• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:23
CEST 07:23
KST 14:23
  • 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
[ASL21] Ro4 Preview: On Course12Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16
Community News
Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !10Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12Code S Season 1 (2026) - RO12 Results1
StarCraft 2
General
MaNa leaves Team Liquid Weekly Cups (May 4-10): Clem, MaxPax, herO win Code S Season 1 - RO8 Preview Behind the Blue - Team Liquid History Book Weekly Cups (April 27-May 4): Clem takes triple
Tourneys
2026 GSL Season 2 Qualifiers Maestros of The Game 2 announcement and schedule ! SC2 INu's Battles#16 <BO.9> Master Swan Open (Global Bronze-Master 2) GSL Code S Season 1 (2026)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 525 Wheel of Misfortune The PondCast: SC2 News & Results Mutation # 524 Death and Taxes Mutation # 523 Firewall
Brood War
General
ASL Tickets to Live Event Finals? [ASL21] Ro4 Preview: On Course Flashes ASL S21 Ro8 Review Quality of life changes in BW that you will like ? Why there arent any 256x256 pro maps?
Tourneys
[ASL21] Semifinals B [ASL21] Semifinals A [Megathread] Daily Proleagues [BSL22] RO16 Group Stage - 02 - 10 May
Strategy
[G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers Fighting Spirit mining rates Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Warcraft III: The Frozen Throne PC Games Sales Thread Path of Exile Nintendo Switch Thread
Dota 2
The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread UK Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2047 users

Dynamic Unit Movements, Your Thoughts? - Page 13

Forum Index > SC2 General
Post a Reply
Prev 1 11 12 13 14 15 40 Next All
Razith
Profile Joined February 2011
Canada431 Posts
May 17 2011 15:43 GMT
#241
I am honestly losing interest in this game because everything just dies in seconds. The one big engagement that took 15 minutes to get to for maybe 20 seconds of fighting is really lame. I've stopped paying for GSL seasons too (have bought every season up until now).
I really tried getting into this game but the 15 minute preperation for 20 seconds of action, which usually is just everything dying to aoe, gets boring really quickly. I find myself logging off after 3-4 ladder games due to boredom. Yes you can debate harassment but these aren't real fronts where you're fighting; you're just trying to slow down their massing so you have a bigger army.
Thorxes
Profile Joined January 2011
United States119 Posts
May 17 2011 15:44 GMT
#242
Didn't WC3 have the option to set up certain formations?

I thought you had an option of at least 3 kinds of formations on the left side around the minimap to choose from.

So you could choose to have your units clump, or spread out or even get in rank and files as they moved.

Maybe it wasn't WC3 but I swear I've seen this somewhere. I think it would add the versatility of being able to choose what unit formation you want. Sometimes clumping is a good thing.....like if you're harrassing with mutas and trying to find just the right spot in a mineral line where you don't take turret fire. But then you could change that groups formation is you're going to engage thors.
I feel like I used to be smarter....but that's when I knew less.
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
May 17 2011 15:49 GMT
#243
Ten thumbs up! I remember pleading for this all the time during the beta, when the game finally went live i was just like.... Okay...
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
Mafe
Profile Joined February 2011
Germany5966 Posts
Last Edited: 2011-05-17 15:51:31
May 17 2011 15:50 GMT
#244
On May 18 2011 00:44 Thorxes wrote:
Didn't WC3 have the option to set up certain formations?

I thought you had an option of at least 3 kinds of formations on the left side around the minimap to choose from.

So you could choose to have your units clump, or spread out or even get in rank and files as they moved.

Maybe it wasn't WC3 but I swear I've seen this somewhere. I think it would add the versatility of being able to choose what unit formation you want. Sometimes clumping is a good thing.....like if you're harrassing with mutas and trying to find just the right spot in a mineral line where you don't take turret fire. But then you could change that groups formation is you're going to engage thors.

WC3 had this feature and it was to first to be turned off by every player. Also there was only one formation iirc. Reason why it sucked: to maintain formation, everything moves as slow as the slowest unit to maintain the formation. Needs a change or no one would ever use it in sc2 anway.
Gfire
Profile Joined March 2011
United States1699 Posts
May 17 2011 15:55 GMT
#245
I've thought about this quite a bit, as it isn't realistic to have them all clump up while moving (though while standing still that makes some sense.) It would be realistic if they all try to have a bubble of space around them, increasingly large at faster speeds, just as is natural in real life. Not sure if it would mess with the players too much or be too unpredictable.

At any rate, that was my idea for RTS pathing now that the old spreading effect isn't still in play.
all's fair in love and melodies
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
May 17 2011 16:02 GMT
#246
I find it kind of amusing that the same people who complain about SC2's skill cap, now want to remove micro from the game by automatically giving you a near optimum formation.
lowercase
Profile Joined September 2010
Canada1047 Posts
May 17 2011 16:03 GMT
#247
On May 18 2011 00:43 Razith wrote:
I am honestly losing interest in this game because everything just dies in seconds. The one big engagement that took 15 minutes to get to for maybe 20 seconds of fighting is really lame. I've stopped paying for GSL seasons too (have bought every season up until now).
I really tried getting into this game but the 15 minute preperation for 20 seconds of action, which usually is just everything dying to aoe, gets boring really quickly. I find myself logging off after 3-4 ladder games due to boredom. Yes you can debate harassment but these aren't real fronts where you're fighting; you're just trying to slow down their massing so you have a bigger army.

The pathfinding and unit clumping has had so many secondary effects it's not even funny.

a) Ranged unit "group" DPS becomes ridiculous when they can pack together so tightly. There's a word I'm looking for here, and it rhymes with "arine."

b) AOE becomes too powerful. Look how every AOE ability in the game has been nerfed into the ground.

c) Massive battles are messy, chaotic, inelegant, and difficult to follow. Units die so fast you can't tell what's going on. The "dance" of the two armies is muted, and attack move is dominant.

d) The power of the One Big Army is so great that it almost never pays to split up your force. Hence both players each have their huge Death Ball and spend the game maneuvering it around. Oh, how I wish for a game where there was an advantage to strategically placing units all over the map.

e) There is no room for units to move to the right place. Ultras always get stuck behind lings, immortals never get to the front to tank seige shots, and archons just spin in circles and die.
That is not dead which can eternal lie...
Thorxes
Profile Joined January 2011
United States119 Posts
May 17 2011 16:04 GMT
#248
On May 18 2011 00:50 Mafe wrote:
Show nested quote +
On May 18 2011 00:44 Thorxes wrote:
Didn't WC3 have the option to set up certain formations?

I thought you had an option of at least 3 kinds of formations on the left side around the minimap to choose from.

So you could choose to have your units clump, or spread out or even get in rank and files as they moved.

Maybe it wasn't WC3 but I swear I've seen this somewhere. I think it would add the versatility of being able to choose what unit formation you want. Sometimes clumping is a good thing.....like if you're harrassing with mutas and trying to find just the right spot in a mineral line where you don't take turret fire. But then you could change that groups formation is you're going to engage thors.

WC3 had this feature and it was to first to be turned off by every player. Also there was only one formation iirc. Reason why it sucked: to maintain formation, everything moves as slow as the slowest unit to maintain the formation. Needs a change or no one would ever use it in sc2 anway.



Wouldn't you sometimes want units to move at the same speed as the slowest unit? If you don't, then set up a separate control group, which people do now anyways. So your infestors wont run up ahead of your army....which should be a little better with the recent patch. Your stalkers won't go to the front of your army. But if you wanted your lings to run up or around somewhere to flank....you jsut set them up in thier own control group adn they can move freely.

Also, just because if may have not worked well in WC3, it doesn't mean that they can't fix it and make it better. That's the whole point of the discussion anyways....to make the game better. You can always look back at old tools/functions and improve them for use in other areas.

It seems like it's definitely worth trying out, and a lot of people seem excited about this kind of idea. I think it should be looked into and tested at least. At the very least, maybe a confirmation from Blizzard that they're aware of the communities idea and that they'll look into it.

I don't mind if they come back and say...."yes, we considered that, but have found the following X issues and have decided not to do that." I just hate when such a great idea is thrown out there, and no acknowledgement is ever sent back.

Kind of like asking a girl out....and instead of her saying no....she just sits there and looks at you...I'd rather her just say No so I can go on about my day.
I feel like I used to be smarter....but that's when I knew less.
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
May 17 2011 16:04 GMT
#249
I would really prefer if the units didn't clump up. AoE damage in SC2 is too good and it makes the battles less entertaining to watch.

I don't think that it would be too hard balancing it out good either.
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
andrewlt
Profile Joined August 2009
United States7702 Posts
May 17 2011 16:04 GMT
#250
Funny enough, this change would actually make movement more realistic. Clumping is unrealistic and it's funny that Blizz would introduce something like that in SC2 when it goes against the trend of videogames currently where they try for more realistic movement.

That said, the rebalancing that would be needed means this can wait until HOTS. Blizzard is going to have to rebalance the entire game anyway to accommodate the 1-2 additional units and what other additional spells/abilities they add.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
May 17 2011 16:06 GMT
#251
Why do people say clumping is "unrealistic"? Any army tries to be compact...
Pgbz
Profile Joined August 2010
Canada55 Posts
May 17 2011 16:10 GMT
#252
This is how sc2 is meant to be played when you get to the late game.Lots of fast actions with easy macro for lots of battles. When both players can macro it makes good games most of the time.
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
May 17 2011 16:20 GMT
#253
On May 18 2011 01:06 Yaotzin wrote:
Why do people say clumping is "unrealistic"? Any army tries to be compact...


Naturally. I mean, you wouldn't want inaccurate enemy fire to have a chance of missing, would you?
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
Bleak
Profile Blog Joined September 2010
Turkey3059 Posts
May 17 2011 16:20 GMT
#254
I think instead of not letting any unit clump, some units should clump and some should not.
"I am a beacon of knowledge blazing out across a black sea of ignorance. "
Sqq
Profile Joined August 2010
Norway2023 Posts
May 17 2011 16:22 GMT
#255
On May 18 2011 01:06 Yaotzin wrote:
Why do people say clumping is "unrealistic"? Any army tries to be compact...


haha what ? If an army came towards my army clumped like that, I'd send my troops home and throw a grenade.
Dead girls don't say no.
Spawkuring
Profile Joined July 2008
United States755 Posts
May 17 2011 16:24 GMT
#256
On May 18 2011 01:02 Yaotzin wrote:
I find it kind of amusing that the same people who complain about SC2's skill cap, now want to remove micro from the game by automatically giving you a near optimum formation.


How so? Keep in mind that a change like this would require an AoE buff, so unit relationships when it comes to AoE spells would be the same.

What a change like this will do is actually add micro when it comes to ranged units. The current SC2 pathing automatically keeps ranged units in the ideal position (small surface area), which makes them far more devastating against melee units than they ever were in SC2. Implementing more spread out units means that melee units can actually stand a good chance against ranged units if they are ever caught out of position.

It will also add more micro to range vs. range battles because more spread out units means that players will have to pay more attention to position their units in a concave. So a change like this actually adds micro, not less.
Superouman
Profile Blog Joined August 2007
France2195 Posts
May 17 2011 16:24 GMT
#257
One of the con of this would be no more marine micro
But i agree that it would be a big plus for the game, you could make the aoe bigger so you would still have to micro your marines
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
thedrummah
Profile Joined November 2010
Sweden3 Posts
May 17 2011 16:26 GMT
#258
I think that it would be harder to micro if units had a built in tendency to avoid each other.
Only after the last tree is cut, and the last river poisoned, will you find that money can not be eaten.
EZmark
Profile Joined March 2011
Canada31 Posts
May 17 2011 16:27 GMT
#259
Are you guys even reading what you are writing...

People are saying it isnt realisitic that units are clumped up well moving... well there arent to many realisitic aspects of SC2...

You all want to game to be harder and more dynamic and require that extra little something at the highest level... which we have. Unit control ie splitting, spreading etc etc is an important part of the game... a bad player who doesnt split his marines when infestors or banelings are out will lose... nuff said. Now with this proposed fix no splitting is required LOL my units move spread out... what would be the point in that ? Are we trying to make the game easier ?

What if you tried your best and DIDN'T succeed.
Xadar
Profile Joined October 2010
497 Posts
May 17 2011 16:29 GMT
#260
Is it possible to make a custom map where units move like this ( and where you can play normal 1v1 ofc ) to test that. I'd love to try that, because i never really liked the armys moving in 1 big ball.
Prev 1 11 12 13 14 15 40 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 4h 37m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech126
Nina 77
StarCraft: Brood War
GuemChi 6483
PianO 592
Snow 155
yabsab 38
Shinee 23
NaDa 12
Icarus 6
soO 6
ZergMaN 4
Dota 2
NeuroSwarm161
League of Legends
JimRising 757
Doublelift703
Counter-Strike
Stewie2K429
Other Games
summit1g10084
C9.Mang0561
monkeys_forever492
WinterStarcraft409
XaKoH 193
RuFF_SC259
Organizations
Counter-Strike
PGL10409
Other Games
gamesdonequick1022
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH209
• practicex 35
• Mapu3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo859
• Stunt367
Other Games
• Scarra1150
Upcoming Events
CranKy Ducklings
4h 37m
Afreeca Starleague
4h 37m
Light vs Flash
INu's Battles
5h 37m
ByuN vs herO
PiGosaur Cup
18h 37m
Replay Cast
1d 3h
Replay Cast
1d 18h
The PondCast
2 days
OSC
2 days
Replay Cast
2 days
RSL Revival
3 days
[ Show More ]
OSC
3 days
Korean StarCraft League
3 days
RSL Revival
4 days
BSL
4 days
GSL
5 days
Cure vs herO
SHIN vs Maru
BSL
5 days
Replay Cast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-05-11
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

Escore Tournament S2: W7
YSL S3
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
BLAST Bounty Summer 2026: Closed Qualifier
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 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.