• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 15:17
CET 21:17
KST 05:17
  • 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] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Dark completes military service, returns to SC29[BSL23] RO16 Group Stage19Weekly Cups (Nov 2-8): herO back on top?2Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175
StarCraft 2
General
Dark completes military service, returns to SC2 Greetings.. No more SC2 streamers on team liquid? Serral's getting trashed by New Catsle's Mind Weekly Cups (Nov 2-8): herO back on top?
Tourneys
Sea Duckling Open (Global, Bronze-Diamond) Dark returns! GSL CK #7 4v4 Team Battle (Nov 19) soO & FanTaSy return! SC2 Kevin Scrim 4v4 (Nov 16) RSL goes to London! 2026 Offline Finals Nov 21-22 Tasteless Time Warp: SC Evo Showmatch (May 25)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps Starcraft 2 Advance [D] the control group Simple Questions/Answers
External Content
The PondCast: SC2 News & Results Mutation # 551 Robotic Revival Mutation # 550 Graveyard Shift Mutation # 549 Endless Sparkles
Brood War
General
List of top players active on ShieldBattery BW General Discussion Recommended BW Settings for Mouse and Video Starcraft:Brood War Discord Servers [BSL23] RO16 Group Stage
Tourneys
[$1250] International ShieldBattery League Bisu's Team vs Shuttle's Team 2026-11-14 2v2v2v2 Tournament Stage 1: Community Poll [BSL23] Ro16 Group C - Sunday 21:00 CET
Strategy
Pluto's TvP 5Marine 2Medic Push Simple Questions, Simple Answers Infested Terran strategies in 2026 Nuke strategy worked in K-League 2026-11-09
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Free Space RTS Game, optimised f. Phone/Tablet etc List of Game Threads The PlayStation 5
Dota 2
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 Artificial Intelligence Thread Trading/Investing Thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece
Sports
TeamLiquid Health and Fitness Initiative For 2023 Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The time I organised my…
AssyrianKing
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11731 users

Dynamic Unit Movements, Your Thoughts? - Page 6

Forum Index > SC2 General
Post a Reply
Prev 1 4 5 6 7 8 40 Next All
Datum
Profile Joined February 2011
United States371 Posts
May 17 2011 03:33 GMT
#101
This change will never happen. It would mean humongous balance redesign, which Blizzard will never do. Also, unit clumping is something that progamers will learn to overcome. It may take years, but micro will evolve to compensate for AI.
emc
Profile Joined September 2010
United States3088 Posts
Last Edited: 2011-05-17 03:35:40
May 17 2011 03:34 GMT
#102
that would be great, but for now wouldn't the better player be one who uses multiple control groups and micros his units so they spread out?

I thought there were issues in BW also that had to be dealt with by using micro, I don't see how this is any different. The lesser player will use 1 control group and a-move, the better player will spread out his units for the best concave.
Angra
Profile Blog Joined May 2009
United States2652 Posts
Last Edited: 2011-05-17 03:42:45
May 17 2011 03:35 GMT
#103
This change would make the game so much better than it is right now, for both spectators and players. I hope to god they do something like this for the game. All the numbered points in the OP are so insanely true, as well. I wanted to pick one or two to comment on, but the truth is, all 4 of them are right on the money.

The most exciting thing that this change could bring is a lot more powerful spells on spellcasters, something that I think SC2 is lacking a lot of currently because any form of AoE spellcasting is way too powerful currently with how units clump up. Another exciting thing is the fact that flanking tactics and setting up concaves would actually become an important factor in a lot of engagements and take a lot of micro and skill to do.
Spawkuring
Profile Joined July 2008
United States755 Posts
May 17 2011 03:35 GMT
#104
I feel that the pros vastly outweigh the cons. In all honesty, the only downside to this change is messing up the baneling/marine relationship, but I'll gladly give some of that depth up if it means more visually pleasing battles, longer lasting fights, better melee units, better AoE attacks, and an overall greater feel to the game.
Angra
Profile Blog Joined May 2009
United States2652 Posts
May 17 2011 03:37 GMT
#105
On May 17 2011 12:35 Spawkuring wrote:
I feel that the pros vastly outweigh the cons. In all honesty, the only downside to this change is messing up the baneling/marine relationship, but I'll gladly give some of that depth up if it means more visually pleasing battles, longer lasting fights, better melee units, better AoE attacks, and an overall greater feel to the game.


Even if that were to somehow negatively impact the matchup, it would be a really easy fix. Just increase the splash radius of banelings. Kind of like how they reduced the radius of storms because of this issue to begin with, they would just have to do the opposite for banelings if a problem arose.
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
May 17 2011 03:37 GMT
#106
To all of the people arguing that this change represents a move to dumb down the micro and skill cap in the game, I would like to argue otherwise. And I personally believe that splitting gigantic clumps and then just slamming into each other is not a "cool micro trick" but rather the exact opposite.

Even with 255 unit selection, this change would not dumb down the game. A player who simply a-moves into the enemy, like in Broodwar, will fare FAR worse than a player who flanks or creates more surface area by maneuvering units. Splitting and maneuvering units is just as important, if not MORE important, if this change is implemented. In Broodwar, small task forces to attack high priority units like high templar were possible - lots of these 'harrassment' tactics to cut at the enemy force were available. In SC2, any such move with units will get those few units absolutely roasted by the deathballs. Now with this change, unit control is even more of a priority. You have the ability to pick off enemy high priority units, but you also have to defend yourself against such incisive attacks. You also still have to split and flank in order to achieve the best damage output.

In short, the micro is still there, if not even more required than before. In addition, this change constitutes significant improvements in aesthetics, effectiveness of melee units, power (and thus spectator pleasure and excitability) in spells (AOE specifically), etc.
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
May 17 2011 03:40 GMT
#107
Question:
Are those images just a simulation of the possible fix or are they an actual implementation into Galaxy Editor?
ㅇㅅㅌㅅ
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
Last Edited: 2011-05-17 03:42:40
May 17 2011 03:41 GMT
#108
On May 17 2011 12:40 eviltomahawk wrote:
Question:
Are those images just a simulation of the possible fix or are they an actual implementation into Galaxy Editor?

Looks like it's actually implemented in the Galaxy Editor. I don't think it would be a particularly hard change, but I'm not sure! I think it's in the Galaxy Editor also because if you look at the minimaps, the size of the blobs change (it's not photoshopped)
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
Antisocialmunky
Profile Blog Joined March 2010
United States5913 Posts
May 17 2011 03:42 GMT
#109
On May 17 2011 12:37 Angra wrote:
Show nested quote +
On May 17 2011 12:35 Spawkuring wrote:
I feel that the pros vastly outweigh the cons. In all honesty, the only downside to this change is messing up the baneling/marine relationship, but I'll gladly give some of that depth up if it means more visually pleasing battles, longer lasting fights, better melee units, better AoE attacks, and an overall greater feel to the game.


Even if that were to somehow negatively impact the matchup, it would be a really easy fix. Just increase the splash radius of banelings. Kind of like how they reduced the radius of storms because of this issue to begin with, they would just have to do the opposite for banelings if a problem arose.


It would really help the spectating. The only real balance issues are AOE and range because arcs would be different.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Epoch
Profile Joined October 2010
Canada257 Posts
May 17 2011 03:42 GMT
#110
What's wrong with having to split your units up yourself? It creates more micro, no? And as mentioned, the AOE in the game is balanced around the fact that the units clump.
teamsolid
Profile Joined October 2007
Canada3668 Posts
Last Edited: 2011-05-17 03:44:07
May 17 2011 03:43 GMT
#111
Personally, I'd rather see players fight this "UI" clumping to spread units themselves ala http://www.teamliquid.net/forum/viewmessage.php?topic_id=210057 when faced against AOE.

Yes, they won't have 15000 APM, but they'll still be able to perform these micro techniques to a certain extent.
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
Last Edited: 2011-05-17 03:46:22
May 17 2011 03:44 GMT
#112
On May 17 2011 12:43 teamsolid wrote:
Personally, I'd rather see players fight this "UI" clumping to spread units themselves ala http://www.teamliquid.net/forum/viewmessage.php?topic_id=210057 when faced against AOE.

Yes, they won't have 15000 APM, but they'll still be able to perform these micro techniques to a certain extent.

This is not even remotely possible for a human to pull off, not even 'to a certain extent.' Especially in a real game. :/ I agree that if that was even just a tiny bit possible, that would be sick to watch . . . but it's far from possible for even the best mechanical players in BW or SC2.

On May 17 2011 12:42 Epoch wrote:
What's wrong with having to split your units up yourself? It creates more micro, no? And as mentioned, the AOE in the game is balanced around the fact that the units clump.

As I wrote earlier, you STILL have to split. If anything, you'll have to pay even more attention to your units.
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
teamsolid
Profile Joined October 2007
Canada3668 Posts
May 17 2011 03:46 GMT
#113
On May 17 2011 12:44 Superiorwolf wrote:
Show nested quote +
On May 17 2011 12:43 teamsolid wrote:
Personally, I'd rather see players fight this "UI" clumping to spread units themselves ala http://www.teamliquid.net/forum/viewmessage.php?topic_id=210057 when faced against AOE.

Yes, they won't have 15000 APM, but they'll still be able to perform these micro techniques to a certain extent.

This is not even remotely possible for a human to pull off, not even 'to a certain extent.' Especially in a real game. :/

Uh... I dunno about you, but I've seen some decent marine splits vs banelings. Don't see why splitting other units won't become more common as player skill rises
palanq
Profile Blog Joined December 2004
United States761 Posts
May 17 2011 03:46 GMT
#114
Balance and sc2/bw flamewars aside, the spread-out armies look SO much better.
time flies like an arrow; fruit flies like a banana
StarStruck
Profile Blog Joined April 2010
25339 Posts
May 17 2011 03:46 GMT
#115
Yeah, they actually did it through the editor. That's why it's a lot more appealing than just theorycrafting.

With that said, there are lots of examples of bad game design in SC2. The unit pathing is just one example and this could definitely help both player and spectator alike. It isn't a big change whatsoever. In fact, I think it's more beneficial to the spectators more than anything else.
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
May 17 2011 03:47 GMT
#116
On May 17 2011 12:46 teamsolid wrote:
Show nested quote +
On May 17 2011 12:44 Superiorwolf wrote:
On May 17 2011 12:43 teamsolid wrote:
Personally, I'd rather see players fight this "UI" clumping to spread units themselves ala http://www.teamliquid.net/forum/viewmessage.php?topic_id=210057 when faced against AOE.

Yes, they won't have 15000 APM, but they'll still be able to perform these micro techniques to a certain extent.

This is not even remotely possible for a human to pull off, not even 'to a certain extent.' Especially in a real game. :/

Uh... I dunno about you, but I've seen some decent marine splits vs banelings. Don't see why splitting other units won't become more common as player skill rises

Player skill rises, but it doesn't allow for someone to do anything EVEN CLOSE to what is depicted in that video. You realize that in a split second, basically every zergling is moved individually? No matter how good people get, there's no way that's possible for a human AT ALL. Especially since the micro level is not going to improve significantly more than it is at already.
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
Angra
Profile Blog Joined May 2009
United States2652 Posts
Last Edited: 2011-05-17 03:48:23
May 17 2011 03:48 GMT
#117
Also, as a side note, the first Zerg image with the units balled up looks so ridiculous rofl. I can't believe that's actually how it is in the game, so sad.
darunia
Profile Blog Joined May 2010
United States139 Posts
May 17 2011 03:48 GMT
#118
On May 17 2011 12:46 StarStruck wrote:
Yeah, they actually did it through the editor. That's why it's a lot more appealing than just theorycrafting.

With that said, there are lots of examples of bad game design in SC2. The unit pathing is just one example and this could definitely help both player and spectator alike. It isn't a big change whatsoever. In fact, I think it's more beneficial to the spectators more than anything else.


What are the other examples of bad game design?
If it sounds good, it is good.
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
Last Edited: 2011-05-17 03:52:00
May 17 2011 03:49 GMT
#119
On May 17 2011 12:48 darunia wrote:
Show nested quote +
On May 17 2011 12:46 StarStruck wrote:
Yeah, they actually did it through the editor. That's why it's a lot more appealing than just theorycrafting.

With that said, there are lots of examples of bad game design in SC2. The unit pathing is just one example and this could definitely help both player and spectator alike. It isn't a big change whatsoever. In fact, I think it's more beneficial to the spectators more than anything else.


What are the other examples of bad game design?

I would argue that warpgate tech is perhaps an example of bad game design. It removes defenders advantage and there is absolutely no reason not to get warpgates. If gateways were somehow superior to warpgates, this game element could be understandable in my eyes.

That discussion is a bit tangential to what's being discussed here though, and will probably derail the thread.
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
Angra
Profile Blog Joined May 2009
United States2652 Posts
Last Edited: 2011-05-17 03:51:30
May 17 2011 03:50 GMT
#120
On May 17 2011 12:48 darunia wrote:
Show nested quote +
On May 17 2011 12:46 StarStruck wrote:
Yeah, they actually did it through the editor. That's why it's a lot more appealing than just theorycrafting.

With that said, there are lots of examples of bad game design in SC2. The unit pathing is just one example and this could definitely help both player and spectator alike. It isn't a big change whatsoever. In fact, I think it's more beneficial to the spectators more than anything else.


What are the other examples of bad game design?


The majority of air units having a huge cooldown time between attacking and being able to move at full speed again, essentially negating any kind of harassment micro that you could pull off with them. Think wraith vs banshee.
Prev 1 4 5 6 7 8 40 Next All
Please log in or register to reply.
Live Events Refresh
BSL
05:00
S23 - Ro16 Group A
TerrOr vs OyAji
UltrA vs Gosudark
ZZZero.O103
LiquipediaDiscussion
PSISTORM Gaming Misc
02:00
FSL s12, week2: POG vs PTB
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
EmSc Tv 26
StarCraft: Brood War
ZZZero.O 103
Dewaltoss 102
Trap 35
soO 21
Rock 17
LuMiX 2
Dota 2
420jenkins760
League of Legends
gofns8271
JimRising 807
Counter-Strike
pashabiceps1256
zeus302
Heroes of the Storm
Liquid`Hasu540
Khaldor256
Other Games
tarik_tv3368
Grubby2216
B2W.Neo798
mouzStarbuck192
XaKoH 186
Trikslyr57
Organizations
Other Games
gamesdonequick1758
BasetradeTV178
StarCraft 2
angryscii 31
EmSc Tv 26
EmSc2Tv 26
[ Show 18 non-featured ]
StarCraft 2
• printf 77
• StrangeGG 58
• Shameless 11
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Pr0nogo 24
• Michael_bg 7
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV724
League of Legends
• Jankos5113
Other Games
• imaqtpie545
• Shiphtur272
• tFFMrPink 18
Upcoming Events
Sparkling Tuna Cup
13h 43m
WardiTV Invitational
15h 43m
IPSL
20h 43m
Art_Of_Turtle vs KameZerg
Radley vs George
BSL
23h 43m
Artosis vs Dewalt
Ret vs Tech
SOOP
1d 13h
soO vs FanTaSy
WardiTV Weekly
1d 15h
Monday Night Weeklies
2 days
PiGosaur Cup
3 days
The PondCast
3 days
GSL
4 days
[ Show More ]
Replay Cast
5 days
KCM Race Survival
5 days
RSL Revival
6 days
BSL
6 days
eOnzErG vs StRyKeR
Cross vs JDConan
Liquipedia Results

Completed

Proleague 2026-11-12
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
Individual League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
Underdog Cup 2026 Div 2-3
BLAST Rivals Fall 2026
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026

Upcoming

YSL S4
Sector 591
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
StarCraft2 Weekly Open Tournament 2026 Grand Finals
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
IEM Kraków 2027
PGL Bucharest 2027
BLAST Bounty Winter 2027
PGL Major Singapore 2026
Stake Ranked Episode 6
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.