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Dynamic Unit Movements, Your Thoughts? - Page 37

Forum Index > SC2 General
Post a Reply
Prev 1 35 36 37 38 39 40 Next All
mrafaeldie12
Profile Joined July 2011
Brazil537 Posts
July 06 2012 21:12 GMT
#721
Yeah lets remove all the micro in the game.
"..it all comes thumbling down thumbling down thumblin down"
Fig
Profile Joined March 2010
United States1324 Posts
July 06 2012 21:12 GMT
#722
On July 07 2012 02:12 Xiphos wrote:
Show nested quote +
On July 07 2012 01:32 tehemperorer wrote:
On July 05 2012 13:58 LavaLava wrote:
On July 04 2012 22:30 Sableyeah wrote:
No good, this makes skills like fungal, emp and storms not as effective. Less micro to dodge such which is bad for the game skillcap no?

There are a few threads similar to this one, and I think this response has been given a few dozen times in each.

Yes, it weakens AoE.

That's what AoE buffs are for.

Except when those AoE buffs then are used on mineral lines that didn't benefit from increased spacing.
Except when those AoE buffs are used on units that are walking down a ramp or through a tight area.


That's why it increases skill level....

Its completely your fault for not looking at the minimap to catch the Warp Prism coming to your base.


Exactly. I'm sick and tired of seeing two HTs storm a worker line, have the opponent not even looking, and only get 4 kills. That's just wrong.
Can't elope with my cantaloupe
Asolmanx
Profile Joined April 2011
Italy141 Posts
July 06 2012 21:13 GMT
#723
I think they can find a way in the middle between the current clumping effect and no clumping at all, where it would help just a bit and not mess balance too badly.
FragRaptor
Profile Joined October 2010
United States184 Posts
July 06 2012 21:21 GMT
#724
After playing this type of game mode a few times it is difficult to get in a position where the units themselves actually spread apart. Corners keep them clumping, but if they start out from the rally in the ball they will stay in the ball, and getting back to the super efficient ball is easy as clicking in the center mass of units. Seems like if it were to break up more in the pictures showed on the OP it would need something else.

I like dynamic unit movement but it doesn't do the job by itself alone.
Do your thing. No matter what.
Gyro_SC2
Profile Joined November 2010
Canada540 Posts
July 06 2012 21:27 GMT
#725
I want to see a video of a game in action.

Because I played the MMdaybreak and it was very bad and not fun.
0neder
Profile Joined July 2009
United States3733 Posts
Last Edited: 2012-07-06 21:37:12
July 06 2012 21:36 GMT
#726
This is much better than the universal magic box (modified movement), because this is heterogenous. It's not just density, it's the homogeny that is the problem. This affects how units react to each other (sticky creating heterogeny, vs slipper and pushy). I much prefer this direction.

In conclusion, MM was a good try but this looks much closer to what BW was like.
0neder
Profile Joined July 2009
United States3733 Posts
July 06 2012 21:39 GMT
#727
On July 07 2012 06:21 FragRaptor wrote:
After playing this type of game mode a few times it is difficult to get in a position where the units themselves actually spread apart. Corners keep them clumping, but if they start out from the rally in the ball they will stay in the ball, and getting back to the super efficient ball is easy as clicking in the center mass of units. Seems like if it were to break up more in the pictures showed on the OP it would need something else.

I like dynamic unit movement but it doesn't do the job by itself alone.

Please don't confuse the MM thread with this. This is much better.
0neder
Profile Joined July 2009
United States3733 Posts
July 06 2012 21:41 GMT
#728
On July 07 2012 06:12 mrafaeldie12 wrote:
Yeah lets remove all the micro in the game.

On the contrary, adjusting the spacing/movement paradigm does not remove micro, it promotes it. If you're going to keep unlimited unit selection, it is much more likely that this will help motivate more micro because it's easier to grab specific units/bunches of units, without really effecting the skill cap. We are also advocating ability animations and more AoE and bigger maps, and more fast units, so the skill cap is not in danger.
honed
Profile Joined October 2010
Canada482 Posts
July 06 2012 22:04 GMT
#729
On July 07 2012 00:57 treekiller wrote:
If your reading this Blizzard, please dont. Please dont dumb the game down any further. If you change the movement, you will have to completely re-balance the game. You might not even be able to re-balance it.

youre wrong, and if blizzard listens to people like this, sc2 will become much worse
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
July 06 2012 22:09 GMT
#730
On July 07 2012 02:12 Xiphos wrote:
Show nested quote +
On July 07 2012 01:32 tehemperorer wrote:
On July 05 2012 13:58 LavaLava wrote:
On July 04 2012 22:30 Sableyeah wrote:
No good, this makes skills like fungal, emp and storms not as effective. Less micro to dodge such which is bad for the game skillcap no?

There are a few threads similar to this one, and I think this response has been given a few dozen times in each.

Yes, it weakens AoE.

That's what AoE buffs are for.

Except when those AoE buffs then are used on mineral lines that didn't benefit from increased spacing.
Except when those AoE buffs are used on units that are walking down a ramp or through a tight area.


That's why it increases skill level....

Its completely your fault for not looking at the minimap to catch the Warp Prism coming to your base.


Khaydarin was removed for making storm with it's current template size too powerful... Now you want to make the template bigger? Now you've just increased the potency of each high templar fielded, you think that will be fun for Terrans? If this thread is really about spectator happiness (which is rediculous by the way; we all know what it's about), you don't think terran-oriented spectators are going to say "stupid game toss OP just storm workers and win?"

Asked in another way that fits what is claimed as the concern in the thread: What's more fun, seeing 1 templar wreck a mineral line with 2 storms, or 2 wreck it with 4? I think at a base level people would agree that more is better.
Knowing is half the battle... the other half is lasers.
wcr.4fun
Profile Joined April 2012
Belgium686 Posts
July 06 2012 22:10 GMT
#731
On July 07 2012 06:12 Fig wrote:
Show nested quote +
On July 07 2012 02:12 Xiphos wrote:
On July 07 2012 01:32 tehemperorer wrote:
On July 05 2012 13:58 LavaLava wrote:
On July 04 2012 22:30 Sableyeah wrote:
No good, this makes skills like fungal, emp and storms not as effective. Less micro to dodge such which is bad for the game skillcap no?

There are a few threads similar to this one, and I think this response has been given a few dozen times in each.

Yes, it weakens AoE.

That's what AoE buffs are for.

Except when those AoE buffs then are used on mineral lines that didn't benefit from increased spacing.
Except when those AoE buffs are used on units that are walking down a ramp or through a tight area.


That's why it increases skill level....

Its completely your fault for not looking at the minimap to catch the Warp Prism coming to your base.


Exactly. I'm sick and tired of seeing two HTs storm a worker line, have the opponent not even looking, and only get 4 kills. That's just wrong.


I lol when protoss even attempt storm drops in sc2. It's just shitty in sc2 while one of the most scariest, aggravating, intense, exciting and fun things of bw. :D
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
July 06 2012 22:13 GMT
#732
On July 07 2012 07:10 wcr.4fun wrote:
Show nested quote +
On July 07 2012 06:12 Fig wrote:
On July 07 2012 02:12 Xiphos wrote:
On July 07 2012 01:32 tehemperorer wrote:
On July 05 2012 13:58 LavaLava wrote:
On July 04 2012 22:30 Sableyeah wrote:
No good, this makes skills like fungal, emp and storms not as effective. Less micro to dodge such which is bad for the game skillcap no?

There are a few threads similar to this one, and I think this response has been given a few dozen times in each.

Yes, it weakens AoE.

That's what AoE buffs are for.

Except when those AoE buffs then are used on mineral lines that didn't benefit from increased spacing.
Except when those AoE buffs are used on units that are walking down a ramp or through a tight area.


That's why it increases skill level....

Its completely your fault for not looking at the minimap to catch the Warp Prism coming to your base.


Exactly. I'm sick and tired of seeing two HTs storm a worker line, have the opponent not even looking, and only get 4 kills. That's just wrong.


I lol when protoss even attempt storm drops in sc2. It's just shitty in sc2 while one of the most scariest, aggravating, intense, exciting and fun things of bw. :D

It's shitty cause of mule, nothing else
Knowing is half the battle... the other half is lasers.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
July 06 2012 22:22 GMT
#733
Has anyone played this?
Kill the Deathball
haitike
Profile Joined June 2009
Spain2723 Posts
July 07 2012 05:12 GMT
#734
On July 07 2012 07:22 pzea469 wrote:
Has anyone played this?


This is a teorical mod, not implemented.
maybenexttime
Profile Blog Joined November 2006
Poland5752 Posts
July 07 2012 10:23 GMT
#735
On July 07 2012 00:57 treekiller wrote:
If your reading this Blizzard, please dont. Please dont dumb the game down any further. If you change the movement, you will have to completely re-balance the game. You might not even be able to re-balance it.


Why try to balance the game around flawed gameplay? HotS will reset the balance anyway. Blizzard may as well fix the game before they attempt any balance changes in HotS...
Archerofaiur
Profile Joined August 2008
United States4101 Posts
July 07 2012 14:02 GMT
#736
On July 07 2012 06:39 0neder wrote:
Show nested quote +
On July 07 2012 06:21 FragRaptor wrote:
After playing this type of game mode a few times it is difficult to get in a position where the units themselves actually spread apart. Corners keep them clumping, but if they start out from the rally in the ball they will stay in the ball, and getting back to the super efficient ball is easy as clicking in the center mass of units. Seems like if it were to break up more in the pictures showed on the OP it would need something else.

I like dynamic unit movement but it doesn't do the job by itself alone.

Please don't confuse the MM thread with this. This is much better.


As far as I know their is no working mod for this. So how can it be better?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
0neder
Profile Joined July 2009
United States3733 Posts
Last Edited: 2012-07-07 14:17:04
July 07 2012 14:11 GMT
#737
On July 07 2012 07:09 tehemperorer wrote:
Show nested quote +
On July 07 2012 02:12 Xiphos wrote:
On July 07 2012 01:32 tehemperorer wrote:
On July 05 2012 13:58 LavaLava wrote:
On July 04 2012 22:30 Sableyeah wrote:
No good, this makes skills like fungal, emp and storms not as effective. Less micro to dodge such which is bad for the game skillcap no?

There are a few threads similar to this one, and I think this response has been given a few dozen times in each.

Yes, it weakens AoE.

That's what AoE buffs are for.

Except when those AoE buffs then are used on mineral lines that didn't benefit from increased spacing.
Except when those AoE buffs are used on units that are walking down a ramp or through a tight area.


That's why it increases skill level....

Its completely your fault for not looking at the minimap to catch the Warp Prism coming to your base.


Khaydarin was removed for making storm with it's current template size too powerful... Now you want to make the template bigger? Now you've just increased the potency of each high templar fielded, you think that will be fun for Terrans? If this thread is really about spectator happiness (which is rediculous by the way; we all know what it's about), you don't think terran-oriented spectators are going to say "stupid game toss OP just storm workers and win?"

Asked in another way that fits what is claimed as the concern in the thread: What's more fun, seeing 1 templar wreck a mineral line with 2 storms, or 2 wreck it with 4? I think at a base level people would agree that more is better.

It doesn't need to get bigger, its damage can be increased. Tank splash can be buffed as well, so the balance whine is irrelevant.

Blizzard removed KA because they didn't like it, not because it was necessarily too powerful. Alternatively, they could change the upgrade to regeneration rate rather than starting energy (which is more interesting and practical anyway). Maybe people should consider that HTs as end-game tech should be much better than tier 1 with medivacs.....is that unfathomable for them?
0neder
Profile Joined July 2009
United States3733 Posts
July 07 2012 14:19 GMT
#738
On July 07 2012 23:02 Archerofaiur wrote:
Show nested quote +
On July 07 2012 06:39 0neder wrote:
On July 07 2012 06:21 FragRaptor wrote:
After playing this type of game mode a few times it is difficult to get in a position where the units themselves actually spread apart. Corners keep them clumping, but if they start out from the rally in the ball they will stay in the ball, and getting back to the super efficient ball is easy as clicking in the center mass of units. Seems like if it were to break up more in the pictures showed on the OP it would need something else.

I like dynamic unit movement but it doesn't do the job by itself alone.

Please don't confuse the MM thread with this. This is much better.


As far as I know their is no working mod for this. So how can it be better?

Because based on screenshots, this is heterogenous and MM is homogenous, so it still doesn't solve the core issue.
Also, SC2BW's Maverick seems to be developing this and is getting close IMO.

wcr.4fun
Profile Joined April 2012
Belgium686 Posts
Last Edited: 2012-07-07 14:55:36
July 07 2012 14:41 GMT
#739
wasn't the amulet removed because of the combination with warp gates making it too easy to just warp in some templars and then storm everything in the midst of battle?

The argument of more is better doesn't make much sense either. If you need 4 storms to kill a worker line, seeing one storm is not very exciting. However knowing that one storm can kill everything, adds a lot more excitement to it.



I can't remember which game I saw epic, epic storms and storm dodging, bisu vs roro (dunno if it was roro) on neo aztec or electric circuit, can't remember. But this youtube video shows that there can be a lot of excitement around it if one storm kills instead of 4.
discomatt
Profile Joined March 2012
113 Posts
July 07 2012 14:52 GMT
#740
On July 07 2012 23:41 wcr.4fun wrote:
wasn't the amulet removed because of the combination with warp gates making it too easy to just warp in some templars and then storm everything in the midst of battle?


Yes. Being able to storm immediately after being produced anywhere on the map was considered too strong.

Drop 30 supply with banked gas. SWEET WARP IN 10 STORMS FOLLOWED BY 5 ARCHONS
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