• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:52
CEST 02:52
KST 09:52
  • 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] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8
Community News
Weekly Cups (Sept 21-27): herO and ByuN double2Weekly Cups (Sep 13-20): herO scores triple3BSL Season 2313Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon111
StarCraft 2
General
StarCraft open world shooter announced at BlizzCon Weekly Cups (Sept 21-27): herO and ByuN double Recent Patches and the Future Stellar Fest 1 Replay Pack Balance hotfix patch 5.0.16b (July 16)
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) 2026 GSTL Grand Finals SC2 INu's Battles#21 [ 3-Days tournament ] ScienceCraft (October 24-25) - Live Event Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts Mutation # 544 Double Trouble Mutation # 543 Enhanced Defenses
Brood War
General
Bot on ladder Official StarCraft website teases new content ahead of BlizzCon? a Announcement on the JEDI Ringing Where can I find Flash replays that work? BW General Discussion
Tourneys
[ASL22] Ro8 Day 4 [ASL22] Ro8 Day 3 [Megathread] Daily Proleagues [ASL22] Ro8 Day 2
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Total Annihilation Zero Nintendo Switch Thread EVE Corporation
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
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 Things Aren’t Peaceful in Palestine All you football fans (soccer)! Russo-Ukrainian War Thread Artificial Intelligence Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Violent-Cooperative Play and…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8885 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
Canada13425 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
PiGosaur Cup
00:00
#101 (PatchesSC Mod Edition)
PiGStarcraft370
CranKy Ducklings0
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft370
CosmosSc2 65
StarCraft: Brood War
Rain 2090
Artosis 621
Shuttle 564
910 30
Dota 2
monkeys_forever681
Counter-Strike
minikerr12
Super Smash Bros
hungrybox448
Other Games
summit1g7500
JimRising 573
C9.Mang0298
Maynarde134
ViBE116
ArmadaUGS52
Organizations
Other Games
gamesdonequick978
Dota 2
PGL Dota 2 - Main Stream128
[ Show 9 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP1
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
Kung Fu Cup
10h 8m
Stellar Fest
12h 8m
The PondCast
1d 9h
OSC
1d 12h
Stellar Fest
1d 12h
OSC
1d 23h
Stellar Fest
2 days
CranKy Ducklings
3 days
Online Event
3 days
FEL
3 days
[ Show More ]
AI Arena Tournament
3 days
BSL: Ladder Tournament
3 days
Sparkling Tuna Cup
4 days
INu's Battles
4 days
herO vs Classic
Percival vs Rogue
BSL Open Qualifier
4 days
BSL Open Qualifier
4 days
Replay Cast
4 days
WardiTV Weekly
5 days
Replay Cast
5 days
INu's Battles
6 days
SHIN vs Cure
ByuN vs Zoun
PiGosaur Cup
6 days
Liquipedia Results

Completed

Proleague 2026-09-27
Blizzard Classic Cup 2026
Calamity Invitational

Ongoing

ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
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
Custodian Cup
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
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.