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It's over Anakin! - Page 7

Forum Index > SC2 General
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Mysterio
Profile Joined August 2004
Sweden12 Posts
March 04 2010 14:19 GMT
#121
I AGREE Incontrol!!!!!!!
DefMatrixUltra
Profile Blog Joined June 2009
Canada1992 Posts
Last Edited: 2010-03-04 14:25:54
March 04 2010 14:22 GMT
#122
As of now in the mid stages of any game, having vision up the ramp is basically a given. At this point, it is far too easy to just send some units and bust the ramp. This removes the entire purpose of having a ramp there. If the only thing that distinguishes low ground and high ground after the early game is whether Reapers need to jump up or down, then something is seriously wrong.

High ground needs to have an explicit advantage over low ground. I could yap all day about reasons why, but anyone that has watched a significant amount of BW should know the strategic and tactical difference that high ground makes - and I would argue that this difference is an incredible thing that SC2 would benefit greatly from.

If they want to leave randomness entirely out of the game, there are ways to do that. They could give high ground forces +3-4 armor or something - I mean, they are clever guys and can figure something out. It's just so strategically unsatisfactory to watch some hydralisks bust up a ramp and decimate stuff behind a wall.

/edit - Just wanted to add that whenever someone breaks a player's natural, there's almost no reason not to immediately bust into the main as well - there's just not enough punishment for attacking up a ramp.
Kyo Yuy
Profile Joined January 2009
United States1286 Posts
March 04 2010 14:22 GMT
#123
On March 04 2010 22:43 FrozenArbiter wrote:
Show nested quote +
On March 04 2010 20:12 {88}iNcontroL wrote:
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.

I have to agree that Blizzard was probably taking away the randomness more for the hardcore players than for newbies. I don't think any casual player is going to even THINK about ramps and positioning on top of a ramp, as most casual players just like to sit in their bases for 35 minutes and tech to super powerful air units.

Though I also have to agree that the 30% miss chance does add skill, even if Blizzard's mentality might be that it doesn't want "luck" to play a factor. I feel that's why Blizzard took it away any way. The miss chance is present in Warcraft III and I doubt Blizzard had hardcore or casual fans in mind with programming the ramp firing.

But I think most hardcore players would rather have that miss chance than have a situation where a Scan or Observer makes it ridiculously easy to break through a ramped choke.
#1 KawaiiRice fan :D
Chuiu
Profile Blog Joined June 2003
3470 Posts
March 04 2010 14:24 GMT
#124
Being a person who typically hates an element of randomness in a game, I completely agree that attacking up cliffs in SC2 should be penalized. Whether it is by decreasing the amount of damage done, or giving players a chance to miss their targets like in the original Starcraft there absolutely needs to be a reason to control high ground.
♞
KOFgokuon
Profile Blog Joined August 2004
United States14898 Posts
March 04 2010 14:25 GMT
#125
agree with op
Invictus
Profile Blog Joined September 2009
Singapore2697 Posts
March 04 2010 14:25 GMT
#126
100% agree cause if uphills does not mean anything strategical positioning would be totally meaningless( siege tanks placed at cliff's choke can mean something else entirely if there was such a thing that would happen)
Lee Jaedong Fighting!
Xlancer
Profile Joined February 2010
United States126 Posts
March 04 2010 14:26 GMT
#127
On March 04 2010 23:01 lolaloc wrote:
Show nested quote +
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.
“The only thing we learn from history is that we learn nothing from history.” - Friedrich Hegel
r.Evo
Profile Joined August 2006
Germany14080 Posts
March 04 2010 14:29 GMT
#128
/signed.

We need SOME kind of advantage for high ground.

So far I like the 50% miss chance or the range disadvantage (see one post above mine) the most, I expect 50% dmg reduction to be too much of an advantage.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
koreasilver
Profile Blog Joined June 2008
9109 Posts
March 04 2010 14:29 GMT
#129
Even in WC3 there was a high ground advantage in the form of a chance to miss if you're shooting from lower ground. Completely not being able to attack back if you don't have vision, and being able to attack 100% with vision is kinda ridiculous. You can't even storm higher ground if you don't have vision.
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
March 04 2010 14:30 GMT
#130
i agree totally that high ground should hold a advantage. i dont really care that much if its random,pseudorandom or even a flat dmg reduce.

but i think blizzard wont change this. imho they wanted to reduce "turtle play" ,macro wars and similar as much as possible. look at how the game changed when it comes to positioning and midgame. they did EVRYTHING possible to shift away from defensive play ,pushes,macro games etc

evryone has massive mobility and ways to backstab(warping,dropping,cliffwalking/jumping,new nydus etc etc) while nerfing or plain removing the "defensive" and "positionial" units. lurkers are gone, tanks are nerfed and have million counters, mines are gone, static defenses are weak,high ground advantage is gone. really this be cant just a coincidence. they wanted to shift the whole gameplay.

maybe they wanted to focus the game more on early action packed micro battles. which failed.

instead people get overun at their choke when barely behind,cant leave their base cause they get backstabbed instantly and fights instead of constant fights for position and mapcontrol are 2 big blobs of supply aclickin each other to death. and the winner walks in the enemy base and wins.

so yes, bring back high ground advantage. bring back units which require great positioning. bring back pushes and the micro involved in breaking them.

but i doubt it will happen. but well, sc1 sucked too at the start and only got great with broodwar. so maybe we just have to endure 2 years of cheese play and aclick battles till the addon comes and we get our lurkers,mines,highground and all the other stuff back ;P

life of lively to live to life of full life thx to shield battery
Kurdran
Profile Joined March 2010
36 Posts
March 04 2010 14:31 GMT
#131
Totally agree. Its not about randomness, it about rewarding positioning and having to actually think twice where to fight and where not to. I mean even wc3 had this, why it got removed from sc2 -.-
GGTeMpLaR
Profile Blog Joined June 2009
United States7226 Posts
March 04 2010 14:32 GMT
#132
I loved the first three, despite what people say
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-03-04 14:37:07
March 04 2010 14:35 GMT
#133
On March 04 2010 23:09 Audiohelper123 wrote:
Show nested quote +
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 %


No it wouldn't.
For example: a unit with anywhere between 51 and 75 hp against a 50 damage attack, 2 attacks to kill normally, 3 attacks to kill with 50% damage reduction, 4 attacks to kill(on average) with a 50% chance to miss.
I'll call Nada.
raga4ka
Profile Joined February 2008
Bulgaria5679 Posts
Last Edited: 2010-03-04 15:18:07
March 04 2010 14:44 GMT
#134
I completely agree with all points made by incontrol . The random factor brings a lot more excitement to the game , and besides i like studying theory of probabilities .
bendez
Profile Joined February 2010
Canada283 Posts
March 04 2010 14:44 GMT
#135
Agree on the miss chance, like warcraft 3, but stop using "you're a noob if you disagree" argument. People have different opinions, learn to respect them.
lololol
Profile Joined February 2006
5198 Posts
March 04 2010 14:45 GMT
#136
On March 04 2010 23:26 Xlancer wrote: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.


This is actually a very good idea.
I'll call Nada.
papaz
Profile Joined December 2009
Sweden4149 Posts
March 04 2010 14:47 GMT
#137
On March 04 2010 23:32 GGTeMpLaR wrote:
I loved the first three, despite what people say


Even the first one with jar jar???? :S
GGTeMpLaR
Profile Blog Joined June 2009
United States7226 Posts
March 04 2010 14:59 GMT
#138
On March 04 2010 23:47 papaz wrote:
Show nested quote +
On March 04 2010 23:32 GGTeMpLaR wrote:
I loved the first three, despite what people say


Even the first one with jar jar???? :S


not as much as 2 and 3, but still thought it was better than 4-6 xD

-hides to avoid being stoned-
raga4ka
Profile Joined February 2008
Bulgaria5679 Posts
Last Edited: 2010-03-04 15:06:33
March 04 2010 15:01 GMT
#139
On March 04 2010 20:52 Klive5ive wrote:
Show nested quote +
On March 04 2010 20:33 Icks wrote:
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.)

I like this solution the best.
A: It's not random.
B: It's not broodwar for the sake of broodwar.
C: It'll bring a lot of skill into the game, even more so than before. Now you can position your units so they can't be hit from below.


Yeah and the nerfed tank will be back to it's former glory . This will be hard to balance .
Teejing
Profile Joined January 2009
Germany1360 Posts
March 04 2010 15:06 GMT
#140
just make every 2nd shot a miss and we are good to go
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