• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:59
CEST 21:59
KST 04:59
  • 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: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9
Community News
Weekly Cups (Sep 13-20): herO scores triple2BSL Season 2312Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon101Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10
StarCraft 2
General
How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Balance hotfix patch 5.0.16b (July 16) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (Sep 13-20): herO scores triple The Death of Cheese: From a Professional Cheeser
Tourneys
2026 GSTL Grand Finals ScienceCraft (October 24-25) - Live Event Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Stellar Fest TWO the Moon (Dec 16-20)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 544 Double Trouble The PondCast: SC2 News & Results Mutation # 543 Enhanced Defenses Mutation # 542 The Ascended
Brood War
General
Bot on ladder an AI researcher's take on the ladder bot Syncronization issues and can't find games NaDa's Body BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL22] Ro8 Day 2 [ASL22] Ro8 Day 1 [Megathread] Daily Proleagues [IPSL] IPSL is Back With Winter 26-27!
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
Stormgate/Frost Giant Megathread Nintendo Switch Thread Warcraft III: The Frozen Throne EVE Corporation Diablo IV
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 Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread All you football fans (soccer)!
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
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: 9820 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
BSL: Ladder Tournament
19:00
#1 - $100
LiquipediaDiscussion
Platinum Heroes Events
17:30
Inhouse Qualif 2
RotterdaM530
AI Arena Tournament
17:00
Swiss - Round 3
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 530
JuggernautJason59
LaughNgamez 1
StarCraft: Brood War
Britney 29870
Shuttle 619
Dewaltoss 112
ZZZero.O 93
910 35
Hyun 28
NaDa 25
Terrorterran 8
ajuk12(nOOB) 6
Dota 2
BananaSlamJamma698
monkeys_forever158
League of Legends
Doublelift555
Counter-Strike
fl0m3640
apEX1883
pashabiceps1497
Heroes of the Storm
Grubby4276
Liquid`Hasu445
Trikslyr74
Other Games
summit1g6299
Beastyqt697
B2W.Neo337
KnowMe266
ArmadaUGS121
Mew2King81
Organizations
Other Games
gamesdonequick832
StarCraft: Brood War
Afreeca ASL 179
Other Games
BasetradeTV92
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH270
• printf 50
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Azhi_Dahaki14
• FirePhoenix8
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Shiphtur345
• tFFMrPink 11
Upcoming Events
GSL
12h 2m
Yamato Cup
19h 2m
BSL Open Qualifier
23h 2m
BSL Open Qualifier
23h 2m
Replay Cast
1d 4h
Afreeca Starleague
1d 14h
Soma vs Jaedong
WardiTV Weekly
1d 15h
Monday Night Weeklies
1d 20h
Sparkling Tuna Cup
2 days
Afreeca Starleague
2 days
Leta vs Soulkey
[ Show More ]
PiGosaur Cup
3 days
Kung Fu Cup
3 days
The PondCast
4 days
Replay Cast
5 days
CranKy Ducklings
6 days
Online Event
6 days
FEL
6 days
BSL: Ladder Tournament
6 days
Liquipedia Results

Completed

Acropolis #5 - GSA
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

ASL Season 22
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
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.