• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:26
CEST 17:26
KST 00:26
  • 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
Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Weekly Cups (Aug 3-9): Protoss get shut out6RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-69SC4ALL II announced - $10,000 prize pool, Dec 5-64
StarCraft 2
General
Protoss AoE skill expression Weekly Cups (Aug 3-9): Protoss get shut out SC4ALL: II Talent Announcement! SC4ALL II: StarCraft 2 Player Announcement 5/8 August World Ranking: Clem climbs to #2
Tourneys
2026 KungFu Cup Announcement PIG STY FESTIVAL 8.0! (13 - 23 August) Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22 RSL Revival: Season 6 - Qualifiers and Main Event
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 538 Media Blackout The PondCast: SC2 News & Results Mutation # 537 Hostile Territory Mutation # 536 Railroad Switch
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ ASL22 General Discussion Data needed BW General Discussion Michaelbg appreciation thread
Tourneys
[Megathread] Daily Proleagues KCM Race Survival 2026 Season 3 2v2v2v2 Tournament Escore Tournament - Season 3
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
General RTS Discussion Thread EVE Corporation Stormgate/Frost Giant Megathread Nintendo Switch Thread Diablo 2 thread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread The Letting Off Steam Thread Iain M Banks Says He Has Cancer And Months To Live Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
TeamLiquid Health and Fitness Initiative For 2023 Football (Soccer) Thread NBA General Discussion Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Are High-Level Gamers more A…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6003 users

Dynamic Unit Movements, Your Thoughts? - Page 35

Forum Index > SC2 General
Post a Reply
Prev 1 33 34 35 36 37 40 Next All
CrtBalorda
Profile Joined December 2011
Slovenia704 Posts
July 03 2012 11:15 GMT
#681
On July 03 2012 20:12 Garmer wrote:
Show nested quote +
On July 03 2012 19:59 CrtBalorda wrote:
On July 03 2012 18:55 Bommes wrote:
Uploaded "Daybreak Dynamic Movement" on the EU server for everyone who wants to try it out.


dafag?!

Is that a troll post, I tried it and it doesnt change anything.

tries to separate your army and then move out, you will see the difference


Ow it only does that, okey then. I thought it completly fixed over the pathing.
When I split my army I did see a difference, but wasnt sure.

Thx for clearing it up.
4th August 2012...Never forget.....
Guamshin
Profile Joined January 2011
Netherlands295 Posts
July 03 2012 11:15 GMT
#682
I would love this so much.

I don't see Blizzard actually doing this anytime soon though.
Weeeee
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
July 03 2012 11:16 GMT
#683
I think there are better solutions to the problem of clumping. For example they could just introduce something as formation movement. Spreading is not too hard now but it's too difficult to move over the map while staying spread.
I don't think they'll change anything though
Darneck
Profile Joined September 2010
Sweden1394 Posts
Last Edited: 2012-07-03 11:17:24
July 03 2012 11:16 GMT
#684
The difference is actually really subtle now after having tried it but I think it would be so great to implement this and buff AOE because it's still really easy to get clumped up but easy to stay spread too if you just focus on it which would mean that the constant fear and danger of AOE would force you to keep it spread.

I would still prefer something that keeps it even a bit more spread though than this
Poplicola
Profile Joined November 2011
Sweden15 Posts
July 03 2012 11:30 GMT
#685
If you are trying out Daybreak Dynamic Movement, please consider recording and uploading your game to youtube for our viewing pleasure. Even better would be a couple of pros playing.
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2012-07-03 11:40:07
July 03 2012 11:33 GMT
#686
On July 03 2012 19:08 papaz wrote:
Nah, I actually like the deathball. Now all of you that wants more micro in SC2 suddenly wants to remove army splitting in battle?

Use your imba apm and get an advantage over us that can't marine split vs banelings.


Deathballs are stupid and terrible for spectating. A lot of units benefit from the clumping of the deathball. It removes surface area from melee units (zerglings, zealots, ultralisks), making them less efficient. Ranged units in general are very powerful because of how many can fire simultaneously. Especially marines vs anything that flies. (Mutalisks, Banshees, Phoenixes, Voidrays, Interceptors, etc.) And that whole jazz about fighting the UI in BW where we now fight it in SC2 from clumping.

If splitting is really the ultimate solution then colossus/high templar/fungal/banelings/tanks should slowly become inefficient as more players split and get better at splitting, and Terrans especially should slowly stop whining about them. (I'm not implying that you're whining)

On July 03 2012 19:14 Rabiator wrote:
Show nested quote +
On July 03 2012 19:08 papaz wrote:
Now all of you that wants more micro in SC2 suddenly wants to remove army splitting in battle?

Rofl ... what a stupid argument for the simple reason that it implies that "dynamic unit movement" prevents microing and it also implies that splitting armies is the only micro there is. If that was the case only Terrans are microing atm (they are the usual victims of Baneling mass attacks), but we also have blink micro, burrow micro and general positioning micro as well.


So the only micro that exists comes from stalkers and roaches? I don't think positioning is micro intensive as much as simply being aware of your position. Not that I disagree with you, but your argument is kinda stupid too.
Weerwolf
Profile Joined November 2010
75 Posts
July 03 2012 11:38 GMT
#687
On July 03 2012 19:56 gronnelg wrote:
Wouldn't you just end up with two deathballs a-moving each other, but not being as clumped up?


Yes, I think it will, but it will also mean multiple other things. I know people hate the reference to Broodwar, but Im going to reference to it anyway for the battles, just so people get some kind of a picture (or can look up a picture ).
In Broodwar, there are also some variety of deathballs, for example in TvP. 'Deathballs' will be spread far enough however that there is plenty of room for micro, plenty of room for movement, plenty of room for retreating and making strategic decisions. Because of this, you can actually retreat, without having to lose at least half or 75% of your army which leads to you immediatly losing the game if you went ahead with a deathball vs deathball battle, and lost. (which is the case with the current sc2 deathball vs deathball scenario).
However, it changes even more. Because units are more spread out, the damage per second at the moment the armies clash is far less. This is why there is more room for micro, movement and decisions.
Another effect, is that smaller armies will be usefull again! Instead of being instantly annihilated by the blob, the army size that is smaller can actually do some damage to the larger army, because not all of the dps of the larger army is at the front of the battle. Smaller armies could still exchange unfavorably, but some units (Like tanks), have more firing time because they will launch a couple of shots, annihilate the first couple of units and be reloaded by the time the rest of the opponents army is near them. In the current situation, tanks fire once or twice, but since all the units are at the front they get overwhelmed within seconds.
Because smaller armies are not almost inherently mean a waste of money, it is not useless for a player to attack multiple fronts. this means that the defending player can do two things:
1. Keep his army as a deathball and try to kill each group one by one. This will ofcourse work, and will kill the other army with somewhat of an advantage, but the other small groups still damage his economy. Since the player with the smaller armies all over the map wouldnt gain an immense disadvantage with engaging with smaller forces, he would have an ecomonic lead, still some forces, and could likely win the game.
2. Split up his forces to defend, counter attack, secure ground (yes, securing ground would be a lot more usefull and doable again). Attention of the two players would be needed everywhere, everywhere would need to be micro'd. Even with the new Hearth of the Swarm this would be great, since the new widow mine could secure ground against the smaller forces invading it.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
July 03 2012 11:39 GMT
#688
I'm sure many of you already saw the other thread, but just like what Bommes uploaded for EU, I've uploaded "MMDaybreak" to NA. If you have a good competitive match and are highish level, please consider uploading a replay. Videos can then be made and put on youtube, for others to see what games look like with this change.
Kill the Deathball
vidium
Profile Joined January 2012
Romania222 Posts
July 03 2012 11:39 GMT
#689
now zerglings would be able to surround every unit...
You ever notice how no one returns to the barracks?
Poplicola
Profile Joined November 2011
Sweden15 Posts
July 03 2012 11:43 GMT
#690
Buff all splash damage by 50% except thor aa, double the aoe on siege and baneling splash and increase ultralisk speed by 20%. Some maps might need to be rescaled as well, but I think that would be a good starting point for further balancing.
Darneck
Profile Joined September 2010
Sweden1394 Posts
Last Edited: 2012-07-03 11:45:22
July 03 2012 11:44 GMT
#691
On July 03 2012 20:38 Weerwolf wrote:
Show nested quote +
On July 03 2012 19:56 gronnelg wrote:
Wouldn't you just end up with two deathballs a-moving each other, but not being as clumped up?


Yes, I think it will, but it will also mean multiple other things. I know people hate the reference to Broodwar, but Im going to reference to it anyway for the battles, just so people get some kind of a picture (or can look up a picture ).
In Broodwar, there are also some variety of deathballs, for example in TvP. 'Deathballs' will be spread far enough however that there is plenty of room for micro, plenty of room for movement, plenty of room for retreating and making strategic decisions. Because of this, you can actually retreat, without having to lose at least half or 75% of your army which leads to you immediatly losing the game if you went ahead with a deathball vs deathball battle, and lost. (which is the case with the current sc2 deathball vs deathball scenario).
However, it changes even more. Because units are more spread out, the damage per second at the moment the armies clash is far less. This is why there is more room for micro, movement and decisions.
Another effect, is that smaller armies will be usefull again! Instead of being instantly annihilated by the blob, the army size that is smaller can actually do some damage to the larger army, because not all of the dps of the larger army is at the front of the battle.
Smaller armies could still exchange unfavorably, but some units (Like tanks), have more firing time because they will launch a couple of shots, annihilate the first couple of units and be reloaded by the time the rest of the opponents army is near them. In the current situation, tanks fire once or twice, but since all the units are at the front they get overwhelmed within seconds.
Because smaller armies are not almost inherently mean a waste of money, it is not useless for a player to attack multiple fronts. this means that the defending player can do two things:
1. Keep his army as a deathball and try to kill each group one by one. This will ofcourse work, and will kill the other army with somewhat of an advantage, but the other small groups still damage his economy. Since the player with the smaller armies all over the map wouldnt gain an immense disadvantage with engaging with smaller forces, he would have an ecomonic lead, still some forces, and could likely win the game.
2. Split up his forces to defend, counter attack, secure ground (yes, securing ground would be a lot more usefull and doable again). Attention of the two players would be needed everywhere, everywhere would need to be micro'd. Even with the new Hearth of the Swarm this would be great, since the new widow mine could secure ground against the smaller forces invading it.

These are the main parts that could make the game so much greater imo.

Not losing your entire army in a single bad decision by making an engagement and also being able to hurt larger armies with smaller ones
Sawamura
Profile Blog Joined August 2010
Malaysia7602 Posts
July 03 2012 11:45 GMT
#692
On July 03 2012 20:39 vidium wrote:
now zerglings would be able to surround every unit...


only ground units sadly because zerglings can't fly.
BW/KT Forever R.I.P KT.Violet dearly missed ..
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-07-03 11:45:45
July 03 2012 11:45 GMT
#693
--- Nuked ---
Darneck
Profile Joined September 2010
Sweden1394 Posts
Last Edited: 2012-07-03 11:48:31
July 03 2012 11:47 GMT
#694
On July 03 2012 20:45 Sated wrote:
Show nested quote +
On July 03 2012 20:12 Garmer wrote:
On July 03 2012 19:59 CrtBalorda wrote:
On July 03 2012 18:55 Bommes wrote:
Uploaded "Daybreak Dynamic Movement" on the EU server for everyone who wants to try it out.


dafag?!

Is that a troll post, I tried it and it doesnt change anything.

tries to separate your army and then move out, you will see the difference
On July 03 2012 19:08 papaz wrote:
Nah, I actually like the deathball. Now all of you that wants more micro in SC2 suddenly wants to remove army splitting in battle?

Use your imba apm and get an advantage over us that can't marine split vs banelings.

no, now you can use your APM to make the death ball, instead of having the Ai doing it for you

Or you can use your APM to split your units, instead of having the AI do it for you. Herpderp.

The AI doesn't split it for you, it only helps you keep it split with this while at the moment it clumps up again in a single command.

And this would come with an AOE buff as well so you'd have to keep using APM and make sure to still keep them split
Jedclark
Profile Blog Joined February 2011
United Kingdom903 Posts
July 03 2012 11:57 GMT
#695
This looks amazing - it looks like an actual army charging.
"They make it so scrubnubs can PM me. They make it so I can't ignore scrubnubs!" - "I'm gonna show you how great I am." MKP fan since GSL Open Season 2 #hipsternerd
Qwyn
Profile Blog Joined December 2010
United States2781 Posts
July 03 2012 11:59 GMT
#696
On July 03 2012 20:39 pzea469 wrote:
I'm sure many of you already saw the other thread, but just like what Bommes uploaded for EU, I've uploaded "MMDaybreak" to NA. If you have a good competitive match and are highish level, please consider uploading a replay. Videos can then be made and put on youtube, for others to see what games look like with this change.


I searched for "MMDaybreak" on NA and was unable to find the map. Any reason why? It might just be an error on my part.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2012-07-03 12:00:16
July 03 2012 11:59 GMT
#697
You guys should please stop using references to Broodwar, because as we know, when the Blizzard guys hear the word "Broodwar" in any sentence they automatically say something along the lines it being a great game, that you can go play it if you want, and completely outstepping the question asked or the core of the subject.
Adrenal6land
Profile Blog Joined June 2012
United States46 Posts
July 03 2012 12:36 GMT
#698
this is stupid. learn to magicbox/split marines. This can be done ingame it just takes more skill/APM.
there is also a trick with patrol move to make the units bump into each other and split appart.
Sated
Profile Blog Joined March 2011
England4983 Posts
July 03 2012 12:37 GMT
#699
--- Nuked ---
gronnelg
Profile Joined December 2010
Norway354 Posts
July 03 2012 12:38 GMT
#700
On July 03 2012 20:38 Weerwolf wrote:
Show nested quote +
On July 03 2012 19:56 gronnelg wrote:
Wouldn't you just end up with two deathballs a-moving each other, but not being as clumped up?


Yes, I think it will, but it will also mean multiple other things. I know people hate the reference to Broodwar, but Im going to reference to it anyway for the battles, just so people get some kind of a picture (or can look up a picture ).
In Broodwar, there are also some variety of deathballs, for example in TvP. 'Deathballs' will be spread far enough however that there is plenty of room for micro, plenty of room for movement, plenty of room for retreating and making strategic decisions. Because of this, you can actually retreat, without having to lose at least half or 75% of your army which leads to you immediatly losing the game if you went ahead with a deathball vs deathball battle, and lost. (which is the case with the current sc2 deathball vs deathball scenario).
However, it changes even more. Because units are more spread out, the damage per second at the moment the armies clash is far less. This is why there is more room for micro, movement and decisions.
Another effect, is that smaller armies will be usefull again! Instead of being instantly annihilated by the blob, the army size that is smaller can actually do some damage to the larger army, because not all of the dps of the larger army is at the front of the battle. Smaller armies could still exchange unfavorably, but some units (Like tanks), have more firing time because they will launch a couple of shots, annihilate the first couple of units and be reloaded by the time the rest of the opponents army is near them. In the current situation, tanks fire once or twice, but since all the units are at the front they get overwhelmed within seconds.
Because smaller armies are not almost inherently mean a waste of money, it is not useless for a player to attack multiple fronts. this means that the defending player can do two things:
1. Keep his army as a deathball and try to kill each group one by one. This will ofcourse work, and will kill the other army with somewhat of an advantage, but the other small groups still damage his economy. Since the player with the smaller armies all over the map wouldnt gain an immense disadvantage with engaging with smaller forces, he would have an ecomonic lead, still some forces, and could likely win the game.
2. Split up his forces to defend, counter attack, secure ground (yes, securing ground would be a lot more usefull and doable again). Attention of the two players would be needed everywhere, everywhere would need to be micro'd. Even with the new Hearth of the Swarm this would be great, since the new widow mine could secure ground against the smaller forces invading it.

This makes so much sense. Yeah, after this new info I would have to agree that this would be a change for the better.
Lulzez || My stream: http://www.twitch.tv/gronnelg
Prev 1 33 34 35 36 37 40 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 8h 34m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech54
CosmosSc2 27
SHIN 12
StarCraft: Brood War
Britney 51323
Shuttle 2984
Mini 1273
EffOrt 773
Soulkey 620
Light 591
firebathero 561
Soma 405
Rush 385
Larva 288
[ Show more ]
Stork 276
Snow 266
actioN 213
ZerO 178
hero 155
Sharp 124
Free 83
Dewaltoss 60
ToSsGirL 44
soO 42
PianO 41
Barracks 40
Sexy 32
sSak 29
Terrorterran 23
Shine 17
zelot 17
Hm[arnc] 17
Rock 16
yabsab 15
NotJumperer 9
Dota 2
qojqva2230
Dendi1408
XaKoH 320
KheZu88
Counter-Strike
fl0m6148
olofmeister951
x6flipin242
Other Games
gofns7964
hiko648
crisheroes274
RotterdaM201
mouzStarbuck186
elazer185
Liquid`VortiX172
Hui .166
TKL 149
Mew2King83
QueenE82
SteadfastSC45
Trikslyr31
Rex28
KnowMe22
ZerO(Twitch)6
Organizations
Other Games
BasetradeTV47
StarCraft: Brood War
Kim Chul Min (afreeca) 10
[ Show 16 non-featured ]
StarCraft 2
• mYiSmile123
• Hinosc 10
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• HerbMon 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 2160
• WagamamaTV667
League of Legends
• Nemesis2161
• TFBlade753
• Shiphtur291
Upcoming Events
Replay Cast
8h 34m
The PondCast
18h 34m
PiG Sty Festival
20h 34m
Serral vs Lambo
SHIN vs Rogue
OSC
21h 34m
Replay Cast
1d 8h
Escore
1d 18h
PiG Sty Festival
1d 20h
ByuN vs HeRoMaRinE
ShoWTimE vs Zoun
CranKy Ducklings
2 days
PiG Sty Festival
2 days
herO vs Krystianer
Solar vs Cure
Sparkling Tuna Cup
3 days
[ Show More ]
PiG Sty Festival
3 days
Maru vs Shameless
Reynor vs TriGGeR
OSC
4 days
Afreeca Starleague
4 days
Rush vs Hm
Bisu vs Shuttle
WardiTV Weekly
4 days
The Patches Monday
5 days
Afreeca Starleague
5 days
Sharp vs Shinee
Action vs Shine
PiGosaur Cup
6 days
Replay Cast
6 days
Afreeca Starleague
6 days
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
6 days
Liquipedia Results

Completed

Proleague 2026-08-11
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
Acropolis #5
RSL Revival: Season 6
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2

Upcoming

Escore Tournament S3: W7
CSLAN 4
ASL Season 22
Escore Tournament S3: W8
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1
META DYMY #4
PGL Masters Bucharest 2026
Thunderpick World Champ.
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 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.