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It's over Anakin! - Page 17

Forum Index > SC2 General
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hordeau
Profile Joined June 2009
United States157 Posts
March 05 2010 06:55 GMT
#321
You'd be better off bringing this topic over to blizzard's forums if you really want them to notice it and maybe try and implement it in the next patch.
wat
Chen
Profile Joined June 2009
United States6344 Posts
March 05 2010 06:58 GMT
#322
OP should add a poll to see what the community thinks
rally_point
Profile Joined April 2009
Canada458 Posts
Last Edited: 2010-03-05 07:02:46
March 05 2010 06:59 GMT
#323
lol I was talking to my sc friends (we're pretty recreational) the other day about fighting on different elevation and I told them "of course you want higher elevation...units on a lower elevation can miss," and none of them knew *GASP*

I then said something like "wtf you guys don't know that? That's key for placement"

Anyways I completely agree, units on lower elevation should definitely not be able to fire at units on higher elevation without penalty

EDIT: on a side note.... what would happen in the case where a unit is halfway up a cliff and is being shot at? Half the penalty applies?
Nao
Profile Joined October 2008
Poland166 Posts
March 05 2010 07:37 GMT
#324
On March 05 2010 12:38 Anther wrote:
I think blizzard lost sight of what's competitive randomness and what isn't. lol. x_X.
There's calculated risk...
Then there's what happened with brawl where you trip for dashing at random...

I agree on the issue, but rather than blizzard i think it's all those "damage reduction" people like DefMatrixUltra quoted several posts elier.

I think it's very important to distinguish randomness in situations you are forced to (bad) and in situations of your choice (good).

By going up a defended ramp without some siege/drop/distraction/air support units it's your choice to accept the random chance, (wich also is less radnom with more units).
Defender also makes the choice to cut corners and try getting away with smaller army, he can also scout if his opponent is massing for an attack.

The bad randomnes in games are when you are forced to it, like guns jamming, lightning stike damanging units, general miss or critical chance (bad erly game where there is few units - few attacs decide the outcome), random artifacts from creeps (implemented in WC3, but still it's a good game) etc..
One cannot out-kwanro Kwanro. -Trap
MrMacMan
Profile Joined November 2008
United States8 Posts
March 05 2010 08:08 GMT
#325
Okay so i actually read all 17 pages.

Somethings to note that people still arent getting.

a) The game loses a lot in terms of defense and correct positioning with the loss of the mischance. Yes early game the defender has a strong point since their position isnt revealed but by early-midgame you absolutely have a spotter on the high ground, nullifying any advantage.

Thusly, positioning matters a whole lot less. In a strategy game there is always an aspect of defender advantage. You can point to real life examples (knowing the terrain better than your opponent, being able to fortify your position.) But i think defender advantage doesnt entirely encompass what is going on here.

Cliffsides are presumably some level of steepness. You on the bottom of the cliff will have a harder shot then they will. Someone drew a diagram 2-3 pages back of what this means. Unless you are on a steadily slopped ramp their line of fire is not as clear.

b) In SC1 the miss change from low vs. high elevation was around 50%. (TL tests says 53%, Moletrap tested and said 50% - in this youtube video and I've also heard 47%).
In any event you can see that the mischance was rather high and the defensive posturing was important.

Have you heard the outcry from the progamer community about this 'high' percent chance of a miss?
No! It is just a factor of the game you had to incorporate into your play.

Does this mean you dont attack into a mass of high elevation sieged tanks? Yes. To counter this drops occur away fortified defense positions.

c) Blizzard understands the thinking that mischance 'is bad because its random' - No! It is just a factor that you have to take into account. People have talked about poker and that example works.

There are Odds, and you have to taken into account your forces and the natural advantage and troops you are going against.
People have been referring to WC3 and such for why Blizzard would remove a 'random' element from gameplay.

d) This isnt random! This game is not WC3 where hero characters cast a single spell that misses and costs the game. I can hear that it would be frustrating for that event to happen, but over the course of a game the amount of attacks between different elevations greatly minimize the chance of catastrophic misfires.


After saying that, I will admit that a ~50% chance of misfire is probably too high for SC2.

But having some high elevation advantage adds a strategy and positional element currently dearly lacking in the SC2 games i have played and seen being played.
for I am Gul’dan... I am darkness incarnate. I will not be denied.
radiumz0rz
Profile Blog Joined January 2009
United States253 Posts
March 05 2010 08:20 GMT
#326
On March 04 2010 19:55 StormsInJuly wrote:
Randomness has no place in starcraft, never has and never will. This change is a big improvement over the original in my opinion, and gives you more options as a defender if you can take out the units giving your opponent vision uphill


the randomness is sc is what makes it sc. scarab shots and mine drags turn this game from something fun to watch to something exciting to spectate.
Berkeley '10
AnEsotericMan
Profile Joined August 2009
United States12 Posts
March 05 2010 09:10 GMT
#327
+1 to range when firing at a target on a lower elevation seems pretty solid to me. No added randomness, no damage reduction, just a solid, realistic bonus for holding the high ground. Range 7 marauders seem just the right amount of scary.
Biff The Understudy
Profile Blog Joined February 2008
France7925 Posts
March 05 2010 09:15 GMT
#328
The real question is why there are different level then? For sight only? Starts to look like warcraft 2 imo.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
KhaosKreator
Profile Joined April 2009
Canada145 Posts
Last Edited: 2010-03-05 09:37:05
March 05 2010 09:36 GMT
#329
You know what I loved about SC? The fact that you could get a misschance from placing tanks behind trees as well as on the high ground. Not many people knew that.

I would sign the petition to have units deal 80% damage from low ground.
Kyrie, Ignis Divine, Eleison
Mente
Profile Joined December 2009
United States288 Posts
March 05 2010 10:48 GMT
#330
Agreed, a range bonus or a damage penalty would be "fair" advantages to the high ground.

DON'T UNDERESTIMATE MY POWERRRRRRRRRRRRRRRRR!!!
Solomon Grundy want pants too!
Chuiu
Profile Blog Joined June 2003
3470 Posts
March 05 2010 14:41 GMT
#331
On March 05 2010 14:22 Vedic wrote:
Show nested quote +
On March 05 2010 10:44 Chuiu wrote:
On March 04 2010 23:26 Xlancer wrote:
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:

..snip..

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.


You can't try to argue logic with real-life situations, or you'll have to argue that all units should miss merely based on range, or giving these bonuses to air units, or that units should have ammo/reload, etc..

The current implementation works best within the system. Why not argue for more creative map elements, instead of just trying to make SC2 into SCBW as hard as you can.


I'll stop arguing to bring back elements of SC into SC2 when I become convinced that SC is no longer the greatest RTS of all time. So far I'm not impressed by SC2 except by its flashy graphics.
♞
Floophead_III
Profile Joined September 2009
United States1832 Posts
March 05 2010 15:20 GMT
#332
I honestly expected a little more love for my idea, but perhaps it's too buried that nobody noticed it. This thread is huge, which pretty much says that no matter what blizz does, it better be something.

I said that units on low ground should have -range vs high ground. This would be a predictable downside, and units on high ground would get the first shot, so a siege tank below is never going to be able to kill a siege tank above. No randomness = better gameplay. Distinct advantage = positional game. I don't see a single downside to this mechanic so please somebody point one out or give it some goddamn attention =D
Half man, half bear, half pig.
Velr
Profile Blog Joined July 2008
Switzerland10823 Posts
March 05 2010 15:25 GMT
#333
The range thing would be bad, in a game with SC2 lethality rate having garuanted 1-2 Hits more than your enemy is very, very huge.
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
March 05 2010 15:27 GMT
#334
There needs to be a high ground bonus in my opinion. What it should be I don't know. I honestly never had much of an issue with the chance to miss in SC. People knew what could happen if they attacked units from below ground. Some calculated risks add to the excitement of the game
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
March 05 2010 15:29 GMT
#335
On March 05 2010 15:59 rally_point wrote:
lol I was talking to my sc friends (we're pretty recreational) the other day about fighting on different elevation and I told them "of course you want higher elevation...units on a lower elevation can miss," and none of them knew *GASP*

I then said something like "wtf you guys don't know that? That's key for placement"

Anyways I completely agree, units on lower elevation should definitely not be able to fire at units on higher elevation without penalty

EDIT: on a side note.... what would happen in the case where a unit is halfway up a cliff and is being shot at? Half the penalty applies?

you solve the halfway problem the same way that they solved vision. Not quite sure what that is, but if you have vision of the high ground, then the computer must think that you've made it...
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
Deviation
Profile Joined November 2009
United States134 Posts
March 05 2010 20:14 GMT
#336
I also really liked the creativity the high ground advantage gave to map makers. Being able to create extremely wide ramped 'plateaus' and have them convey a strategic advantage was more than just interesting for the player it was interesting to the spectator as well (imo). Maps like Heartbreak ridge and Geometry. A choke-point should be different than high ground, not just aesthetically but in it's implications.
LEGAsee
Profile Joined January 2010
170 Posts
March 05 2010 20:49 GMT
#337
It isn't really like the height advantage from SC1 was really random, you (probably) know that you have about a 50% chance to hit the enemy from low ground, and in what areas on the map. There are chances the height advantages may not play a role at all in a game. Having positional differences adds more to the depth and actual strategy ideas.

And no, I haven't read the entire thread, just 4 pages.
Brood War has been a part of our lives for the last 12 years. No, we don't want change.
TopHat
Profile Joined February 2010
United States12 Posts
March 06 2010 09:30 GMT
#338
I'm not a fan of RNG in competitive play at all, so I feel removing the chance to miss was a step in the right direction.

I do feel that the high ground advantage was a good mechanic that encouraged interesting play, most notably watching the Mantoss break some terran's walled ramp. That stuff was pure excitement.

A damage reduction mechanic is probably the best way to retain the SC1 feel of the high ground advantage, since it is the most direct incarnation with the RNG removed. I believe range mechanics would feel too quirky, and a bit hard to analyze in the middle of a fight to break your way up your opponent's ramp.
Deviation
Profile Joined November 2009
United States134 Posts
March 06 2010 23:34 GMT
#339
Although a straight damage reduction wouldn't really work the same as a mischance even if you took a large sample size. This is due to units 1 hitting others. If a unit kills another unit in 1 hit even after the damage reduction this creates a difference than if a mischance were in effect as then he might not kill the unit even if he could normally 1 hit it. Is it a big a difference, I dunno.
Ryuu314
Profile Joined October 2009
United States12679 Posts
March 10 2010 06:09 GMT
#340
On March 06 2010 00:20 Floophead_III wrote:
I honestly expected a little more love for my idea, but perhaps it's too buried that nobody noticed it. This thread is huge, which pretty much says that no matter what blizz does, it better be something.

I said that units on low ground should have -range vs high ground. This would be a predictable downside, and units on high ground would get the first shot, so a siege tank below is never going to be able to kill a siege tank above. No randomness = better gameplay. Distinct advantage = positional game. I don't see a single downside to this mechanic so please somebody point one out or give it some goddamn attention =D

Yea, this idea of range change can be potentially game-breaking. A good player can position their units just out of range of the opponent's units but still able to fire on them. With a good wall-in (which basically any race can do now) it would be impossible to break a choke w/out drops or air support of some kind.
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