a predictable outcome. Missing is fucking annoying. Those rare games where you cant break a ramp that you normally could break is really annoying.
I do agree that units up a hill/ramp should be given more of an advantage then they currently have, but going back to the bw way is not an acceptable solution imo.
d3_crescentia
Profile Blog Joined May 2009
United States4054 Posts
March 05 2010 01:53 GMT
#297
Why don't we just have it so units lose their damage bonuses when shooting uphill?
once, not long ago, there was a moon here
Teejing
Profile Joined January 2009
Germany1360 Posts
March 05 2010 01:54 GMT
#298
1 miss every 2nd shot and done,
PerksPlus
Profile Joined July 2009
Canada105 Posts
March 05 2010 02:21 GMT
#299
The mechanic right now is fine. It is more powerful in sc1 (100% can't hit > 50% miss). The problem may be that people havn't found effective methods of denying vision. The problem could be with the air units themselves. They may have too much vision range/hp. It could be a problem with ground units vs air, or the range of defensive structures. It could be a lack of "blind" spells. It may be an issue that ramps grant vision of higher ground too low on them..

Imo attempt to use the current mechanic effectively. If there are serious problems putting it into use let blizzard know.
Hold position will annhililate the terran race.
RisingTide
Profile Joined December 2008
Australia769 Posts
March 05 2010 02:21 GMT
#300
Rather than trying to implement a chance based system, why not simply have it so that a unit on the high ground has +X armor factored into any damage calculations? The number can be tweaked for balance of course, but this gives a very predictable advantage to having the high ground.
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