It's over Anakin! - Page 7
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Mysterio
Sweden12 Posts
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DefMatrixUltra
Canada1992 Posts
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
United States1286 Posts
On March 04 2010 22:43 FrozenArbiter wrote: 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. | ||
Chuiu
3470 Posts
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KOFgokuon
United States14892 Posts
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Invictus
Singapore2697 Posts
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Xlancer
United States126 Posts
On March 04 2010 23:01 lolaloc wrote: 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. | ||
r.Evo
Germany14079 Posts
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. | ||
koreasilver
9109 Posts
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BeMannerDuPenner
Germany5638 Posts
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 | ||
Kurdran
36 Posts
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GGTeMpLaR
United States7226 Posts
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lololol
5198 Posts
On March 04 2010 23:09 Audiohelper123 wrote: 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. | ||
raga4ka
Bulgaria5679 Posts
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bendez
Canada283 Posts
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lololol
5198 Posts
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. | ||
papaz
Sweden4149 Posts
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
United States7226 Posts
not as much as 2 and 3, but still thought it was better than 4-6 xD -hides to avoid being stoned- | ||
raga4ka
Bulgaria5679 Posts
On March 04 2010 20:52 Klive5ive wrote: 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 ![]() | ||
Teejing
Germany1360 Posts
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