• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:51
CET 09:51
KST 17:51
  • 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] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy7ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises2Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool42Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
Weekly Cups (March 16-22): herO doubles, Cure surprises Weekly Cups (August 25-31): Clem's Last Straw? Team Liquid Map Contest #22 - Presented by Monster Energy What mix of new & old maps do you want in the next ladder pool? (SC2) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament WardiTV Team League Season 10 KSL Week 87
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
ASL21 General Discussion Soulkey's decision to leave C9 BGH Auto Balance -> http://bghmmr.eu/ JaeDong's form before ASL [ASL21] Ro24 Preview Pt1: New Chaos
Tourneys
[ASL21] Ro24 Group B [ASL21] Ro24 Group A ASL Season 21 LIVESTREAM with English Commentary [Megathread] Daily Proleagues
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2810 users

Dynamic Unit Movements, Your Thoughts? - Page 3

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 38 39 40 Next All
ArvickHero
Profile Blog Joined October 2007
10387 Posts
May 17 2011 01:30 GMT
#41
looks a million times better, aesthetically
Writerptrk
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
May 17 2011 01:31 GMT
#42
why would we remove micro from the game? doesn't make much sense to me at all. setting up your unit's positions both prior to an engagement and during the engagement are important aspects of the game that give players who can execute them skillfully an advantage, but you guys would rather eliminate that entire skillset?

or are we talking about giving units dragoon brains? because if we are then that's a complete step backwards, blizzard should be trying to make a modern RTS which can rival BW, not a prettier version of it.
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
JFiction
Profile Joined April 2011
Canada23 Posts
May 17 2011 01:32 GMT
#43
This is one of the key things I and I believe many others miss (perhaps more than anything) from SC:BW. This type of movement as opposed to the ball formation in SC2 is what made many BW battles more interesting and epic.
My life for Aiur.
Drayne
Profile Joined February 2010
Canada239 Posts
May 17 2011 01:32 GMT
#44
This is the kind of post u saw everyday in early beta, first day of beta you should have seen the auto-split on lings... i think blizzard is pretty happy with theyr game right now, this is not a balance change your asking... your asking blizzard to remake theyr whole game and it obviously wont happen.

Best thing is SCBW is still alive.. so you can have best of both worlds.
Im not saying your idea is horrible, but i really dont see it going live.
Spawkuring
Profile Joined July 2008
United States755 Posts
Last Edited: 2011-05-17 01:44:19
May 17 2011 01:42 GMT
#45
I'm a very strong advocate of this change. Even disregarding gameplay reasons, it just makes SC2 far better to watch in my opinion.

Making a game that's visually appealing to spectators is extremely important to e-sports, possibly more than balance. A major complaint I've always had about SC2 is that units clump up far too much, which has the following side effects:

- Making battles feel smaller. No more massive, epic battles that cover several screens. Now everything has to be condensed into a ball.
- Forces AoE spells to look far less impressive. Everything AoE has to be tiny and weak to make up for the fact that units clump up too much.
- Drastically weakens melee units. Even if the stats are the same, the fact that ranged units ball up make them far stronger than in SC1 because balling up makes it far harder for melee units to attack. Zealots and zerglings are essentially nothing more than meatshields in large battles, whereas in SC1 they were viable damage dealing units in their own right.
- Ruining the large numbers feel of the zerg. It always amazes me how zergling packs manage to look small even when there's a hundred of them. Zerg would look so much more awesome if they were more spread out.
- Harder to tell units apart, making the game less visually clear to casual and dedicated viewers alike.

Obviously a change like this would have to happen in an expansion since it would require major rebalancing. But then again, expansions are all about making large shifts in the game, and I really think SC2 could benefit massively from this. I really hope Blizzard considers this, as I've never liked unit clumping since beta, and I still don't now.
Rareware
Profile Joined November 2010
Canada340 Posts
May 17 2011 01:50 GMT
#46
On May 17 2011 10:10 K3Nyy wrote:
Show nested quote +
On May 17 2011 10:01 WinteRR wrote:
Very good article. I agree with it. This is probably the reason why siege tanks in SC2 seem so 'strong' when in comparison to their BW counterpart do relatively little damage. I feel this would be a good change to the game (especially to the colossus IMHO).


Wait what? Siege tanks in SC2 are shit compared to SC1 tanks lol.

In SC1, every time tanks shoot, my dragoons turn to blue goo.


Keep in mind Siege Tanks in SC2 were originally like Siege Tanks in BW, but have received many nerfs most likely due to the clumping nature of units in SC2.
ROOT Fighting!!!
Baum
Profile Blog Joined April 2010
Germany1010 Posts
Last Edited: 2011-05-17 01:55:57
May 17 2011 01:54 GMT
#47
Splitting units has become a staple skill in nearly all match ups for all races. You don't want to have these powerfull AOE-units to hit a big part of your army at once. This creates a big tension and is one of the reasons people like watching Sc2. Clumped up marines moving above creep: Will they be able to split before infestors arrive or banelings roll in?

Removing this tension will not only dump down the game and make it more boring it will also result in a massive balance change since most of these AOE-units can only be effective if they have the chance to hit at least some clumped up units. For example Banelings can only be cost effective if they can hit at least 2 marines and even then it's not really an even trade. If templars and sentries are already split while moving around how are you going to land effective EMPs? Not only would this be a massive nerf to AOE-Units it would also make tier 1 units incredibly effective and probably result in very one dimensional game play. You would either have to buff AOE-units again which would deny all the positive effects of this change or there would be no more answer to massing tier 1 units. Just think of how effective Marine pushes can be right now and how they are being dealt with. It always involves some sort of AOE-units like tanks, banelings, infestors or collosus. In TvT and TvZ this dynamic would change drastically. I am not quite sure about TvP since it s not really effective to spread your marines against gateway collosus but if you think about the standard bio ball it would still be a lot scarier to fight against without effective AOE-damage.

Another question is how the units would behave when fighting. Would they just clump up again which would change nothing about how effective AOE-units are in this game or would they stay separated which would result in massive problems for map design because as stated above you would need a lot more space to properly fight with big armies or a lot of units would be blocked which would look really stupid and unaesthetic. So the maps would have to be a lot bigger and chokes would have to be a lot bigger which would cause a lot of balance problems as well. GSL maps already changed the game play significantly. Just think of the sentry: Would the forcefield stay the same size or would it need to be bigger?

If you consider these massive implications I don't think this would be a good idea in any way. Starcraft 2 would have to become a completely new game and Blizzard would have to start over with balancing unit relations in all matchups which will hopefully never happen.
I want to be with those who share secret things or else alone.
SwirlQ
Profile Joined February 2011
United States148 Posts
May 17 2011 01:54 GMT
#48
On May 17 2011 10:17 Samhax wrote:
Show nested quote +
On May 17 2011 10:15 Golgotha wrote:
On May 17 2011 10:11 Falcor wrote:
This is never going to happen imo. The game was balanced around "balls" so if they implemented this everything would have to change


rofl source please. game balanced around balls? yeah tell me where you saw that and get back to me.


This change would be SO good but I doubt blizz will change it...one can only hope they look at it though.


He is not that wrong, aoe damage from units are tweak around this idea of clumping unit. If you want to change this, you have to tweak all the units. And i think the first change would be obviously marines, they would be too good if they didn't clump.


I think your are completely wrong, marines would actually have less DPS density while taking less dmg from aoe at the same time. A big part of why zergs dont go pure muta-ling is because the ball of marines has reduced surface area as opposed to a spread. ( thats also why mutas rape pre-spread marines )
nyc863
Profile Blog Joined January 2011
200 Posts
May 17 2011 01:55 GMT
#49
I would like this change.

along these lines, it would be a much more interesting game if the overall damage, fire rate and movement speeds were reduced to that shown with "normal" speed games. You could increase probe/scv/drone speed to make mining less painful, or start with more drones/probes/svcs and some bank to stop that boring first two minutes, were everyone does everything the same.

If the battles were at "normal" speed them APM could be spent on awesome re-positioning, pulling back, burrow, blink, individual unit stim micro instead of just posture, engage, wait for either retreat or advance advantage to show itself.. It would make engagements so much more interesting and intense.

Right now it is poor IMHO that every big battle - no matter what the composition - is over in seconds..
Nik0
Profile Joined April 2010
Uruguay460 Posts
May 17 2011 01:57 GMT
#50
I really hope this gets implemented(HotS is the only chance ), i doubt it because is a really big change but the effects in the game would be awesome.
Gleve
Profile Blog Joined March 2009
United States206 Posts
May 17 2011 01:59 GMT
#51
Looks a lot like brood war O.o
♞
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
Last Edited: 2011-05-17 02:02:41
May 17 2011 02:02 GMT
#52
even though this could be an awesome change (after being tested and proven to be good), i think blizzard is too stubborn to make this change (too much rebalancing with aoe, "ball movement" was designed to work as intended, etc.) at least with current game, perhaps they'll be bold with the expansions.
age: 84 | location: california | sex: 잘함
whatthefat
Profile Blog Joined August 2010
United States918 Posts
May 17 2011 02:02 GMT
#53
What was the original rationale for introducing clumping? I wasn't following the beta development so I may have missed it.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
sagdashin
Profile Joined January 2011
Norway45 Posts
Last Edited: 2011-05-17 03:46:32
May 17 2011 02:04 GMT
#54
Blizzard, DO THIS NOW!


User was warned for this, and other low content posts
Samhax
Profile Joined August 2010
1054 Posts
May 17 2011 02:06 GMT
#55
On May 17 2011 10:54 SwirlQ wrote:
Show nested quote +
On May 17 2011 10:17 Samhax wrote:
On May 17 2011 10:15 Golgotha wrote:
On May 17 2011 10:11 Falcor wrote:
This is never going to happen imo. The game was balanced around "balls" so if they implemented this everything would have to change


rofl source please. game balanced around balls? yeah tell me where you saw that and get back to me.


This change would be SO good but I doubt blizz will change it...one can only hope they look at it though.


He is not that wrong, aoe damage from units are tweak around this idea of clumping unit. If you want to change this, you have to tweak all the units. And i think the first change would be obviously marines, they would be too good if they didn't clump.


I think your are completely wrong, marines would actually have less DPS density while taking less dmg from aoe at the same time. A big part of why zergs dont go pure muta-ling is because the ball of marines has reduced surface area as opposed to a spread. ( thats also why mutas rape pre-spread marines )


I agree marines would have less dps density, but do you know that marines have an insane dps on their own? And basically it's the best unit in the game for their cost if you remove aoe units. So no i don't think i'm wrong when i say if units don't clump, it would be impossible for zergs to handle marines en masse. For protoss i don't know since guardian shield nerf their dps and colossi out ranged them.
TheSubtleArt
Profile Joined May 2011
Canada2527 Posts
May 17 2011 02:10 GMT
#56
On May 17 2011 10:10 K3Nyy wrote:
Show nested quote +
On May 17 2011 10:01 WinteRR wrote:
Very good article. I agree with it. This is probably the reason why siege tanks in SC2 seem so 'strong' when in comparison to their BW counterpart do relatively little damage. I feel this would be a good change to the game (especially to the colossus IMHO).


Wait what? Siege tanks in SC2 are shit compared to SC1 tanks lol.

In SC1, every time tanks shoot, my dragoons turn to blue goo.


Well its pretty relative. Every time a siege tank in sc2 shoots, 10 of my banelings turn to green mist.
Dodge arrows
Spawkuring
Profile Joined July 2008
United States755 Posts
Last Edited: 2011-05-17 02:13:42
May 17 2011 02:12 GMT
#57
On May 17 2011 11:06 Samhax wrote:
Show nested quote +
On May 17 2011 10:54 SwirlQ wrote:
On May 17 2011 10:17 Samhax wrote:
On May 17 2011 10:15 Golgotha wrote:
On May 17 2011 10:11 Falcor wrote:
This is never going to happen imo. The game was balanced around "balls" so if they implemented this everything would have to change


rofl source please. game balanced around balls? yeah tell me where you saw that and get back to me.


This change would be SO good but I doubt blizz will change it...one can only hope they look at it though.


He is not that wrong, aoe damage from units are tweak around this idea of clumping unit. If you want to change this, you have to tweak all the units. And i think the first change would be obviously marines, they would be too good if they didn't clump.


I think your are completely wrong, marines would actually have less DPS density while taking less dmg from aoe at the same time. A big part of why zergs dont go pure muta-ling is because the ball of marines has reduced surface area as opposed to a spread. ( thats also why mutas rape pre-spread marines )


I agree marines would have less dps density, but do you know that marines have an insane dps on their own? And basically it's the best unit in the game for their cost if you remove aoe units. So no i don't think i'm wrong when i say if units don't clump, it would be impossible for zergs to handle marines en masse. For protoss i don't know since guardian shield nerf their dps and colossi out ranged them.


Keep in mind that most people are aware that AoE attacks in general will have to buffed to compensate if such a change like this occurs. I also somewhat disagree with marines getting more powerful. High DPS density is a gigantic part of the reason why marines are so powerful in SC2 (with shields beings the other major part). Removing clumping would dramatically reduce marine strength since melee units won't immediately melt when attacking them, and stronger AoE prevents marines from getting out of hand.
ZeromuS
Profile Blog Joined October 2010
Canada13404 Posts
May 17 2011 02:14 GMT
#58
I feel that this is unlikely to happen however increasing collission size would have a similar effect while retaining the current patching AI. I feel the clumping is a side effect of the much better pathing available in sc2 compared to bw.

if we would make the units spread then issues like dragoon dancing would occur again and the game would feel terrible from a modern player perspective. collission size change could reduce the impact of clumping by making units spread a little more but not so much that the AI becomes completely clunky as a result.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
May 17 2011 02:17 GMT
#59
As long as the AI is still smooth and manageable, I'm all for this kind of dynamic unit movement.

IMO, SC2's pathing AI feels smooth and intuitive to use, though at the cost of huge and ugly clumping. Although I'm all in support for getting rid of the dreaded clumping, I don't want AI that is as frustrating as that of BW. As long as ease of control is not sacrificed too much, I'm fully in support of this change.
ㅇㅅㅌㅅ
Samhax
Profile Joined August 2010
1054 Posts
May 17 2011 02:19 GMT
#60
On May 17 2011 11:12 Spawkuring wrote:
Show nested quote +
On May 17 2011 11:06 Samhax wrote:
On May 17 2011 10:54 SwirlQ wrote:
On May 17 2011 10:17 Samhax wrote:
On May 17 2011 10:15 Golgotha wrote:
On May 17 2011 10:11 Falcor wrote:
This is never going to happen imo. The game was balanced around "balls" so if they implemented this everything would have to change


rofl source please. game balanced around balls? yeah tell me where you saw that and get back to me.


This change would be SO good but I doubt blizz will change it...one can only hope they look at it though.


He is not that wrong, aoe damage from units are tweak around this idea of clumping unit. If you want to change this, you have to tweak all the units. And i think the first change would be obviously marines, they would be too good if they didn't clump.


I think your are completely wrong, marines would actually have less DPS density while taking less dmg from aoe at the same time. A big part of why zergs dont go pure muta-ling is because the ball of marines has reduced surface area as opposed to a spread. ( thats also why mutas rape pre-spread marines )


I agree marines would have less dps density, but do you know that marines have an insane dps on their own? And basically it's the best unit in the game for their cost if you remove aoe units. So no i don't think i'm wrong when i say if units don't clump, it would be impossible for zergs to handle marines en masse. For protoss i don't know since guardian shield nerf their dps and colossi out ranged them.


Keep in mind that most people are aware that AoE attacks in general will have to buffed to compensate if such a change like this occurs. I also somewhat disagree with marines getting more powerful. High DPS density is a gigantic part of the reason why marines are so powerful in SC2 (with shields beings the other major part). Removing clumping would dramatically reduce marine strength since melee units won't immediately melt when attacking them, and stronger AoE prevents marines from getting out of hand.


I'm not saying Marines would be more powerfull ( i think they would still the same), what i'm saying is, all the tools to deal with them would be inefficient and cost for cost they beat all the other units even if they are not clumping.
Prev 1 2 3 4 5 38 39 40 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 9m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech120
StarCraft: Brood War
firebathero 2270
Bisu 950
HiyA 230
Killer 113
ToSsGirL 81
Sharp 57
EffOrt 47
Hm[arnc] 20
Nal_rA 20
Bale 16
[ Show more ]
Noble 10
Terrorterran 7
Purpose 5
Dota 2
canceldota99
febbydoto18
League of Legends
JimRising 551
Counter-Strike
Stewie2K1154
m0e_tv474
shoxiejesuss83
Other Games
singsing762
ceh9502
Happy233
Sick146
crisheroes78
Trikslyr17
Organizations
Other Games
gamesdonequick859
BasetradeTV114
Dota 2
PGL Dota 2 - Main Stream114
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH172
• LUISG 24
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• HappyZerGling124
Upcoming Events
Sparkling Tuna Cup
1h 9m
Afreeca Starleague
1h 9m
Soulkey vs Ample
JyJ vs sSak
Replay Cast
1d
Afreeca Starleague
1d 1h
hero vs YSC
Larva vs Shine
Kung Fu Cup
1d 2h
Replay Cast
1d 15h
KCM Race Survival
2 days
The PondCast
2 days
WardiTV Team League
2 days
Replay Cast
2 days
[ Show More ]
WardiTV Team League
3 days
RSL Revival
4 days
Cure vs Zoun
herO vs Rogue
WardiTV Team League
4 days
Platinum Heroes Events
4 days
BSL
4 days
RSL Revival
5 days
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
5 days
BSL
5 days
Replay Cast
6 days
Afreeca Starleague
6 days
Light vs Calm
Royal vs Mind
Wardi Open
6 days
Monday Night Weeklies
6 days
Liquipedia Results

Completed

Proleague 2026-03-23
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.