• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:32
CEST 01:32
KST 08:32
  • 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
Code S Season 2 (2026) - RO8 Preview4[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)5Code S Season 1 (2026) - RO4 & Finals Preview5
Community News
Weekly Cups (May 18-25): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League4Weekly Cups (May 11-17): Classic wins double0Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1
StarCraft 2
General
Code S Season 2 (2026) - RO8 Preview Weekly Cups (May 18-25): MaxPax wins doubles herO wins GSL Code S Season 1 (2026) Code S Season 2 (2026) - RO12 Preview Weekly Cups (May 11-17): Classic wins double
Tourneys
GSL Code S Season 2 (2026) Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 1 (2026) Sparkling Tuna Cup - Weekly Open Tournament Maestros of The Game 2 announcement and schedule !
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 527 Hell Train The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue Mutation # 525 Wheel of Misfortune
Brood War
General
Pros React To: ASL S21 Finals Pros React to: TvT Masterclass in FlaSh vs Light vespene.gg — BW replays in browser (Spoiler) ASL21 Winner's Interview RepMastered™: replay sharing and analyzer site
Tourneys
[ASL21] Grand Finals [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 Small VOD Thread 2.0
Strategy
Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread Dawn of War IV ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread Dating: How's your luck? European Politico-economics QA Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software)
TL Community
The Automated Ban List
Blogs
Customization Drives Loyalty…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2031 users

It's over Anakin! - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 16 17 18 Next All
Shieru
Profile Joined March 2009
Chile53 Posts
March 04 2010 11:22 GMT
#21
On March 04 2010 20:10 IdrA wrote:
randomness isnt a good thing, but the old way was better than this

it should be every 4th shot misses or something that provides the same effect without having the situations arise where 20 goons are shooting uphill at a tank and take 3 volleys to kill it/2 goons are shooting uphill at a tank and dont miss once in 4 volleys.


agree, it removes randomness, but gives the defender the little advantage that had in bw, in fact makes it safer for the defender, and more understandable for the new players (if that is what blizzard wants)

anyway I agree with incontrol in the point: it most be fixed.
If every day is a challenge, I may well start living in night
Vedic
Profile Joined March 2008
United States582 Posts
March 04 2010 11:22 GMT
#22
On March 04 2010 19:59 {88}iNcontroL wrote:
Show nested quote +
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


Spoken like a guy who doesn't know sc very well.

Randomness has ALWAYS had a HUGE ROLE in sc/scbw/sc2.

Scarabs? Spawn locations? BO's? etc etc... It isn't like the randomness of shooting up a ramp or cliff makes no sense either.. it is a positional reward that completely alters the game IN A GOOD WAY. Should a guy standing up on a cliff be treated like a guy standing right in your face in a gun fight? Absolutely NOT.


Should a guy with a gun be able to shoot down a battlecruiser? Should a neural parasite work on a robot? Should units sometimes just go in random directions, or run from battle because they are scared? Should vehicles break down? Need fuel?

There comes a time when you need to accept that it is a game.
I tried to commit seppuku, but I accidentally committed bukkake.
Audiohelper123
Profile Joined November 2009
80 Posts
March 04 2010 11:23 GMT
#23
i think in bw its 50% to miss so its the same as 50 % reduction but with luck
Mikilatov
Profile Blog Joined May 2008
United States3897 Posts
March 04 2010 11:24 GMT
#24
I agree that the current method is kind of lame. As far as the whole 'realism' and all that junk goes, I really don't think it should be considered WHATSOEVER in this argument.

As far as actually producing quality gameplay goes, I can see the strengths/weaknesses in both versions.

I think the current method creates some really cool tactics when it comes to disallowing your opponent sight. Sniping air units, blocking ramps, etc. But when the person on low ground actually has sight, it becomes stupid that both parties are now on an equal field of play.

I'd like to see sight still being required, but add an additional ~20% chance for low-ground units to miss. It's a lot lower than that of SC1, but I feel it's still significant in combination with the required sight.
♥ I used to lasso the shit out of your tournaments =( ♥ | Much is my hero. | zizi yO~ | Be Nice, TL.
Audiohelper123
Profile Joined November 2009
80 Posts
March 04 2010 11:26 GMT
#25
chance has no place in a serious game like sc
ven
Profile Blog Joined December 2008
Germany332 Posts
Last Edited: 2010-03-04 11:38:14
March 04 2010 11:26 GMT
#26
I dislike the randomness too. It's alright if you have a lot of units or just rapid attack speed because the hits and misses even out fairly quickly and in essence become a damage reduction but with fewer units it can even decide games which just shouldn't be possible.

As someone else already suggested, just put in some disadvantage for units fighting uphill (whether it be nerfing attack damage or attack speed or even reducing their range) and we get both high ground advantage and get rid of the randomness.
You can reach the rainbow. I'll be there to help.
prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
March 04 2010 11:26 GMT
#27
Yes scarabs are shit, this is a bad thing, not a good thing.
I don't think anyone would argue that chess would be better if your next move was determined by the roll of a dice.
You can argue that chance/randomness happens a lot in a game but something being very occurrent in a game is not an argument for it being very good.
Quite the contrary, I think it is the things that a player can be sure about (non-random) that make the game good. It is these non-random gaurantees that players base all of their decisions around. Chance can add some interesting dynamics, no doubt, but a LACK of chance in a game is in no way going to detract from it.

Just my two cents.

P.S. I don't get excited when 4 goons take forever to get up a ramp against some rines one game and then take half a second to get up the ramp the next game. I don't find that fun at all.
Oh no
Rothbardian
Profile Joined January 2010
United States497 Posts
March 04 2010 11:27 GMT
#28
If you give units a -50% damage reduction, fully upgraded Ultra's would be ridiculously hard to kill on high ground.....same with other high armor units.
"A tax-supported, compulsory educational system is the complete model of the totalitarian state." - Isabel Paterson <3
geno
Profile Blog Joined October 2007
United States1404 Posts
March 04 2010 11:28 GMT
#29
On March 04 2010 20:17 Gliche wrote:
Imo it should not be random. It should be a set percentage of damage reduction, like most ranged units have a 30% damage decrease when firing from low to high ground, with exceptions like the colossus and siege tank and something for zerg (lurkers if they were in the game).

The same idea could possibly be applied with a smaller reduction to those line of sight "bushes" too but I think gameplay-wise they shouldn't. Firing with ranged units behind those bushes should be strategic enough by itself.

Agree with this 100%. It really was super annoying to see the dragoon vs tank example idra brought up over and over again BW matches. Using a system like this, you can still reward good positioning on maps with a lot of height differentiation but you can do so with consistency. More predictable and possible to learn/understand the benefits and drawbacks of high ground without completely removing the advantage altogether. With how mobile units are in SC2, and with observers, overlords, scans, and more, height really doesn't seem like it will make much of a difference at all at the high-level of play if line of sight is literally the only damning factor of being on the low ground.
uNiGNoRe
Profile Blog Joined June 2007
Germany1115 Posts
Last Edited: 2010-03-04 11:29:42
March 04 2010 11:28 GMT
#30
On March 04 2010 20:24 Mikilatov wrote:
I agree that the current method is kind of lame. As far as the whole 'realism' and all that junk goes, I really don't think it should be considered WHATSOEVER in this argument.

As far as actually producing quality gameplay goes, I can see the strengths/weaknesses in both versions.

I think the current method creates some really cool tactics when it comes to disallowing your opponent sight. Sniping air units, blocking ramps, etc. But when the person on low ground actually has sight, it becomes stupid that both parties are now on an equal field of play.

I'd like to see sight still being required, but add an additional ~20% chance for low-ground units to miss. It's a lot lower than that of SC1, but I feel it's still significant in combination with the required sight.


Replace ~20% miss chance with the already discussed ~20% damage reduction and you know my opinion on this. I don't like the way it is currently that units on the cliff are equal to those on the ground just because they can see each other...

But I'm pretty sure there is a good reason why it is the way it is currently in SC2 and I would really like to know that reason.
Audiohelper123
Profile Joined November 2009
80 Posts
March 04 2010 11:29 GMT
#31
On March 04 2010 20:27 Rothbardian wrote:
If you give units a -50% damage reduction, fully upgraded Ultra's would be ridiculously hard to kill on high ground.....same with other high armor units.

and how is a 50 % reduction different than miss chance? It's the same thing ..what are you talking about?
Rothbardian
Profile Joined January 2010
United States497 Posts
March 04 2010 11:31 GMT
#32
On March 04 2010 20:29 Audiohelper123 wrote:
Show nested quote +
On March 04 2010 20:27 Rothbardian wrote:
If you give units a -50% damage reduction, fully upgraded Ultra's would be ridiculously hard to kill on high ground.....same with other high armor units.

and how is a 50 % reduction different than miss chance? It's the same thing ..what are you talking about?


It's not the same thing. With the miss chance, when you land a hit you deal full damage. As we know having a 50% chance, doesn't mean that hit/miss will be 50%, only that you have a 50% chance each roll of the dice to either hit or miss.

They are two totally different entities.
"A tax-supported, compulsory educational system is the complete model of the totalitarian state." - Isabel Paterson <3
Icks
Profile Joined July 2009
France186 Posts
March 04 2010 11:33 GMT
#33
I dont like randomness. And i dont see the purpose of damage reduction.

If they really want to improve the gameplay with cliffs, they might add a bonus RANGE for units up.
(and maybe even a dead zone for units too close, down the cliff.)
Read to learn.
geno
Profile Blog Joined October 2007
United States1404 Posts
March 04 2010 11:34 GMT
#34
On March 04 2010 20:27 Rothbardian wrote:
If you give units a -50% damage reduction, fully upgraded Ultra's would be ridiculously hard to kill on high ground.....same with other high armor units.

50% would be pushing it, and it certainly doesn't have to be a straight damage reduction all around. And anyways, weren't Ultras already hard as hell to kill when they were up a ramp in BW? Same with Lurkers, or Tanks, or Marines, or whatever else. Usually it resulted in more exciting and risky play to either make use of or work around that advantage. I'm all for that. Would you rather watch 6 Stalkers stand up against a cliff and shoot down 2 tanks with observer support, or would you rather them be forced to blink up that cliff just to win that battle?
Audiohelper123
Profile Joined November 2009
80 Posts
March 04 2010 11:34 GMT
#35
On March 04 2010 20:31 Rothbardian wrote:
Show nested quote +
On March 04 2010 20:29 Audiohelper123 wrote:
On March 04 2010 20:27 Rothbardian wrote:
If you give units a -50% damage reduction, fully upgraded Ultra's would be ridiculously hard to kill on high ground.....same with other high armor units.

and how is a 50 % reduction different than miss chance? It's the same thing ..what are you talking about?


It's not the same thing. With the miss chance, when you land a hit you deal full damage. As we know having a 50% chance, doesn't mean that hit/miss will be 50%, only that you have a 50% chance each roll of the dice to either hit or miss.

They are two totally different entities.

what
Velr
Profile Blog Joined July 2008
Switzerland10889 Posts
March 04 2010 11:34 GMT
#36
How can someone not get the diffrence between 50% miss and 50% less damage?


50% miss: Get lucky and hit 10 times in a row totally ignoring that you should have a disadvantage.
50% miss: Get unlucky and miss 10 times in a row totally getting raped by something you should have been able to take whiteout much problems.

50% less dmg = 50% less damage.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
March 04 2010 11:36 GMT
#37
The current situation is far too all-or-nothing, either you cannot see, you have zero chance to attack and MUST retreat, or you can see and the cliffed units has ZERO advantage.

People always spout stuff about "randomness has no place in SC", but in the original did anyone feel that the winner of a highground/lowground battle was random? No, it gave the units on high ground a very quantifiable advantage, a much more subtle and strategic advantage than the black and whhite "system" put into play in Sc2 currently.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Audiohelper123
Profile Joined November 2009
80 Posts
March 04 2010 11:36 GMT
#38
On March 04 2010 20:34 Velr wrote:
How can someone not get the diffrence between 50% miss and 50% less damage?


50% miss: Get lucky and hit 10 times in a row totally ignoring that you should have a disadvantage.
50% miss: Get unlucky and miss 10 times in a row totally getting raped by something you should have been able to take whiteout much problems.

50% less dmg = 50% less damage.
yeah im arguing for damage reduction because its predictable. Whats the problem here exactly?

mark05
Profile Joined March 2009
Canada807 Posts
March 04 2010 11:36 GMT
#39
singed
yes, I'm MarkOhFive
thunk
Profile Blog Joined March 2008
United States6233 Posts
March 04 2010 11:37 GMT
#40
There's no high ground advantage of being on a cliff? That's like not having an advantage at all. It needs to be put back into the game.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
Prev 1 2 3 4 5 16 17 18 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 28m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft666
StarCraft: Brood War
Artosis 324
Dota 2
monkeys_forever199
NeuroSwarm108
League of Legends
Doublelift4521
JimRising 508
Other Games
summit1g13274
tarik_tv4837
FrodaN931
C9.Mang0432
uThermal203
Mew2King198
ViBE107
UpATreeSC105
Maynarde47
JuggernautJason40
Organizations
Other Games
gamesdonequick863
Counter-Strike
PGL248
Other Games
BasetradeTV221
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 25
• davetesta21
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• imaqtpie1390
• Scarra1142
• WagamamaTV137
Upcoming Events
PiGosaur Cup
28m
PiGStarcraft666
GSL
9h 58m
herO vs Classic
Cure vs Clem
uThermal 2v2 Circuit
15h 28m
Replay Cast
1d
GSL
1d 9h
Maru vs SHIN
Zoun vs Rogue
WardiTV Spring Champion…
1d 12h
SKillous vs Strange
Lambo vs Strange
Ryung vs Strange
Lambo vs Ryung
Ryung vs SKillous
Lambo vs SKillous
OSC
1d 19h
Replay Cast
2 days
Maestros of the Game
2 days
Replay Cast
3 days
[ Show More ]
RSL Revival
3 days
Lambo vs SHIN
Solar vs Rogue
herO vs Clem
Maestros of the Game
3 days
IPSL
3 days
ZZZero vs WorsT
Julia vs eOnzErG
Replay Cast
4 days
RSL Revival
4 days
Maestros of the Game
4 days
IPSL
4 days
Dragon vs Artosis
dxtr13 vs Hawk
BSL
4 days
Wardi Open
5 days
Monday Night Weeklies
5 days
Replay Cast
6 days
Sparkling Tuna Cup
6 days
WardiTV Spring Champion…
6 days
Maestros of the Game
6 days
Liquipedia Results

Completed

ASL Season 21
2026 GSL S1
Heroes Pulsing #1

Ongoing

2026 KK StarCraft Pro League
BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
YSL S3
Acropolis #4
CSCL: Masked Kings S4
SCTL 2026 Spring
WardiTV Spring 2026
2026 GSL S2
RSL Revival: Season 5
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals

Upcoming

Escore Tournament S2: King of Kings
BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
Bounty Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
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.