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Dynamic Unit Movements, Your Thoughts? - Page 32

Forum Index > SC2 General
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Slago
Profile Joined August 2010
Canada726 Posts
July 12 2011 11:04 GMT
#621
On July 12 2011 20:00 hellbound wrote:
Wow SC2 people sure like their balls.

lol
I came here to kick ass and chew bubble gum and I'm all out of... ah forget it
Moshikaro
Profile Blog Joined April 2011
135 Posts
July 12 2011 11:37 GMT
#622
Is it weird that I don't want this to come out ? BW was a very hard game compared to SC2, always having to split your forces isn't still that hard if you see what you had to do in BW to play decently.
MavercK
Profile Joined March 2010
Australia2181 Posts
July 12 2011 11:42 GMT
#623
*taps foot*
still waiting for this to be released T_T
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
FindMuck
Profile Joined June 2011
63 Posts
July 12 2011 11:51 GMT
#624
wouldnt allowing magic box for ground units solve this?
bo0
Profile Joined April 2011
Belgium550 Posts
July 12 2011 12:00 GMT
#625
I've been reading some random pages in this thread, and tbh, as a SC2 player that has never ever played BW before I'd be happy with a change like this (I messed around with the SC2BW custom map and the pathing/clumping feels pretty awesome)

one thing I don't understand though is people claiming "But AoE will be so much weaker" - then how come siege tanks, lurkers and reavers were so powerfull in BW?
Island
Profile Joined September 2010
Sweden22 Posts
July 12 2011 12:02 GMT
#626
I've only read the first page but I don't want this.
Assuming that AoE in the game is balanced around units clumping at the moment, it would be "buffed" to compensate for units moving spread out if this was implemented. However, the worst-case scenario would still be that my units are clumped when being shot by AoE, especially on the already very tight SC2 maps. And lets not forget forcefields...

What I'm saying is I'd rather have the AoE in the game balanced around the worst-case scenario (units clumped) and then obtain something better by micro/extra effort than have it balanced around the best-case (units spread) and then have the now super-OP worst-case imposed on me by my opponent due to positioning/forcefields. I'd rather be in charge of winning my games than just hope for my opponent to lose.
Piledriver
Profile Blog Joined August 2010
United States1697 Posts
July 12 2011 12:07 GMT
#627
Forgetting the players perspective, I think from the lay users perspective, this would make spectating games much more interesting because it gives everyone a sense of the how big an army is. An end game Toss death ball or a maxed zerg army would actually be a sight to behold instead of a small ball of clumped units where lings run underneath my Ultras and broodlords making the army look pitifully small.
Envy fan since NTH.
makmeatt
Profile Blog Joined June 2011
2024 Posts
July 12 2011 12:08 GMT
#628
On July 12 2011 21:00 Meancookie wrote:
I've been reading some random pages in this thread, and tbh, as a SC2 player that has never ever played BW before I'd be happy with a change like this (I messed around with the SC2BW custom map and the pathing/clumping feels pretty awesome)

one thing I don't understand though is people claiming "But AoE will be so much weaker" - then how come siege tanks, lurkers and reavers were so powerfull in BW?

We have no lurkers or reavers now and stats of tanks were very different exactly for the reason of units being spread. Now it's quantity over damage.
The whole concept of AoE damage in the game would have to be rebalanced if you changed the way groups move around by default, I don't see this happening any time soon.
"Silver Edge can't break my hope" - Kryptt 2016 || "Chrono is not a debuff, you just get rekt" - Guru 2016
HornyHerring
Profile Joined March 2011
Papua New Guinea1059 Posts
July 12 2011 12:11 GMT
#629
Oh, autisplit so basically all aoe units/spells are useless?
oh, hai
bo0
Profile Joined April 2011
Belgium550 Posts
July 12 2011 12:11 GMT
#630
On July 12 2011 21:08 JohnMadden wrote:
Show nested quote +
On July 12 2011 21:00 Meancookie wrote:
I've been reading some random pages in this thread, and tbh, as a SC2 player that has never ever played BW before I'd be happy with a change like this (I messed around with the SC2BW custom map and the pathing/clumping feels pretty awesome)

one thing I don't understand though is people claiming "But AoE will be so much weaker" - then how come siege tanks, lurkers and reavers were so powerfull in BW?

We have no lurkers or reavers now and stats of tanks were very different exactly for the reason of units being spread. Now it's quantity over damage.
The whole concept of AoE damage in the game would have to be rebalanced if you changed the way groups move around by default, I don't see this happening any time soon.


what I meant was: if they made it so AoE worked fine in the dynamic unit movement model, they can just tweak the stats on the aoe units a small bit from what we have now
basically it's not like "aoe will become useless" or anything
TheKefka
Profile Blog Joined March 2011
Croatia11752 Posts
July 12 2011 12:18 GMT
#631
The unit clumping AI is the prime reason of sub-par unit design.Colossus,low damage siege tank,infestor FG,thor,etc
The one unit that fell victim to the AI is the Thor however.I think Blizzard intended thors to be good anti-muta/phoenix but people learned how to magic box and avoid the unit clumping and,correct me if I'm wrong I'm not a terran player,but the thor is like the worst terran unit right now in my eyes and has literally little to no critical use,yes you can build one and its a nice supplement,but you can rather throw down 3 rax with reactors for the same price and have all that a thor can do with marines just much more effective.
Cackle™
FeyFey
Profile Joined September 2010
Germany10114 Posts
July 12 2011 12:20 GMT
#632
this thread is like a horror movie villian, it always comes back out of its graves. And units still clumped in bw like crazy, but in smaller groups (because you could only select 12 units), and most of the time one shot was enough to kill a group of 12 clumpd units. Dragoons were the lucky guys being so stupid and strong that one aoe boom only got like 1-3 xD .
Just imagine a colossi shooting heat seeker missiles (not seeker missiles), that are so fast only lings could run away. And it has a storage of 5 and the missiles cost 15 mins. Thats a reaver, 5 ravens in one only backdraw is that its slow as a thor.

In general blizzard would only need to reduce the maximum selection to 12 again an tada superior bw movement.

I guess people only want to get their free wins back from when they got units because of the bad ai out of position because they run around in a straight line after a few seconds. In bw aoes were weak when you got an army out of posi but the rest was super strong, now aoes are strong but the rest is weak. Not much has changed there. People still stop before the opponents army and split no one wanting to make the first move.
All that i see that changed is that armys aren't that badly out of position anymore when moving. But they are still easy to rip appart when done right. Just not achieved via an bwish 9xa click
Masayume
Profile Blog Joined March 2011
Netherlands208 Posts
July 12 2011 13:58 GMT
#633
Like other people mentioned earlier in this thread, just use the functions that were implemented in Warcraft 3.

A button that allows you to determine if armies retain formation and/or wait for slower units to arrive at the same time, or just moving at their own speeds. This way you can decide for yourself instead of being forced into type A or type B movement.

It is a lot nicer to be able to set up your army the way you want to, set them to move out and not having to constantly fight the clumping (even with many control groups it still screws with you). For people saying that pro players will get better apm and micro better accordingly, I have only one thing to say: It becomes impossible. You would have to reach inhumane APM levels to go anywhere beyond what the very best players are accomplishing right now. It is just a natural limit.
Balance. Enjoy the process instead of focusing on musts.
Poplicola
Profile Joined November 2011
Sweden15 Posts
July 02 2012 15:11 GMT
#634
I'm necroing this shit. Imo this IS the solution to the deathball fenomenon and with the hots beta coming up this is becoming relevant again.

From http://www.teamliquid.net/forum/viewmessage.php?topic_id=349486

On July 02 2012 08:13 Bommes wrote:
Well, I could start clarifying what the value exactly does and maybe upload a little video and some pictures. But basically it just defines what it says, up to what distance a unit group stays in the formation that you issued the order to.


Lets say you have 3 Marines in a specific formation:

.........O................................
...........................................
...............O..........................
.....O...................................
..........................................

As far as I understand it as soon as you issue an order to them they get a personal region that defines the "inside" of this specific unit group. Now lets say Formation Diameter has a value of 6 (default value for melee maps), it means they will hold their specific formation (that means the distance and angles between themselves) as long as they get issued an order that is less than 6 range away from the center of their region.

So lets say you order them to a spot with range 3 away it will look like this with the formation holding:

.................O......................
.........................................
.......................O.................
.............O..........................
.........................................

Now you order them to move to a spot that has a distance of say 7 from their center point (with Formation Diameter set to 6):

.......................................................
......................................O..............
.......................................O............
......................................O.............
.......................................................

They clump up.

Now if you set Formation Diameter to a high value it just means that whatever happens every unit group that gets an order will always hold the formation. If they are clumped up before they will stay clumped up, and if they are spread out (which should be way more often the case) they will stay spread out.

If you issue an order to inside the region that defines the unit group (practically if you click in between the units) they will automatically all run to the point with no formation standing. I think thats similar to how SCBW units behave.

Of course that means that it is way more complicated to do difficult unit movements the more spread out the units are. Because they will stay in the formation they were before. So you will automatically have no choice but babysit your units way more and you can't have too many different unit types in the same control groups without messing all the positioning up. Which I personally think would be cool to see/use, but I'm not sure everyone would like it. And it could complicate a lot of things a lot, I haven't tested how it behaves if you use it in a serious melee match Should be tested.
tEhbatZ
Profile Joined July 2012
United States1 Post
Last Edited: 2012-07-02 16:23:50
July 02 2012 16:19 GMT
#635
Starcraft 2 uses something called "Steering Behaviors" that allows for the fluid unit movement you observe. Steering Behaviors are well known and are used in a broad variety of applications (ranging from automated cars to video games to unmanned aircraft).

The reason units clump in Sc2 is that when controlled in a selection group, the Sc2 engine applies two steering behaviors: Alignment and Cohesion. Alignment steers each unit to the average heading of the group. Cohesion steers each unit to the average position of the group. Between the two behaviors groups of units will A) clump together and B) move in a coordinated as a group.

In other words, the way that Sc2 clumps units is 100% intentional and by design. They could have (easily) added a behavior called Seperation which, when combined with the before-mentioned behaviors, would allow units to spread out more rather than clumping. But, they didn't, so its obvious they wanted units to clump like that (likely to add the extra micro challenge it provides).

EDIT: Here is a good overview of what Steering Bahaviors are: http://www.red3d.com/cwr/boids/. It provides a nice visual example that shows how fish behave.
The glass is neither half-full nor half-empty: it's twice as big as it needs to be.
hitpoint
Profile Joined October 2010
United States1511 Posts
July 02 2012 16:23 GMT
#636
The spread out pictures look so much better for gameplay. Wish the game was like that.
It's spelled LOSE not LOOSE.
Lorch
Profile Joined June 2011
Germany3690 Posts
July 02 2012 16:31 GMT
#637
I love how the two posters above me failed to realize why this thread was resurrected.

If we really have that value, then I say someone go ahead and throw lets say the tsl4 map pool with that value set to like 10k so they never autoclump on eu/na/kr and have the community run games with it. It's a map value so we could easily just it in every tournament out there, thus probably forcing blizz to adapt.
Darneck
Profile Joined September 2010
Sweden1394 Posts
July 02 2012 16:36 GMT
#638
Gief unit spread and buff to aoe damage/area pleaseee blizzard.
wcr.4fun
Profile Joined April 2012
Belgium686 Posts
July 03 2012 00:27 GMT
#639
this would be a great improvement, aesthetically and game play wise. Less fire power means longer fights means the better players is more likely to win because of more time to micro your units. Longer and more spread out fights is way more fun to watch as a spectator and looks a lot more natural.

If you want to have the perfect game, you've gotta do what's necessary, if that involves this change and having to change a lot of values of units? So be it. Perfection takes time and work.
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
July 03 2012 05:29 GMT
#640
Yo Barrin, how about you combine this idea into your FRB mod, and finally create the fabled Pro Mod

but not this one....
http://www.teamliquid.net/forum/viewmessage.php?topic_id=117987
aka ChillyGonzalo / GnozL
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