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It's over Anakin! - Page 6

Forum Index > SC2 General
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renchak
Profile Joined April 2009
209 Posts
March 04 2010 13:32 GMT
#101
Just slam in 30% miss-chance. I always assumed this was already in the game, though this explains alot of wierd things i've seen on streams where ramp-defense just get run over.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
Last Edited: 2010-03-04 13:36:08
March 04 2010 13:32 GMT
#102
On March 04 2010 22:10 Essence wrote:
I got it folks: there should be a random amount of damage reduction, that has the same estimated value as the original brood war concept, but with lower variance! :p So it could be like 15 - 35% damage reduction per hit, equaling to the EV of 25% chance to miss.


The EV of chance to miss in BW was actually somewhere around 46%, according to people who did extensive tests, I'm too lazy to search for the corresponding topics, though.

I'd really prefer damage reduction (a fixed ratio somewhere between 25% and 50%, applied after armor) over random chance to miss. Imo there are enough elements of luck, especially with all the cliff-ignoring units/abilities you can really get lucky and catch your opponent in a bad spot.

I also don't like the current system because there really is barely ever a lack of spotters. Observers come out quickly, Colossi are spotters, too. Any bio army has medivacs, also scan obviously. Zerg has overlords and mutas. Really the only time when you don't have a spotter readily available is in the very early game, and it doesn't seem like it would make a real difference there.


On March 04 2010 22:29 LunarC wrote:
Damage reduction percentage doesn't scale linearly with amount of damage dealt. An overall chance of missing is more uniform in distribution, and is actually better for gameplay in the long run.


What? Care to explain how it doesn't scale linearly? Reduction by x percent is a linear function, after all.
If you have a good reason to disagree with the above, please tell me. Thank you.
sword_siege
Profile Joined September 2002
United States624 Posts
March 04 2010 13:43 GMT
#103
Whole heartedly agree. I was going to make a post like this but I'm glad you did. The lack of static defense and battle for high ground is a strategic element that is sorely missing from SC2. For the love of the game please bring it back.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
March 04 2010 13:43 GMT
#104
On March 04 2010 20:12 {88}iNcontroL wrote:
Show nested quote +
On March 04 2010 20:10 hugman wrote:
Could people stop adding "noob friendly" to every argument they make against something they don't like in SC2?

Would you argue the point that it's "noob friendly" face to face with a Blizzard designer? If not then leave it out because it's just internet blabble


Yes I would and have. Why?

I also miss the old mechanic, but I think calling the new one noob friendly is a bit silly, when they probably changed it to cater to... the hardcore community ("Randomness does not have a place in competitive games").

The new one is meh tho, it means you either fight with NO disadvantage or you don't fight at all because you can't fucking shoot back.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
dpoon
Profile Blog Joined November 2009
Canada37 Posts
March 04 2010 13:43 GMT
#105
The issue isn't really about "unpredictability" or anything. The issue is that right now, holding a high-ground advantage is basically useless when someone can spot you (may as well fight on even ground). This problem is compounded with the fact that it's a lot easier get vision of cliffs than in SC1.

As for the solutions to this problem, there really isn't a perfect solution for it - I'm sure everyone's figured that out already.

My vote goes with Incontrol though. Having a hit-rate% reduction (ie. 75% hit-rate instead of 100%), when there is vision, is something that can deter any good player. While damage% reduction also does that, it just ends up being a "who can do math better" situation. Basically, there is no risk at all as long as you have enough to compensate for that, whereas for a hit-rate% reduction, there is the risk that it might not work.

That is the pivotal thing about holding and/or attacking high-ground, it's not just about who has more units, there's a risk involved. The lack of risk will just force the game into a "Player A builds lots of units and therefore Player B must also build lots of units to fill up the difference or else he loses". A damage% reduction doesn't stop that but pushes it forward - since it is still just a numbers game (unless of course you nerfed the damage to some stupid percentage ie. - 50% damage).

All-in-all, I feel that a hit-rate% reduction is the best way to go. Sure there are times where this system really backfires (ie. where almost all your shots will miss), where a lesser player can end up beating a better player. But if you think about it, there's so much more that can tip the scales in a battle than just high-ground vs low-ground. The better player will always try to do subtle things to gain himself a slight advantage that the lesser player will not. There's a reason why the better player, even if they lose that important "shuttle with two reavers", can still win.

~dPoon
Subversive
Profile Joined October 2009
Australia2229 Posts
March 04 2010 13:51 GMT
#106
On March 04 2010 21:28 Audiohelper123 wrote:
Show nested quote +
On March 04 2010 21:25 duckhunt wrote:
% dmg reduction is just about the dumbest thing you could do, if a guy on low ground is shooting at a guy on a roof or a cliff, hitting him is not going to hurt less.. LOL, how about instead of 50% dmg reduction, the attack only hits 50% of the time, that would make sense, be more realistic and it would still do the same amount of damage over 100 shots...... oh wait, thats what incontrol is saying and thats what the "randomness" is in BW..... Seriously.. 50% dmg reduction LOL

i agree with incontrol 100% here

by your logic marines shouldnt be dealing 6 damage, isntead they should do 0-100 and sometimes straight up kill a hydra in one hit. talk about dumb things to suggest...


Yeah that would be called 'hitting the person in a vital area versus not hitting them". Kind of happens when people fire weapons at each other.
#1 Great fan ~ // Khan // FlaSh // JangBi // EffOrt //
Kyuki
Profile Joined February 2008
Sweden1867 Posts
March 04 2010 13:55 GMT
#107
Damage reduction is a better solution imo since it will achieve the same thing as a miss% would - Create a advantage of highground and open up for more indepth tactical plays.

I just dont understand the argument that it is "better" for the sport that there is a chance that an absolutly correct decision of attacking high ground because of a larger army can be completely punished by a random factor. It doesnt make much sense at all imo.

Beating certain odds should involve nice/better micro, nice tactical play and decison making etc, not a roll of a dice. Imho.

Mada Mada Dane
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-03-04 13:56:55
March 04 2010 13:55 GMT
#108
Damage reduction is simply a bad idea and it greatly affects cases where units normally die in 1-3 hits.
For example: a sieged tank kills a marine in 1 shot, but the same tank with damage reduction would result in a 2 hit kill, and even if it's a random amount of reduction the chance to 2 hit kill would be disproportionally high, since it would happen even with a low % reduction.

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.
I'll call Nada.
Audiohelper123
Profile Joined November 2009
80 Posts
Last Edited: 2010-03-04 14:07:24
March 04 2010 13:58 GMT
#109
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
Last Edited: 2010-03-04 14:02:15
March 04 2010 14:01 GMT
#110
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.
Comeh
Profile Blog Joined July 2008
United States18919 Posts
March 04 2010 14:05 GMT
#111
Personally, I think the system we had for highgrounds in SC1 was about as good as its going to get for competitive gaming and highground advantage.
And to those saying that damage reduction is a better idea, I disagree - it simply doesn't feel right / make sense. Imagine if in counter-strike, when you ran and sprayed your ak, it did 50% of its damage instead of being less accurate.
I think randomness can be acceptable in small quantities in competitive gaming (spawn positions, chance to hit), but in large quantities (think orc WC3, or getting random items that can give your ridiculous advantages) it isn't acceptable/ideal.
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mawno
Profile Joined February 2009
Sweden114 Posts
March 04 2010 14:06 GMT
#112
Random miss chance is horrible. Keep it the way it is or have a static damage reduction.
Jenia6109
Profile Blog Joined December 2008
Russian Federation1613 Posts
March 04 2010 14:07 GMT
#113
On March 04 2010 22:58 Audiohelper123 wrote:
not killing the marine with the tank in 1 hit is exactly the high ground advantage so it would work as intended

Actually not.
For example. Unit A has 30 HP. Unit B has 70 damage.
With 50% damage Unit B 100% kill unit A.
With 50% probability of making damage Unit B can miss unit A and unit A will stay alive!
INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
Audiohelper123
Profile Joined November 2009
80 Posts
March 04 2010 14:09 GMT
#114
On March 04 2010 23:05 Comeh wrote:
Personally, I think the system we had for highgrounds in SC1 was about as good as its going to get for competitive gaming and highground advantage.
And to those saying that damage reduction is a better idea, I disagree - it simply doesn't feel right / make sense. Imagine if in counter-strike, when you ran and sprayed your ak, it did 50% of its damage instead of being less accurate.
I think randomness can be acceptable in small quantities in competitive gaming (spawn positions, chance to hit), but in large quantities (think orc WC3, or getting random items that can give your ridiculous advantages) it isn't acceptable/ideal.

that would be the same thing as missing 50 %
Audiohelper123
Profile Joined November 2009
80 Posts
March 04 2010 14:12 GMT
#115
On March 04 2010 23:07 Jenia6109 wrote:
Show nested quote +
On March 04 2010 22:58 Audiohelper123 wrote:
not killing the marine with the tank in 1 hit is exactly the high ground advantage so it would work as intended

Actually not.
For example. Unit A has 30 HP. Unit B has 70 damage.
With 50% damage Unit B 100% kill unit A.
With 50% probability of making damage Unit B can miss unit A and unit A will stay alive!

Enough units will get an advantage from this to make this type of situation not even matter
-orb-
Profile Blog Joined September 2007
United States5770 Posts
March 04 2010 14:12 GMT
#116
Gotta say I completely agree that there should be something in there, dunno if it should be random miss though (I really hate any RNG mechanics in any game), maybe like a % damage reduction as others have also suggested.

Right now it's like the combination of the improved AI and the lack of upper ground advantage makes fighting up a ramp into someone's base almost as if you were just fighting on an open field. There's almost no advantage to holding the upper ground of a ramp.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
MiraMax
Profile Joined July 2009
Germany532 Posts
March 04 2010 14:13 GMT
#117
On March 04 2010 22:29 LunarC wrote:
Damage reduction percentage doesn't scale linearly with amount of damage dealt. An overall chance of missing is more uniform in distribution, and is actually better for gameplay in the long run.


How so? 10 % chance of missing means you would expect that every tenth shot the unit misses. A unit which deals 10 damage and fights uphil would just do 9 damage on average (or 90 damage out of ten volleys). A unit which deals 100 damage would instead do 90 damage on average uphill. On average it is exactly the same to deduct 10 % each time it shoots (after all bonuses are applied). It thus seems to me you got it backwards. A damage reduction is much more uniform and avoids (un)lucky series of hits(misses) since its variance is zero.
Velr
Profile Blog Joined July 2008
Switzerland10868 Posts
March 04 2010 14:15 GMT
#118
On March 04 2010 23:12 Audiohelper123 wrote:
Show nested quote +
On March 04 2010 23:07 Jenia6109 wrote:
On March 04 2010 22:58 Audiohelper123 wrote:
not killing the marine with the tank in 1 hit is exactly the high ground advantage so it would work as intended

Actually not.
For example. Unit A has 30 HP. Unit B has 70 damage.
With 50% damage Unit B 100% kill unit A.
With 50% probability of making damage Unit B can miss unit A and unit A will stay alive!

Enough units will get an advantage from this to make this type of situation not even matter



Yeah, but you don't have only big scale battles..

Just play WC3.. Pick a Blademaster and see how his DMG varies depending on your Crit-Luck and DMG-Luck...

In almost all cases a % chance won't be skewed over to one side (it will nearly never be completly fair)... The problem is that sometimes it will be completly off and decide entire games on it's own whiteout either player having done anything for it.
Audiohelper123
Profile Joined November 2009
80 Posts
March 04 2010 14:18 GMT
#119
i was talking about his example being valid but meaningless because that would only be tanks vs highground lings

blade55555
Profile Blog Joined March 2009
United States17423 Posts
March 04 2010 14:19 GMT
#120
I have to say at first I didn't think it was a big deal but really I have to say that they need to implement the broodwar way. It made having the high ground a much bigger deal then it is now as when I see someone on the high ground if the other player as vision its not a big deal anymore which is kind of sad as in broodwar you would run away .
When I think of something else, something will go here
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