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The problem with high ground advantage - Page 3

Forum Index > SC2 General
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InRaged
Profile Joined February 2007
1047 Posts
Last Edited: 2010-06-18 11:48:45
June 18 2010 11:11 GMT
#41
As silly as units shooting through buildings and each other totally ignoring friendly fire. This is a game, not a real life war simulator. And lack of adequate high ground advantage makes it inferior game. It reduces map diversity and reduces game's strategy depth.
kajeus
Profile Joined May 2010
United States679 Posts
Last Edited: 2010-06-18 11:15:43
June 18 2010 11:14 GMT
#42
On June 18 2010 20:11 InRaged wrote:
As silly as units shooting through buildings and each other totally ignoring friendly fire. This is a game, not a real life war simulator. And lack of adequate high ground advantage make it inferior game. It reduces map diversity and reduces game's strategy depth.

I completely disagree. It just feels wrong. This random-number "mechanic" is unintuitive, unappealing, and uninteresting. Good riddance.
pro-MoMaN, pro-HuK, pro-Millenium
pzea469
Profile Blog Joined September 2008
United States1520 Posts
June 18 2010 11:19 GMT
#43
On June 18 2010 20:11 InRaged wrote:
As silly as units shooting through buildings and each other totally ignoring friendly fire. This is a game, not a real life war simulator. And lack of adequate high ground advantage make it inferior game. It reduces map diversity and reduces game's strategy depth.


I completely agree on everything you have said. I'm not a fan of the miss system and would prefer a damage percentage reduction, but even the miss system would be better then the way it currently is.
Kill the Deathball
SchOOl_VicTIm
Profile Blog Joined September 2004
Greece2394 Posts
Last Edited: 2010-06-18 11:24:55
June 18 2010 11:24 GMT
#44
Any player who has not played BW at least to some extent should not even bother voicing their opinion based on what they "think" is better. Posts from new players defending the new system just make me plain sad.

High ground advantage in BW is a huge huge deal in terms of tactical play. I can't bother explaining it in more depth, since there have been a few threads already that this has been discussed extensively. No high ground advantage makes the game ridiculously poorer and this is more than obvious in every experienced player's eyes.
InRaged
Profile Joined February 2007
1047 Posts
Last Edited: 2010-06-18 11:30:09
June 18 2010 11:29 GMT
#45
On June 18 2010 20:14 kajeus wrote:
Show nested quote +
On June 18 2010 20:11 InRaged wrote:
As silly as units shooting through buildings and each other totally ignoring friendly fire. This is a game, not a real life war simulator. And lack of adequate high ground advantage make it inferior game. It reduces map diversity and reduces game's strategy depth.

I completely disagree. It just feels wrong. This random-number "mechanic" is unintuitive, unappealing, and uninteresting. Good riddance.

Who cares how it *feels* for you? Not having high-ground advantage is unintuitive. If it was unappealing people would forget about it long time ago. And uninteresting? Are you kidding me? Lack of adequate mechanic renders wide ramps concept useless. Do I have to count for you how many BW maps had this feature as a key point of the map? Completely throwing such strategic feature for no reason whatsoever doesn't make game more interesting, but quite opposite.
But no, let's not argue this very clear points. Let's just post how it *feels* for us without presenting any support for our feelings whatsoever. That's so much more fitting for internet discussion ;P
kajeus
Profile Joined May 2010
United States679 Posts
Last Edited: 2010-06-18 11:33:42
June 18 2010 11:31 GMT
#46
On June 18 2010 20:29 InRaged wrote:
Show nested quote +
On June 18 2010 20:14 kajeus wrote:
On June 18 2010 20:11 InRaged wrote:
As silly as units shooting through buildings and each other totally ignoring friendly fire. This is a game, not a real life war simulator. And lack of adequate high ground advantage make it inferior game. It reduces map diversity and reduces game's strategy depth.

I completely disagree. It just feels wrong. This random-number "mechanic" is unintuitive, unappealing, and uninteresting. Good riddance.

Who cares how it *feels* for you? Not having high-ground advantage is unintuitive. If it was unappealing people would forget about it long time ago. And uninteresting? Are you kidding me? Lack of adequate mechanic renders wide ramps concept useless. Do I have to count for you how many BW maps had this feature as a key point of the map? Completely throwing such strategic feature for no reason whatsoever doesn't make game more interesting, but quite opposite.
But no, let's not argue this very clear points. Let's just post how it *feels* for us without presenting any support for our feelings whatsoever. That's so much more fitting for internet discussion ;P

I guess we could just be overexcited douchebags about it instead.

This BW mechanic sucks, dude. It feels stupid, it looks stupid, and I would prefer a better system. Sorry.
pro-MoMaN, pro-HuK, pro-Millenium
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-06-18 11:51:27
June 18 2010 11:39 GMT
#47
On June 18 2010 17:55 Xlancer wrote:
Show nested quote +
On June 18 2010 17:22 Cut[e]Paper wrote:
"You cant hit what you cant see"


I completly agree with this ^^

Most replies to this post seem to just be repeating the same old arguments we've all heard/read before, so I'll just remake my arguement in defense if SC2's "high ground advantage" system. I was in the US Marine Corps for 5 years so I know how "high ground advantage" works in the real world, and guess what... it works exactly like SC2's does. If you can see your target, you can hit it; if you can't, you can't.(unless, of course, you have an indirect fire weapon--which no SC2 unit has at the moment) Elevation has ABSOLUTELY NO EFFECT on the accuracy of direct fire weapons. I really don't understand why people want Blizzard to cling to an absurd and unrealistic "high ground advantage" system. StarCraft II's new system is far superior.


Are you for real? You can see and shoot at someone from high ground with a direct fire weapon, but they can't see you? How exactly does this happen?
The only absurd and unrealistic thing here is what you're posting, which makes me seriously doubt you've ever served in the military.

If they have line of sight, so do you. High ground grants cover and guess what if they are firing from cover with a direct fire weapon that makes them hard to hit, not invisible.

Edit: Also, realism for the sake of realism in games, which are unrealistic by default is pretty stupid. Games are about gameplay and any form of realism must be for the sake of gameplay, not the opposite. It would be obviously a bad idea to make marines build in 18 years, instead of 25 seconds.
I'll call Nada.
kajeus
Profile Joined May 2010
United States679 Posts
June 18 2010 11:40 GMT
#48
Does Blizzard even know how their RNG high ground mechanic works?
pro-MoMaN, pro-HuK, pro-Millenium
pzea469
Profile Blog Joined September 2008
United States1520 Posts
June 18 2010 11:40 GMT
#49
On June 18 2010 20:31 kajeus wrote:
Show nested quote +
On June 18 2010 20:29 InRaged wrote:
On June 18 2010 20:14 kajeus wrote:
On June 18 2010 20:11 InRaged wrote:
As silly as units shooting through buildings and each other totally ignoring friendly fire. This is a game, not a real life war simulator. And lack of adequate high ground advantage make it inferior game. It reduces map diversity and reduces game's strategy depth.

I completely disagree. It just feels wrong. This random-number "mechanic" is unintuitive, unappealing, and uninteresting. Good riddance.

Who cares how it *feels* for you? Not having high-ground advantage is unintuitive. If it was unappealing people would forget about it long time ago. And uninteresting? Are you kidding me? Lack of adequate mechanic renders wide ramps concept useless. Do I have to count for you how many BW maps had this feature as a key point of the map? Completely throwing such strategic feature for no reason whatsoever doesn't make game more interesting, but quite opposite.
But no, let's not argue this very clear points. Let's just post how it *feels* for us without presenting any support for our feelings whatsoever. That's so much more fitting for internet discussion ;P

I guess we could just be overexcited douchebags about it instead.

This BW mechanic sucks, dude. It feels stupid, it looks stupid, and I would prefer a better system. Sorry.


R u saying that it sucks because of the randomness of missing percentage? or are u saying that you don't want sc2 to have any advantage for the highground defender besides lack of vision? Give me a little more than "it feels stupid, it looks stupid"
Kill the Deathball
kajeus
Profile Joined May 2010
United States679 Posts
June 18 2010 11:41 GMT
#50
On June 18 2010 20:39 lololol wrote:
Show nested quote +
On June 18 2010 17:55 Xlancer wrote:
On June 18 2010 17:22 Cut[e]Paper wrote:
"You cant hit what you cant see"


I completly agree with this ^^

Most replies to this post seem to just be repeating the same old arguments we've all heard/read before, so I'll just remake my arguement in defense if SC2's "high ground advantage" system. I was in the US Marine Corps for 5 years so I know how "high ground advantage" works in the real world, and guess what... it works exactly like SC2's does. If you can see your target, you can hit it; if you can't, you can't.(unless, of course, you have an indirect fire weapon--which no SC2 unit has at the moment) Elevation has ABSOLUTELY NO EFFECT on the accuracy of direct fire weapons. I really don't understand why people want Blizzard to cling to an absurd and unrealistic "high ground advantage" system. StarCraft II's new system is far superior.



If they have line of sight, so do you. High ground grants cover and guess what cover makes a target hard to hit.

Yeah... like when some guys shoot at you from the top of a ramp, it's so much harder to hit them...
pro-MoMaN, pro-HuK, pro-Millenium
InRaged
Profile Joined February 2007
1047 Posts
June 18 2010 11:44 GMT
#51
On June 18 2010 20:19 pzea469 wrote:
Show nested quote +
On June 18 2010 20:11 InRaged wrote:
As silly as units shooting through buildings and each other totally ignoring friendly fire. This is a game, not a real life war simulator. And lack of adequate high ground advantage make it inferior game. It reduces map diversity and reduces game's strategy depth.


I completely agree on everything you have said. I'm not a fan of the miss system and would prefer a damage percentage reduction, but even the miss system would be better then the way it currently is.

I find situation quite funny actually. The main reason Blizzard don't implement it according to their own words is because it introduces randomness into competition (and they don't even bother answering about non-random mechanic). And so far, if I'm not mistaken, we had all the cream of the crop competitive players like absolutely unanimously agreeing that having at least random mechanic is better than nothing. So basically we have developers being sort of nanny for competitive players saying what's better for them

On June 18 2010 20:31 kajeus wrote:
Show nested quote +
On June 18 2010 20:29 InRaged wrote:
On June 18 2010 20:14 kajeus wrote:
On June 18 2010 20:11 InRaged wrote:
As silly as units shooting through buildings and each other totally ignoring friendly fire. This is a game, not a real life war simulator. And lack of adequate high ground advantage make it inferior game. It reduces map diversity and reduces game's strategy depth.

I completely disagree. It just feels wrong. This random-number "mechanic" is unintuitive, unappealing, and uninteresting. Good riddance.

Who cares how it *feels* for you? Not having high-ground advantage is unintuitive. If it was unappealing people would forget about it long time ago. And uninteresting? Are you kidding me? Lack of adequate mechanic renders wide ramps concept useless. Do I have to count for you how many BW maps had this feature as a key point of the map? Completely throwing such strategic feature for no reason whatsoever doesn't make game more interesting, but quite opposite.
But no, let's not argue this very clear points. Let's just post how it *feels* for us without presenting any support for our feelings whatsoever. That's so much more fitting for internet discussion ;P

I guess we could just be overexcited douchebags about it instead.

This BW mechanic sucks, dude. It feels stupid, it looks stupid, and I would prefer a better system. Sorry.

Perfect internet warrior. 0 arguments, only name-calling.
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
June 18 2010 11:44 GMT
#52
On June 18 2010 20:11 InRaged wrote:
As silly as units shooting through buildings and each other totally ignoring friendly fire. This is a game, not a real life war simulator. And lack of adequate high ground advantage make it inferior game. It reduces map diversity and reduces game's strategy depth.


Agree a thousand times.

This is not an issue with "realism" it's just to make your base defendable and to have something to make maps more unique.
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
kajeus
Profile Joined May 2010
United States679 Posts
Last Edited: 2010-06-18 11:52:36
June 18 2010 11:51 GMT
#53
On June 18 2010 20:44 InRaged wrote:
Show nested quote +
On June 18 2010 20:19 pzea469 wrote:
On June 18 2010 20:11 InRaged wrote:
As silly as units shooting through buildings and each other totally ignoring friendly fire. This is a game, not a real life war simulator. And lack of adequate high ground advantage make it inferior game. It reduces map diversity and reduces game's strategy depth.


I completely agree on everything you have said. I'm not a fan of the miss system and would prefer a damage percentage reduction, but even the miss system would be better then the way it currently is.

I find situation quite funny actually. The main reason Blizzard don't implement it according to their own words is because it introduces randomness into competition (and they don't even bother answering about non-random mechanic). And so far, if I'm not mistaken, we had all the cream of the crop competitive players like absolutely unanimously agreeing that having at least random mechanic is better than nothing. So basically we have developers being sort of nanny for competitive players saying what's better for them

Show nested quote +
On June 18 2010 20:31 kajeus wrote:
On June 18 2010 20:29 InRaged wrote:
On June 18 2010 20:14 kajeus wrote:
On June 18 2010 20:11 InRaged wrote:
As silly as units shooting through buildings and each other totally ignoring friendly fire. This is a game, not a real life war simulator. And lack of adequate high ground advantage make it inferior game. It reduces map diversity and reduces game's strategy depth.

I completely disagree. It just feels wrong. This random-number "mechanic" is unintuitive, unappealing, and uninteresting. Good riddance.

Who cares how it *feels* for you? Not having high-ground advantage is unintuitive. If it was unappealing people would forget about it long time ago. And uninteresting? Are you kidding me? Lack of adequate mechanic renders wide ramps concept useless. Do I have to count for you how many BW maps had this feature as a key point of the map? Completely throwing such strategic feature for no reason whatsoever doesn't make game more interesting, but quite opposite.
But no, let's not argue this very clear points. Let's just post how it *feels* for us without presenting any support for our feelings whatsoever. That's so much more fitting for internet discussion ;P

I guess we could just be overexcited douchebags about it instead.

This BW mechanic sucks, dude. It feels stupid, it looks stupid, and I would prefer a better system. Sorry.

Perfect internet warrior. 0 arguments, only name-calling.

I got a great argument. You just don't want to accept it cuz you so angry.

The mechanic does not work very well. It is (i.e., feels) arbitrary, unintuitive, and (most importantly) NOT FUN to a lot of people (perhaps not diehard TL BW fanatics). No one really understands it, even 12 years after the release of BW, as evidenced by, among other things, that thread I posted a link to.

I am all for strategic depth, but this mechanic is half-hearted and ultimately anti-competitive. I always hated it while playing BW, and I'm glad it's gone.
pro-MoMaN, pro-HuK, pro-Millenium
kajeus
Profile Joined May 2010
United States679 Posts
Last Edited: 2010-06-18 11:56:27
June 18 2010 11:55 GMT
#54
On June 18 2010 20:44 MaD.pYrO wrote:
Show nested quote +
On June 18 2010 20:11 InRaged wrote:
As silly as units shooting through buildings and each other totally ignoring friendly fire. This is a game, not a real life war simulator. And lack of adequate high ground advantage make it inferior game. It reduces map diversity and reduces game's strategy depth.


Agree a thousand times.

This is not an issue with "realism" it's just to make your base defendable and to have something to make maps more unique.

Hey, all anybody is doing is saying it feels stupid and responding to those who defend it by saying it's "realistic".

I think "high ground" in general is a little bit too complicated a concept for SC to handle in a generally satisfying way. Arbitrary miss-percentages are pretty stupid, have rules that are hard to understand, and don't contribute to gameplay in a good way, in my opinion.

There are a million better ways to make bases "defendable" and maps "more unique".
pro-MoMaN, pro-HuK, pro-Millenium
space_yes
Profile Joined April 2010
United States548 Posts
June 18 2010 11:57 GMT
#55
On June 18 2010 20:51 kajeus wrote:
Show nested quote +
On June 18 2010 20:44 InRaged wrote:
On June 18 2010 20:19 pzea469 wrote:
On June 18 2010 20:11 InRaged wrote:
As silly as units shooting through buildings and each other totally ignoring friendly fire. This is a game, not a real life war simulator. And lack of adequate high ground advantage make it inferior game. It reduces map diversity and reduces game's strategy depth.


I completely agree on everything you have said. I'm not a fan of the miss system and would prefer a damage percentage reduction, but even the miss system would be better then the way it currently is.

I find situation quite funny actually. The main reason Blizzard don't implement it according to their own words is because it introduces randomness into competition (and they don't even bother answering about non-random mechanic). And so far, if I'm not mistaken, we had all the cream of the crop competitive players like absolutely unanimously agreeing that having at least random mechanic is better than nothing. So basically we have developers being sort of nanny for competitive players saying what's better for them

On June 18 2010 20:31 kajeus wrote:
On June 18 2010 20:29 InRaged wrote:
On June 18 2010 20:14 kajeus wrote:
On June 18 2010 20:11 InRaged wrote:
As silly as units shooting through buildings and each other totally ignoring friendly fire. This is a game, not a real life war simulator. And lack of adequate high ground advantage make it inferior game. It reduces map diversity and reduces game's strategy depth.

I completely disagree. It just feels wrong. This random-number "mechanic" is unintuitive, unappealing, and uninteresting. Good riddance.

Who cares how it *feels* for you? Not having high-ground advantage is unintuitive. If it was unappealing people would forget about it long time ago. And uninteresting? Are you kidding me? Lack of adequate mechanic renders wide ramps concept useless. Do I have to count for you how many BW maps had this feature as a key point of the map? Completely throwing such strategic feature for no reason whatsoever doesn't make game more interesting, but quite opposite.
But no, let's not argue this very clear points. Let's just post how it *feels* for us without presenting any support for our feelings whatsoever. That's so much more fitting for internet discussion ;P

I guess we could just be overexcited douchebags about it instead.

This BW mechanic sucks, dude. It feels stupid, it looks stupid, and I would prefer a better system. Sorry.

Perfect internet warrior. 0 arguments, only name-calling.

I got a great argument. You just don't want to accept it cuz you so angry.

The mechanic does not work very well. It is (i.e., feels) arbitrary, unintuitive, and (most importantly) NOT FUN to a lot of people (perhaps not diehard TL BW fanatics). No one really understands it, even 12 years after the release of BW, as evidenced by, among other things, that thread I posted a link to.

I am all for strategic depth, but this mechanic is half-hearted and ultimately anti-competitive. I always hated it while playing BW, and I'm glad it's gone.


Your argument is entirely based off of your unsubstantiated feelings. Why is it not fun? Why does it feel arbitrary? Why is it anti-competitive? What evidence do you have that "the mechanic does not work very well" ? BW seems to have a lot of strategic depth* if you ask me..

* lol
lololol
Profile Joined February 2006
5198 Posts
June 18 2010 12:00 GMT
#56
WARNING: The following requires at least 2 degrees in rocket science to understand:
if units are attacking uphill, they may miss.

I must be so smart, if I can grasp such complex and unintuitive concepts!
I'll call Nada.
kajeus
Profile Joined May 2010
United States679 Posts
June 18 2010 12:03 GMT
#57
On June 18 2010 20:57 space_yes wrote:
Show nested quote +
On June 18 2010 20:51 kajeus wrote:
On June 18 2010 20:44 InRaged wrote:
On June 18 2010 20:19 pzea469 wrote:
On June 18 2010 20:11 InRaged wrote:
As silly as units shooting through buildings and each other totally ignoring friendly fire. This is a game, not a real life war simulator. And lack of adequate high ground advantage make it inferior game. It reduces map diversity and reduces game's strategy depth.


I completely agree on everything you have said. I'm not a fan of the miss system and would prefer a damage percentage reduction, but even the miss system would be better then the way it currently is.

I find situation quite funny actually. The main reason Blizzard don't implement it according to their own words is because it introduces randomness into competition (and they don't even bother answering about non-random mechanic). And so far, if I'm not mistaken, we had all the cream of the crop competitive players like absolutely unanimously agreeing that having at least random mechanic is better than nothing. So basically we have developers being sort of nanny for competitive players saying what's better for them

On June 18 2010 20:31 kajeus wrote:
On June 18 2010 20:29 InRaged wrote:
On June 18 2010 20:14 kajeus wrote:
On June 18 2010 20:11 InRaged wrote:
As silly as units shooting through buildings and each other totally ignoring friendly fire. This is a game, not a real life war simulator. And lack of adequate high ground advantage make it inferior game. It reduces map diversity and reduces game's strategy depth.

I completely disagree. It just feels wrong. This random-number "mechanic" is unintuitive, unappealing, and uninteresting. Good riddance.

Who cares how it *feels* for you? Not having high-ground advantage is unintuitive. If it was unappealing people would forget about it long time ago. And uninteresting? Are you kidding me? Lack of adequate mechanic renders wide ramps concept useless. Do I have to count for you how many BW maps had this feature as a key point of the map? Completely throwing such strategic feature for no reason whatsoever doesn't make game more interesting, but quite opposite.
But no, let's not argue this very clear points. Let's just post how it *feels* for us without presenting any support for our feelings whatsoever. That's so much more fitting for internet discussion ;P

I guess we could just be overexcited douchebags about it instead.

This BW mechanic sucks, dude. It feels stupid, it looks stupid, and I would prefer a better system. Sorry.

Perfect internet warrior. 0 arguments, only name-calling.

I got a great argument. You just don't want to accept it cuz you so angry.

The mechanic does not work very well. It is (i.e., feels) arbitrary, unintuitive, and (most importantly) NOT FUN to a lot of people (perhaps not diehard TL BW fanatics). No one really understands it, even 12 years after the release of BW, as evidenced by, among other things, that thread I posted a link to.

I am all for strategic depth, but this mechanic is half-hearted and ultimately anti-competitive. I always hated it while playing BW, and I'm glad it's gone.


Your argument is entirely based off of your unsubstantiated feelings. Why is it not fun? Why does it feel arbitrary? Why is it anti-competitive? What evidence do you have that "the mechanic does not work very well" ? BW seems to have a lot of strategic depth* if you ask me..

* lol

Why do you like it so much? We're talking about yes/no preferences.

It feels arbitrary because nobody understands why or, mathematically, how shooting up a ramp affects gameplay. It's arbitrary like making boulder doodads on maps give your units fire-breathing abilities. It comes out of nowhere and adds an arbitrary/unreliable layer of "depth".

It's anti-competitive because it's unreliable. No one even knows what the real miss-rate is, so everyone faces a generic "disadvantage" on the low-ground that can't be properly figured out or understood by even the most fanatical of fans. I don't like chance to play a major role in strategy games, especially when it doesn't make intuitive sense when and to what extent chance is playing a role.
pro-MoMaN, pro-HuK, pro-Millenium
wintergt
Profile Joined February 2010
Belgium1335 Posts
Last Edited: 2010-06-18 12:06:49
June 18 2010 12:05 GMT
#58
The current system is superior because it actually allows tactical play. The below cliff attacker needs to ensure he gets vision or he will get destroyed. I am reminded of this one game where a terran did an early marauder attack on a protoss base on LT and was getting deterred by a stalker, then scanned and because of this was able to force the stalker back and finally make it up the ramp. Tactical play, sounds exactly what blizzard wants.

On the defenders' side, most vision is given by flying units, so focus fire that medivac/overlord or use detection to get that observer that allows the stalkers to shoot uphill. Alternatively, focus fire down those zealots or zerglings that made it up the ramp to cut vision for the stalkers/hydralisks that are still below. I'm not just theorycrafting here either, this is stuff you actually see in games.
here i am
kajeus
Profile Joined May 2010
United States679 Posts
Last Edited: 2010-06-18 12:07:59
June 18 2010 12:05 GMT
#59
On June 18 2010 21:00 lololol wrote:
WARNING: The following requires at least 2 degrees in rocket science to understand:
if units are attacking uphill, they may miss.

I must be so smart, if I can grasp such complex and unintuitive concepts!

Why do they miss?

Your answer is: "It doesn't matter."

I'm tellin ya, as a fellow player, that is an unsatisfying answer.

What's definition of "high-ground"? How high up the ramp do you have to be before you're SO HIGH that I can't aim at you?

This isn't so much a question of whether BW was a good game or not. It's a question of whether this mechanic is worthwhile in modern games. My vote is no.
pro-MoMaN, pro-HuK, pro-Millenium
wintergt
Profile Joined February 2010
Belgium1335 Posts
Last Edited: 2010-06-18 12:06:30
June 18 2010 12:06 GMT
#60
As why does it show greyed out units, instead of showing nothing: Because it would be even more confusing for players to get pummeled by stuff and see nothing. Blizz did a nice compromise here.
here i am
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