• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 22:22
CET 04:22
KST 12:22
  • 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
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down21ISSL (IntoTheTV x SOOP SC2 League): Premier7Weekly Cups (October 12-18): 5.0.17 era begins1[$1250] International ShieldBattery League99
StarCraft 2
General
5.0.17 Patch Notes - October 7, 2026 No more SC2 streamers on team liquid? Evil Geniuses - shutting down Behind the Blue - Team Liquid History Book SC2 Power Rank: epic29
Tourneys
ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20) Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22 RSL 2026 Offline Finals LCQ Sign-Ups
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[D] the control group Simple Questions/Answers [G] How to playtest arcade maps [A] Nemrods 1/4 players
External Content
Mutation # 550 Graveyard Shift The PondCast: SC2 News & Results Mutation # 549 Endless Sparkles Mutation # 548 Shining Bright
Brood War
General
Top Players of October 2026 (EBPD Rankings) BW General Discussion [Megathread] Daily Funny Videos Mathematicians needed to calc "Low Econ Epicness" Rollback Netcode in Brood War
Tourneys
2v2v2v2 Tournament Stage 1: Community Poll [Megathread] Daily Proleagues [IPSL] IPSL Winter 26-27 Ro24 is HERE! [$1250] International ShieldBattery League
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Deus Ex 3!? Stormgate/Frost Giant Megathread Nintendo Switch Thread Mobile Legends: Bang Bang Armies of Exigo - YesYes?
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread European Politico-economics QA Mega-thread
Fan Clubs
Reynor Fan Club The Flash Fan Club Serral Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8904 users

SC2 High Ground Disadvantage?

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 Next All
Westy
Profile Blog Joined April 2010
England808 Posts
May 11 2010 13:17 GMT
#1
I was just thinking a few things over, and on most maps, the high ground advantage very quickly becomes a disatvantage the second your opponenet gets sight up there, which with overlords, observers and scans is very easy to do.

The way it becomes a disadvantage is that most maps have a tight choke around the top of the ramp to your main, which naturally allows anyone on the lower level to be able to form an arc around your units. The only way to really counter a push like this when you have less units is to let them all the way up your ramp and catch them in the choke, but ofcourse if you have an expansion, or any other type of buildings near your ramp your going to lose.

Why does this matter exactly? Well, i only played SC:BW for a short time, but from what i understand there was a 33% hit (or 33% miss?) chance when attacking things on high ground. Now this made it viable for players to tech and sacrifice army size as long as they kept the high ground advantage. To me, this gave games a chance to have much more creativity. However, currently in SC2, if you try to tech and your opponent can see that, he will simply do a timing push on you and over run you without any high ground advantage.

In my opinion, i think it would benefit the game so much more if blizzard were to revert back to the old system of high ground advantage, as we wouldn't see as many games where its simply massing up the same old army and moving out.

This is just my opinion, whats yours?
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
May 11 2010 13:21 GMT
#2
Lots of Terrans have already noticed this and will seige outside your ramp using air units to get vision and it is very hard to get down your ramp if they get tanks seiged up, I see this most commnly on Stepes of War but im sure it could be done on other maps
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
Atlare
Profile Blog Joined April 2010
Australia893 Posts
May 11 2010 13:22 GMT
#3
Just like everything similar to this (like Towers and Sensor Towers) every advantage can be a disadvantage.

Now, you miss the main point of high ground advantage. The main point is that you get the first shot off, even if you get sighting, GL getting into position without losing half your army.
NOT a disadvantage, you're doing it wrong and thinking too much about it.
Don't mean to sound like a dick, its quite late for me :/
Considering learning BW
Westy
Profile Blog Joined April 2010
England808 Posts
May 11 2010 13:27 GMT
#4
On May 11 2010 22:22 Mecha_cl wrote:
Just like everything similar to this (like Towers and Sensor Towers) every advantage can be a disadvantage.

Now, you miss the main point of high ground advantage. The main point is that you get the first shot off, even if you get sighting, GL getting into position without losing half your army.
NOT a disadvantage, you're doing it wrong and thinking too much about it.
Don't mean to sound like a dick, its quite late for me :/


Think you misunderstand the point. What im stating is that because the chokes on the high ground are narrow, as long as you stay on the low ground you will always have the advantage if you have sight (And of course a big enough army to create a arc).

I will probably take some screenshots if i get time to explain what i mean better.
Shades
Profile Joined May 2010
Australia19 Posts
May 11 2010 13:33 GMT
#5
overlords, observers and scans are 3 sacrifices that a player must make just to see the units at high-ground, this doesn't seem like much of an advantage. Although i do see your point, and i think the way it is at the moment is ok and too many people still have that 'if its not like bw then it must be bad' fever.
ymirheim
Profile Joined April 2010
Sweden300 Posts
Last Edited: 2010-05-11 13:35:51
May 11 2010 13:35 GMT
#6
On May 11 2010 22:27 Westy wrote:
Show nested quote +
On May 11 2010 22:22 Mecha_cl wrote:
Just like everything similar to this (like Towers and Sensor Towers) every advantage can be a disadvantage.

Now, you miss the main point of high ground advantage. The main point is that you get the first shot off, even if you get sighting, GL getting into position without losing half your army.
NOT a disadvantage, you're doing it wrong and thinking too much about it.
Don't mean to sound like a dick, its quite late for me :/


Think you misunderstand the point. What im stating is that because the chokes on the high ground are narrow, as long as you stay on the low ground you will always have the advantage if you have sight (And of course a big enough army to create a arc).

I will probably take some screenshots if i get time to explain what i mean better.

It seems though that at the stages of the game where there is enough units to actually form a huge arc that cannot be "outarced" by unit standing on the high ground then you should not be on one base turtling on high ground anyway but having taken a forward position.
The only thing you should feel when you shoot someone... is the recoil
kangur
Profile Joined November 2009
29 Posts
May 11 2010 13:36 GMT
#7
On May 11 2010 22:33 Shades wrote:
too many people still have that 'if its not like bw then it must be bad' fever.

Don't fix it if it ain't broke.
Atlare
Profile Blog Joined April 2010
Australia893 Posts
May 11 2010 13:37 GMT
#8
On May 11 2010 22:27 Westy wrote:
Show nested quote +
On May 11 2010 22:22 Mecha_cl wrote:
Just like everything similar to this (like Towers and Sensor Towers) every advantage can be a disadvantage.

Now, you miss the main point of high ground advantage. The main point is that you get the first shot off, even if you get sighting, GL getting into position without losing half your army.
NOT a disadvantage, you're doing it wrong and thinking too much about it.
Don't mean to sound like a dick, its quite late for me :/


Think you misunderstand the point. What im stating is that because the chokes on the high ground are narrow, as long as you stay on the low ground you will always have the advantage if you have sight (And of course a big enough army to create a arc).

I will probably take some screenshots if i get time to explain what i mean better.


Take LT for example, the ramp is a short choke, easily covered by a block and it has a wide overlooking berth of everything under it.
I can think of no way you could successfully use the lower ground to you're favour.
If you're talking about the position you get in by going DOWN to ramp to them then i still stick by my words, you're doing it wrong. If you're turtling at least let them come to you first, you don't create a good choke point to then spring you're own trap.


Considering learning BW
Shades
Profile Joined May 2010
Australia19 Posts
May 11 2010 13:45 GMT
#9
On May 11 2010 22:36 kangur wrote:
Show nested quote +
On May 11 2010 22:33 Shades wrote:
too many people still have that 'if its not like bw then it must be bad' fever.

Don't fix it if it ain't broke.


BW and sc2 are two different games, sc2 isn't just a remake of sc1 in an attempt to 'fix' it. New game, new units, new mechanics, don't know how so many people don't realize that yet.
Atlare
Profile Blog Joined April 2010
Australia893 Posts
May 11 2010 13:52 GMT
#10
On May 11 2010 22:45 Shades wrote:
Show nested quote +
On May 11 2010 22:36 kangur wrote:
On May 11 2010 22:33 Shades wrote:
too many people still have that 'if its not like bw then it must be bad' fever.

Don't fix it if it ain't broke.


BW and sc2 are two different games, sc2 isn't just a remake of sc1 in an attempt to 'fix' it. New game, new units, new mechanics, don't know how so many people don't realize that yet.

I tell people that everyday when they mourn the loss of things such as Lurkers. I just tell them to fuck off back to BW if its that important to them. SC2 isnt BW 2.0, its a new engine, same universe, similar units and races.
Seriously, if i got a buck for everytime i tell people this i'd be fucking Bill Gates.
Considering learning BW
FeeL_ThE_RusH
Profile Joined February 2010
Ireland227 Posts
May 11 2010 13:59 GMT
#11
i don't feel the whole 'new game, new mechanics' concept works for the high ground mechanic. think the game would be alot less aggressive with more pitched battles around the map at strategic locations if it was the BW mechanic, rather than army vs army, gg.

i still think they should at least try it and get feedback in beta, seems like the perfect time
#starcraft.ie on Quakenet, Irish SC2ers assemble
Atlare
Profile Blog Joined April 2010
Australia893 Posts
May 11 2010 14:03 GMT
#12
On May 11 2010 22:59 FeeL_ThE_RusH wrote:
i don't feel the whole 'new game, new mechanics' concept works for the high ground mechanic. think the game would be alot less aggressive with more pitched battles around the map at strategic locations if it was the BW mechanic, rather than army vs army, gg.

i still think they should at least try it and get feedback in beta, seems like the perfect time


Well go play fucking BW then dude, if the mechanics that great and you prefer it, we don't want you hear to complain about new things because you don't fully understand them. The old style to maps in BW wouldn't cut it today, Blizzard know this. People want more than just wide open spaces with occasional mineral patches/obsticles. They believe the terrain should be less static and i completely agree with them.
Think about it this way, Siege tanks would be WAY less useful without HG advantage, Reapers
Wouldn't exist because they wouldn't be much point. Those are just Terran advantage's. Dont underestimate Photon Cannon Turtles using HG advantage.
Considering learning BW
Atlare
Profile Blog Joined April 2010
Australia893 Posts
May 11 2010 14:04 GMT
#13
On May 11 2010 22:59 FeeL_ThE_RusH wrote:
i don't feel the whole 'new game, new mechanics' concept works for the high ground mechanic. think the game would be alot less aggressive with more pitched battles around the map at strategic locations if it was the BW mechanic, rather than army vs army, gg.

i still think they should at least try it and get feedback in beta, seems like the perfect time


Also, more aggression is good in SC2, thats the one thing i love. The harassing options is more evident thus making a more diverse gaming experience
Considering learning BW
jabberwokie
Profile Joined September 2009
Canada142 Posts
May 11 2010 14:05 GMT
#14
If you are holding ground for fighting that is behind an expansion you are fighting in the wrong place and you deserve to lose. I don't think that the high ground advantage in sc:bw encouraged creativity what it did was encourage gimmicky play. You can just play to a few strengths and win with a trick. SCII is much more methodical.
Atlare
Profile Blog Joined April 2010
Australia893 Posts
May 11 2010 14:06 GMT
#15
On May 11 2010 23:05 jabberwokie wrote:
If you are holding ground for fighting that is behind an expansion you are fighting in the wrong place and you deserve to lose. I don't think that the high ground advantage in sc:bw encouraged creativity what it did was encourage gimmicky play. You can just play to a few strengths and win with a trick. SCII is much more methodical.


Holy shit, somebody in here besides me who isn't wearing rose tinted glasses otherwise known as Nostalgia.
Considering learning BW
rotinegg
Profile Blog Joined April 2009
United States1719 Posts
May 11 2010 14:20 GMT
#16
On May 11 2010 22:52 Mecha_cl wrote:
Show nested quote +
On May 11 2010 22:45 Shades wrote:
On May 11 2010 22:36 kangur wrote:
On May 11 2010 22:33 Shades wrote:
too many people still have that 'if its not like bw then it must be bad' fever.

Don't fix it if it ain't broke.


BW and sc2 are two different games, sc2 isn't just a remake of sc1 in an attempt to 'fix' it. New game, new units, new mechanics, don't know how so many people don't realize that yet.

I tell people that everyday when they mourn the loss of things such as Lurkers. I just tell them to fuck off back to BW if its that important to them. SC2 isnt BW 2.0, its a new engine, same universe, similar units and races.
Seriously, if i got a buck for everytime i tell people this i'd be fucking Bill Gates.

I'd be happy too if i got a buck for no reason, but i dunno if id be happy enough to do that old man...
Translator
Chaos
Profile Joined July 2009
United States772 Posts
May 11 2010 14:22 GMT
#17
I don't view a high ground advantage as "being like it was in bw." Personally I view it as a more realistic advantage that has always been present throughout time. In military battles being on the high ground provides an advantage that people are arguing should be present. It isn't a case of sc2 vs BW.
FruitMarket
Orpheos
Profile Joined April 2010
United States1663 Posts
May 11 2010 14:26 GMT
#18
On May 11 2010 22:22 Mecha_cl wrote:
Just like everything similar to this (like Towers and Sensor Towers) every advantage can be a disadvantage.

Now, you miss the main point of high ground advantage. The main point is that you get the first shot off, even if you get sighting, GL getting into position without losing half your army.
NOT a disadvantage, you're doing it wrong and thinking too much about it.
Don't mean to sound like a dick, its quite late for me :/


yea ummm you are still missing the point. his point actually has little to do with the old high ground mechanic.

his point is the following.
- The new high ground mechanic is an advantage if your opponent does not have sight.
- This advantage is negated when your opponent has sight, which is arguably easier with obs, ovies, scan(i see this as more of a midgame thing).

so at this point, if you agree that getting vision is easy(without running your units up and letting your opponent "get the first shot", then the high ground mechanic is equal between the attacker and the defender.

the OP goes on to say that this equality is broken by the fact that in the current map pool, many of the maps have a larger area for the units to spread out and form an effective "arc" on the low ground below the ramp than the high ground above the ramp. Now im sure you will agree with the power/advantage of an effective arc.

So if we accept that with easy vision, the high ground advantage is made equal, then map construction around certain ramps can lead to a disadvantage, NOT because of the high ground mechanic itself, but rather the way the map is constructed.

There were similar problems in BW as well. the case im most familiar with is in PvP, alot of times an opponent can get a relaly good arc of goons around your ramp and contain you so its imppossible to get down your ramp without reavers and maybe some zealots etc. This was mitigated by the fact that while it was easy to contain you at your ramp, they could not rush up it as effectively with the high ground mechanic.

In the end, I think that the problem the OP brings up could be solved by some new map making architecture. Im not sure how exactly to do it, but if you could design a ramp that has more space atop it, this would not happen.

as a disclaimer, this is more theorycrafting and translating the OPs opinions rather than my own. I have not played enough SC2 to have a very informed opinion.
iSTime
Profile Joined November 2006
1579 Posts
May 11 2010 14:30 GMT
#19
On May 11 2010 22:37 Mecha_cl wrote:
Show nested quote +
On May 11 2010 22:27 Westy wrote:
On May 11 2010 22:22 Mecha_cl wrote:
Just like everything similar to this (like Towers and Sensor Towers) every advantage can be a disadvantage.

Now, you miss the main point of high ground advantage. The main point is that you get the first shot off, even if you get sighting, GL getting into position without losing half your army.
NOT a disadvantage, you're doing it wrong and thinking too much about it.
Don't mean to sound like a dick, its quite late for me :/


Think you misunderstand the point. What im stating is that because the chokes on the high ground are narrow, as long as you stay on the low ground you will always have the advantage if you have sight (And of course a big enough army to create a arc).

I will probably take some screenshots if i get time to explain what i mean better.


Take LT for example, the ramp is a short choke, easily covered by a block and it has a wide overlooking berth of everything under it.
I can think of no way you could successfully use the lower ground to you're favour.
If you're talking about the position you get in by going DOWN to ramp to them then i still stick by my words, you're doing it wrong. If you're turtling at least let them come to you first, you don't create a good choke point to then spring you're own trap.




You can't think of any way that the lower ground below a ramp can be used to keep someone in their base? Good luck winning TvP or PvT when you get stuck in your base, unable to move down your ramp without taking huge losses. OTOH, I totally disagree with the OP, and this exact same situation occured in BW. Any time you had a choke that was helpful for defense early game could also turn into a disaster later on if you don't move out early enough.
www.infinityseven.net
CTStalker
Profile Blog Joined November 2004
Canada9720 Posts
Last Edited: 2010-05-11 14:32:30
May 11 2010 14:31 GMT
#20
On May 11 2010 23:06 Mecha_cl wrote:
Show nested quote +
On May 11 2010 23:05 jabberwokie wrote:
If you are holding ground for fighting that is behind an expansion you are fighting in the wrong place and you deserve to lose. I don't think that the high ground advantage in sc:bw encouraged creativity what it did was encourage gimmicky play. You can just play to a few strengths and win with a trick. SCII is much more methodical.


Holy shit, somebody in here besides me who isn't wearing rose tinted glasses otherwise known as Nostalgia.

quit being such a dink. there have been some pretty good arguments
( http://www.teamliquid.net/forum/viewmessage.php?topic_id=116142 , http://www.teamliquid.net/forum/viewmessage.php?topic_id=114644) for bringing back the high ground advantage, and and posts like yours and jabberwokie's that're filled with assertions and no evidence does nothing to help the argument against high ground.

By the way, my name is Funk. I am not of your world
1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
08:00
QMC 2: Invitational Tournament
CranKy Ducklings128
ChoboTeamLeague
06:30
Best Games SC
Discussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 205
StarCraft: Brood War
Rain 2842
GuemChi 1468
Bisu 187
ProTech181
sOs 28
Force[name] 6
Dota 2
NeuroSwarm228
LuMiX1
League of Legends
Doublelift5950
Counter-Strike
fl0m2602
taco 356
Super Smash Bros
Mew2King216
Other Games
summit1g14143
JimRising 535
Maynarde144
JuggernautJason26
Organizations
Other Games
gamesdonequick1080
Counter-Strike
PGL401
[ Show 15 non-featured ]
StarCraft 2
• Mapu190
• CranKy Ducklings SOOP174
• Hupsaiya 100
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Laughngamez YouTube
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo375
Other Games
• Scarra1347
• Shiphtur96
Upcoming Events
WardiTV Weekly
8h 38m
Ultimate Battle
8h 38m
Rush vs BeSt
Replay Cast
19h 38m
Rogue vs Classic
Patches Events
1d 9h
PiGosaur Cup
1d 21h
Kung Fu Cup
2 days
Replay Cast
2 days
The PondCast
3 days
KCM Race Survival
3 days
IntoTheTV X SOOP
5 days
herO vs Rogue
Reynor vs Solar
ByuN vs SHIN
Clem vs MaxPax
[ Show More ]
WardiTV Invitational
5 days
IPSL
5 days
WorsT vs nOmaD
Dewalt vs andersOn
IntoTheTV X SOOP
6 days
WardiTV Invitational
6 days
IPSL
6 days
Azhi_Dahaki vs ggnore13
Double vs WIZARD
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-11-01
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

1xBet Invitational
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
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.