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Active: 953 users

Think we're ever getting a Hold Fire command?

Forum Index > SC2 General
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1 2 3 Next All
MichaelJLowell
Profile Blog Joined January 2010
United States610 Posts
Last Edited: 2010-09-20 07:38:44
September 20 2010 05:14 GMT
#1
Edit Note: I am not proposing "Let's add a Hold Fire Command and make Terran really broken." I'm suggesting that with the proper balance tweaks and the right additions in future expansions, a Hold Fire command could be a very interesting addition to Starcraft II.

---

I actually had a tough time generating support on the Battle.net forums for the feature and I really can't see any reason other than "The game is not balanced for Hold Fire." I wrote the following during the beta and I'd be curious to see how you guys feel about it.

---

Scary enough, Blizzard strategy games have earned a perception that they reward mouse speed and nothing else. The entire post-announcement development cycle of Starcraft II has been a stab at changing this, transforming mechanical game abilities (fighting the twelve-unit selection cap and single-building selection) into various decision-making skills. Hand-eye coordination will maintain its value, but it’s clear this game is supposed to be a cerebral cage fight. So why deny gamers access to a significant micromanagement and strategy option that has been validated by Command and Conquer, Supreme Commander, and nearly every military conflict in the history of this planet?

Starcraft lacked a true Hold Fire command, and holding fire even proved dangerous there; clever use of the Hold Position command could turn a minefield of Lurkers into a crime scene. Hell, Blizzard has already granted a dedicated Hold Fire button to any unit in Starcraft II that can cloak. Presumably to, you know, allow players to set traps and conceal their position.



The benefits for Siege Tanks are obvious enough, but it would extend to any ranged unit with a high damage rate or high mobility. And when you’ve built your competitive map pool on “valley leading towards a ramp that leads into a base on higher terrain”, there’s no need to explain the benefits of making things a little too quiet.

And hasn’t Blizzard made every implication they want this game built for a television audience? An American audience infatuated with sports that can hinge on a single play? When Youtube’s most popular competitive gaming videos are limited to that lucky knife kill in Modern Warfare 2, dare to say how much publicity you can reap from “the ten seconds that turned the world’s largest Starcraft tournament”?

There is absolutely no reason to go without a Hold Fire command when Starcraft II’s development and Blizzard’s ambitions indicate the game would benefit from it. Hold Fire embraces the perception of mind-over-micromanagement, and the gameplay mechanic would be a benefit to both of those skills.
http://www.learntocounter.com - I'm a "known troll" so please disconnect your kid's computer when I am on the forums.
Laggy
Profile Blog Joined May 2010
United States385 Posts
September 20 2010 05:24 GMT
#2
Personally I wouldn't like to see this implemented, it works fine for Ghosts sure but that is because they are meant for ambushing and subtlety. Siege tanks are made for fucking over your ground army, not to be sneaky in my opinion, if you micro is sufficient you can just issue move commands to not attack. I really just don't see a point to hold fire commands it would make really one sided games is 10 siege tanks held fire on a high ground, since Toss and Zerg don't have a surefire way of scouting they can be decimated way to easily. Well there is my 2 cents.

-Laggy
D on iccup stands for diamond in SC2
mango_destroyer
Profile Joined August 2010
Canada3914 Posts
Last Edited: 2010-09-20 05:26:37
September 20 2010 05:25 GMT
#3
This is definitely an interesting gameplay element but I can`t see which units it benefits besides the seige tank. On the zerg side at least...

I don`t want to whine about imbalance, but this would favour Terran more than anything.
johnlee
Profile Joined June 2009
United States242 Posts
September 20 2010 05:26 GMT
#4
Stop trying to make SC2 into a game that you want it to be.

SC2 is SC2. It doesn't have to fit this mind-over-micromanagement box that you want it to have.

Not saying that Hold Fire is a bad idea but it gets really annoying when people are suggesting myriad ideas that THEY think will make the game "better", when it'll only suit them better to their playing style or to what they want to play.
Bore
TheFinalWord
Profile Joined May 2010
Australia790 Posts
September 20 2010 05:29 GMT
#5
Couldn't you just keep tanks unseiged when you want them to hold fire? It wouldn't make them any more powerful, maybe collosi or something?
LittLeD
Profile Joined May 2010
Sweden7973 Posts
Last Edited: 2010-09-20 05:46:18
September 20 2010 05:30 GMT
#6
In WC3 the hold fire command had a big role and was very important in the game-play. SC2 is different in that way and is in no need of such a command since the game-play is very different in its much more macro-orientated style. I just think such a command has no place in this game

EDIT: Misunderstood OP, ignore this post. WC3 does NOT have a hold fire command as explained in the OP but can be applied by experienced players, which is what I initially meant. Still think SC2 is in no need of such a command though.
☆Grubby ☆| Tod|DeMusliM|ThorZaiN|SaSe|Moon|Mana| ☆HerO ☆
MichaelJLowell
Profile Blog Joined January 2010
United States610 Posts
September 20 2010 05:32 GMT
#7
Keep in mind that I proposed this during the beta, when a lot of people were pretty certain Zerg was the unstoppable force. It clearly couldn't be balanced around the way Siege Tanks are currently designed. Not looking to give Terran a boost.
On September 20 2010 14:26 johnlee wrote:
Stop trying to make SC2 into a game that you want it to be.

SC2 is SC2. It doesn't have to fit this mind-over-micromanagement box that you want it to have.

Not saying that Hold Fire is a bad idea but it gets really annoying when people are suggesting myriad ideas that THEY think will make the game "better", when it'll only suit them better to their playing style or to what they want to play.

Really? Adding a multitasking and micro-intensive element into Starcraft II constitutes me wanting to suit my play style?
http://www.learntocounter.com - I'm a "known troll" so please disconnect your kid's computer when I am on the forums.
CalvinStorm
Profile Blog Joined February 2008
Canada78 Posts
September 20 2010 05:34 GMT
#8
On September 20 2010 14:30 LittleeD wrote:
In WC3 the hold fire command had a big role and was very important in the game-play. SC2 is different in that way and is in no need of such a command since the game-play is very different in its much more macro-orientated style. I just think such a command has no place in this game


Excuse me? What hold fire command in war3? and why wouldn't this command have a place in this game? What delicate balance would that tip?
Never trust an Elf
bulge
Profile Joined July 2010
161 Posts
September 20 2010 05:34 GMT
#9
i see no reason not to add hold fire to all units.
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
September 20 2010 05:35 GMT
#10
Before I will support something like this you need to actually explain how it will benefit the game instead of just claiming that it will. I see no benefit to having this command added to more units.
Phayze
Profile Blog Joined June 2009
Canada2029 Posts
September 20 2010 05:35 GMT
#11
Doubt it, it was added to ghosts but only because people were lazy. I doubt every unit would get it, it would just cause too many problems.
Proud member of the LGA-1366 Core-i7 4Ghz Club
illumination
Profile Joined August 2010
Korea (South)248 Posts
September 20 2010 05:36 GMT
#12
On September 20 2010 14:30 LittleeD wrote:
In WC3 the hold fire command had a big role and was very important in the game-play. SC2 is different in that way and is in no need of such a command since the game-play is very different in its much more macro-orientated style. I just think such a command has no place in this game

there was a hold fire command? i dont remember that xcept for maybe hide by night elfs.

Why are people pushing this strategy over reflex thing still? if it was determined by strategy then whoever had the inferior build would lose... You could know if the game was over before anyone ever fought each other. Each game would be like Game 2 of IdrA vs LotzePrime which is no fun to watch. Also micro/macro are controlled by muscle memory controlled by the cerebellum which does not interfere with your ability to reason. I could very well be washing the dishes and it wont be affecting the way i think about anything. Mind games have their place, and thats more in the realm of tactics and the metagame.
Welcome to TL - Where Terran have been teaching the Zerg / Toss pros how to play since Patch 11
DrGreen
Profile Joined July 2010
Poland708 Posts
September 20 2010 05:37 GMT
#13
i see a clear reason to implement hold fire to collossus since if it attacks from high ground - he is visible and it often fucks it up.

Dont make colossus visible from high ground or implement hold fire to them IMO.
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
September 20 2010 05:40 GMT
#14
I would like this.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2010-09-20 05:43:03
September 20 2010 05:41 GMT
#15
On September 20 2010 14:32 MichaelJLowell wrote:
Really? Adding a multitasking and micro-intensive element into Starcraft II constitutes me wanting to suit my play style?

I think the idea is that spamming the Stop command (which is the only practical way to effectively Hold Fire right now) is more multitask/micro-intensive than making a button-push do it for you.

And for the record, Hold Lurkers was a huge part of the spectator experience in SC1. Obviously this wouldn't be quite the same, but it would allow for analogous situations in certain contexts.
Moderator
MichaelJLowell
Profile Blog Joined January 2010
United States610 Posts
Last Edited: 2010-09-20 05:44:51
September 20 2010 05:43 GMT
#16
On September 20 2010 14:35 Mastermind wrote:
Before I will support something like this you need to actually explain how it will benefit the game instead of just claiming that it will. I see no benefit to having this command added to more units.

Most importantly, it would allow for surprise attacks. Consider the ramifications for an expansion: A Terran player could stack four Siege Tanks on the higher ground leading towards the expansion. With the current rule set, a scouting worker would immediately take artillery to the groin. Fifty minerals gone, something's going on over by that Tank, possibly an expansion. With the Hold Fire command, a scouting worker could enter and leave the base, creating the presumption of an undefended expo. And when the enemy comes to take care of business, the Terran player can take advantage of the enemy's carelessness and let him have it.

This can also be applied to smaller-caliber units. For instance, you could house units in a Bunker and tell them not to attack. You could drop units on a cliff without fear of giving away their position before laying down fire. Or, you could simply place a scouting unit on higher ground without having to worry about it giving away its position. The possibilities to punish recklessly aggressive players is quite sound.

Obviously, none of this would work around the way the game is currently balanced. But I'm shocked the game wasn't designed for it. It's just another layer of "guess what I'm doing?" that could have been tacked on to the Starcraft model.
http://www.learntocounter.com - I'm a "known troll" so please disconnect your kid's computer when I am on the forums.
Zerokaiser
Profile Blog Joined March 2010
Canada885 Posts
September 20 2010 05:45 GMT
#17
There is no reason not to add hold-fire.

It's just another way to give more control of units to the players, and there is no reason not to give players more control of their units.
Lanaia is love.
smegged
Profile Joined August 2010
Australia213 Posts
September 20 2010 05:45 GMT
#18
I cannot believe the negative reactions here.

Hold fire changed the game for the better in SC. It is a micro intensive task that can change the course of the battle. Not only that, it does not favour any particular unit needlessly. It would help with Mothership play to boot (not that I think we'd see them in competitive play though).

I for one support the idea. I think it would make the game more entertaining to watch and play.
"I'm usually happy when I can see Dark Templar, Its when I can't see them that I get angry." - Altar
Swede
Profile Joined June 2010
New Zealand853 Posts
September 20 2010 05:46 GMT
#19
Adding a multitasking and micro-intensive element into Starcraft II


It wouldn't be micro intensive at all. Unless you think two actions is micro intensive.

Either way, no. The only race it benefits really is Terran, and siege tanks are already far more powerful than they used to be so there's no reason to be giving them more advantages.

Keep in mind that I proposed this during the beta, when a lot of people were pretty certain Zerg was the unstoppable force.


And aren't you proposing it again now...? :S
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
Last Edited: 2010-09-20 05:47:38
September 20 2010 05:46 GMT
#20
I should explain why I would like this.

Dark Templar. Can sneak kills and then stop as they look for where you are. Motherships, as some have said. Sneaking a ton of units into someones base (via blink or otherwise) before they notice you're getting there.

Actually, it IS possible that the game isn't balanced around this, though.

Can wait til you have your army positioned and ready before you engage and warn them (assuming theyre bad/macroing hard and dont notice you).

I'm not really sure of all the situations it could be used, but the more control we get the better the game gets.
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