• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:13
CEST 05:13
KST 12:13
  • 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: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8
Community News
SC4ALL: II SC2 Complete Invited Player Lineup4StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026)66Weekly Cups (Sept 21-27): herO and ByuN double2Weekly Cups (Sep 13-20): herO scores triple3BSL Season 2315
StarCraft 2
General
Back to SC2 after 14 years - Protoss CTRL groups? How do you feel about the mass reverts in the 5.0.17 PTR? October World Ranking: herO stays #1, ByuN returns SC4ALL: II SC2 Complete Invited Player Lineup StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026)
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Grand Finals Sea Duckling Open (Global, Bronze-Diamond) SC2 INu's Battles#21 [ 3-Days tournament ]
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts Mutation # 544 Double Trouble Mutation # 543 Enhanced Defenses
Brood War
General
BW General Discussion Sagi.gg Launcher Released RepMastered™: replay sharing and analyzer site Bot on ladder BSL Season 23
Tourneys
2v2v2v2 Tournament [ASL22] Ro8 Day 4 [Megathread] Daily Proleagues [ASL22] Ro8 Day 3
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
Nintendo Switch Thread General RTS Discussion Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Total Annihilation Zero
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 Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread Artificial Intelligence Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Escaping Into Video Games: G…
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: 8566 users

Unit Clumping in SC2 - Good or Bad - Page 7

Forum Index > SC2 General
Post a Reply
Prev 1 5 6 7 8 9 14 Next All
Wuster
Profile Joined May 2011
1974 Posts
December 29 2011 09:26 GMT
#121
On December 29 2011 18:17 Lavi wrote:
Show nested quote +
On December 29 2011 15:29 WCX wrote:
dustin browder already answered the question about clumping in various interviews at several different points in time. it is basically a result of sc2's improved pathfinding, and it's not going away. to paraphrase him, blizz has no intentions of gimping their pathfinding just so it can unclump units.


In that same interview, which is linked in this thread, he also states that they are looking into other alternatives to address it so they might be working on something still... though its been a long time so if HOT's doesn't address it, it probably means they haven't come up with anything.


He did talk a little about how they're going to address the issue.

Indirectly though, which I'm sure isn't going to satisfy a lot of people.

The example for Terran is the Shredder, a unit that by design cannot work in proximity with other Terran units, hence you have to use it elsewhere. Either on defense or harassing or covering flanks.

They talked about finding unit roles that are all about taking units *out* of the deathball, the much hated Oracle is another example. So we'll see how far they push this design philosophy...

And since it's indirect, units will still clump, there will just be less of them to clump together if it works (Shredders, Oracles, ect being worth using). If.
Cinim
Profile Joined April 2011
Denmark866 Posts
December 29 2011 09:28 GMT
#122
On December 29 2011 11:56 DibujEx wrote:
Show nested quote +
On December 29 2011 11:54 PhiliBiRD wrote:
its intended because it forces micro, otherwise the game would be even easier. and ive never heard much about this ever being an issue o_O. seems fine to me


I gotta say, In BW they didnt clump up.. and it was So much hard than SCII to micro...


Because in SC:BW you could control 12 units max, so, you had to micro sooo much more for the same result
Hell, it's about time
OkStyX
Profile Blog Joined October 2011
Canada1199 Posts
December 29 2011 09:31 GMT
#123
On December 29 2011 12:17 deadmau wrote:
SC2 Unit clumping sucks balls. Anyone that thinks otherwise well, is an SC2 fanboi that sucked balls at BW and only played NR15 BGH/fastest. If these individuals followed the proscene, they'd have seen how awesome and spectacular true display of skill was.


Worst post ever . Did you even read the posts prior to get the opinions of others?

Clumping is good cause it forces the player to micro his army and what exactly did broodwar have for micro that you can no emulate in sc2? watching micro at the highest level in sc2 is still quite awesome
Team Overklocked Gaming! That man is the noblest creature may be inferred from the fact that no other creature has contested this claim. - G.C. Lichtenberg
Hossinaut
Profile Joined June 2011
United States453 Posts
December 29 2011 09:36 GMT
#124
IMHO, it validates specific units and nerfs tp specific units from BW to SC2. I'm specifically thinking of banelings and tanks. Colossus also very much benefit from clumping. In fact, if you think about it, it almost looks like Blizz made a lot of units in SC2 BECAUSE of the unit clumping mechanic.
Daozzt
Profile Joined July 2010
United States1263 Posts
December 29 2011 09:38 GMT
#125
On December 29 2011 18:31 ShakAttaK wrote:
Show nested quote +
On December 29 2011 12:17 deadmau wrote:
SC2 Unit clumping sucks balls. Anyone that thinks otherwise well, is an SC2 fanboi that sucked balls at BW and only played NR15 BGH/fastest. If these individuals followed the proscene, they'd have seen how awesome and spectacular true display of skill was.


Worst post ever . Did you even read the posts prior to get the opinions of others?

Clumping is good cause it forces the player to micro his army and what exactly did broodwar have for micro that you can no emulate in sc2? watching micro at the highest level in sc2 is still quite awesome



"because the new pathing made the game easier, it is in fact, actually harder"
red4ce
Profile Blog Joined January 2011
United States7313 Posts
Last Edited: 2011-12-29 09:44:00
December 29 2011 09:41 GMT
#126
Clumping in of itself is not a problem. The problem is that SC2 doesn't punish players enough for leaving their units clumped up. I've seen terran players opt to leave their marauder balls sitting in a psi storm and zerg players leaving thier clumps of roaches to eat colossus shots so many times. I think the problem is that if you try to unclump your units during a battle you lose so much dps it isn't worth it. That's why with the exception of marine splitting vs banelings most unit splitting is done before the battle even starts. Leaving your infestors/templar clumped up to get emp'd by ghosts is not the game's fault though. That's just sloppy play on the part of the gamer.
Nabes
Profile Joined November 2010
Canada1800 Posts
December 29 2011 09:44 GMT
#127
On December 29 2011 18:11 Daozzt wrote:
Show nested quote +
On December 29 2011 14:31 OopsOopsBaby wrote:
[image loading]

self explanatory pic.



Hahaha, classic 100 supply army on 1 hotkey, taking up the total area of 1 gateway.

Whether or not it requires skill to spread or micro, SC2 unit clumping looks like shit and is incredibly unrealistic how units stand on top of each other and push others out of the way.


8 stimmed marines take out a battlecruiser, but this game would be more realistic if units didn't clump.

Also, why is it ok for ground units in bw to not clump, but when you go mutalisks in bw and stack them so it looks like 1 mutalisk, thats ok? ground units seem to only get this treatment.
Fluffboll
Profile Joined May 2011
Sweden516 Posts
December 29 2011 09:46 GMT
#128
I like how all the Broodwar "fanboys" instantly jump on any chance to bash on anything in SC2. Units not clumping in BW is a design FLAW, the engine is so old and so bad that what they got was the best it could manage.

Splitting your army properly in SC2 is a skill that only the best will have. Marching a Deathball against a well split concave will be doom to the deathball, we have seen this happen plenty of times in games there is no discussion about this to be had.
You need to construct additional pylons.
prplhz
Profile Blog Joined November 2010
Denmark8045 Posts
December 29 2011 09:46 GMT
#129
bad
http://i.imgur.com/M7t7egx.png
Daozzt
Profile Joined July 2010
United States1263 Posts
December 29 2011 09:52 GMT
#130
On December 29 2011 18:44 OrangeSoda wrote:
Show nested quote +
On December 29 2011 18:11 Daozzt wrote:
On December 29 2011 14:31 OopsOopsBaby wrote:
[image loading]

self explanatory pic.



Hahaha, classic 100 supply army on 1 hotkey, taking up the total area of 1 gateway.

Whether or not it requires skill to spread or micro, SC2 unit clumping looks like shit and is incredibly unrealistic how units stand on top of each other and push others out of the way.


8 stimmed marines take out a battlecruiser, but this game would be more realistic if units didn't clump.

Also, why is it ok for ground units in bw to not clump, but when you go mutalisks in bw and stack them so it looks like 1 mutalisk, thats ok? ground units seem to only get this treatment.


You completely missed the point, but whatever. The problem with clumping is you can have an 200/200 supply army on one control group that forms a tiny death ball, and is actually effective 80% of the time without needing to split, and looks like a clusterfuck where you can't see what's going on. How is that not a problem? Actually tell me how the picture I quoted looks remotely fine, in any way.
karpo
Profile Joined October 2010
Sweden1998 Posts
December 29 2011 09:52 GMT
#131
This whole discussion has been done over and over. Do we really need to repeat the same old arguments and turn this into SC2 vs BW again?
Jayson X
Profile Blog Joined November 2006
Switzerland2431 Posts
Last Edited: 2011-12-29 09:54:58
December 29 2011 09:54 GMT
#132
I dislike it...a lot. At one point it is almost impossible to differentiate from what is what.
I would have no problem with it if they at first clump up, then you, for instance split & a-move and they stay for a longer time relative to each other. This is where Brood War was a lot better. It makes for a better area attack but in SC2 they move together so fast you can only run in formation in a very short time.

HTs are the best example. How many times you split them and after a few moves they stand together again.
A Zerg would look and feel a lot better when you see this real wall of units running at you.
Topdoller
Profile Joined March 2011
United Kingdom3860 Posts
December 29 2011 09:56 GMT
#133
As a newbie to the world of Starcraft ( I never got into BW much when it was released) I prefer watching BW games to SC2 atm, and this is purely down to clumping and deathball mechanics in SC2.

BW games simply have much action going on with multiple engagements all over the map, as a spectator its simply more exciting to watch

Protoss suffers from it the worst of the 3 races played in SC2 imho, and any game that involves that race is almost an instant turn off for me with the exception of LiquidHero vs Zerg.

If SC2 wants to be a spectator sport this needs to be addressed, watching players sit in their bases for 10 mins then watching the game be won or lost based on one large battle is not going to win the masses over.

Blizz can do 1 of two things.

1/ reduce clumping to induce multiple battles across the map area and limit AOE strength

or

2/ give Protoss and Zerg the Units required for micro by the pros to make exciting games, as at the moment only Terran has flexible units that are exciting to watch. Almost all the Terrans units can be microed to take the unit past its basic design.

This is not a balance thing, its a game design issue
BrosephBrostar
Profile Blog Joined December 2009
United States445 Posts
Last Edited: 2011-12-29 10:00:19
December 29 2011 09:57 GMT
#134
Some of you guys are retarded. Even if pros learn how to keep their armies spread out do you really think Blizzard is going to rebalance aoe damage just for them? When 70 damage tanks were wrecking everyone's shit Blizzard didn't tell people to get better, they just reduced the damage. It's the same thing with blue flame, fungal, and emp. Even as top Zergs were learning how to scatter their drones so they wouldn't all die to 2 hellions Blizzard nerfed the damage anyway because skill of top players isn't a factor they take into account when balancing their game.

User was temp banned for this post.
felisconcolori
Profile Blog Joined October 2011
United States6169 Posts
December 29 2011 10:07 GMT
#135
Clumping makes splash damage truly painful. Or is the idea of dropping a fungal and getting 90% of a deathball unpleasant? Or having tanks destroy an army completely due to being clumped? Or stormed? Part of what makes these mechanics as powerful as they are is the clumping of units. If you make the units auto-spread or increase their collision radius, it is a bit of a stealth nerf to any area of effect damage. And Blizz has already made some adjustments on the basis of the tight unit movements (EMP radius reduction - you can't quite get all of the protoss army anymore.)

I agree, visually it is not the best look. And mechanics wise, if you get some mech accidentally in the middle of a clump of bio, the mech moving is either silly, annoying, or worse will shove a bunch of that bio with them until they get where they are going. (I've lost units this way, but then, I'm not at the high end of the skill curve.) But to preserve the relative balance mechanics in place, if you de-clump units by software fiat you'd also have to alter the splash damage radius for AOE units, and I don't think anyone is really happy with that idea. (To preserve current effectiveness, the splash would have to take into account the new enforced spreading.) I think the idea of manually dispersing and splitting units is probably about right - it gives pros something else to do with their very high apm that will distinguish them further from us schlubs in the lower ladders.

Of course, Blizzard could also adopt a feature from StarWars: Galactic battlegrounds. An otherwise mediocre RTS (which I enjoyed anyways) which allowed unit groups to be commanded into a simple set of formations. (Tight ranks, looser dispersed ranks, single files, and IIRC, a "box" which would put light infantry on the outside and heavier units in the middle.) While I think that would make things interesting for those of us with sub 100 APM, I can't see it being widely accepted among the upper levels of play.
Yes, I email sponsors... to thank them. Don't post drunk, kids. My king, what has become of you?
aiuradun
Profile Joined February 2011
Denmark115 Posts
December 29 2011 10:07 GMT
#136
well really a few shreders and a few other new microable units are not going to change the core concept of having those big clumps of units as your main army and really 6-9 less supply aren't going to do much.

I think i agree that the clumping is kind of an issue since it rarely (at my not very high level) is actually rewarding to micro if i split my army i lose more than i gain except in those rare occations, micro should be something where you feel rewarded for doing and not punished (which it feels like sometimes in sc2 as per this example spreading out your ball of units, posesioning pre battle seems to really be the only waty to get that advantage.

going back to th bw style doesent seem at good option either, so how to actually do this is kinda hard since the game alreddy have established a feel and you cnat really change this to much once its realeased so i Think Blizzard is forced to do these "smaller" changes like introduce new micro oriented units as they are in hots but as i said i don't think they will nesesarily change that much in the large svcale but changing the space between units and those kind of changes after release would really feel awkward
Tomken
Profile Joined January 2010
Norway1144 Posts
Last Edited: 2011-12-29 10:11:41
December 29 2011 10:10 GMT
#137
On December 29 2011 14:35 GhandiEAGLE wrote:
I think Blizzard should focus on more creative solutions to the lack of micro problem in sc2. Making the game worse just so that it is harder does not seem like a very good idea. Perhaps buffing AOE to force the spreading of armies?

So removing automine and MBS will do the game worse? No.

edit: missread macro @ micro, lol >_>
MBCGame HERO FIGHTING!!!~
aderum
Profile Blog Joined January 2011
Sweden1459 Posts
December 29 2011 10:13 GMT
#138
I dont think it is a problem at all, the problem is that players are still too "bad" to not micro and control their army apart. For example toss need to start splitting up their army wwaaaaaayyy more in some situations. I think if you compare the army movements and clumping from a year ago with today, you'll find that player work with much more spread out and "smaller" army size. And not just sitting back and maxing a 200 clump and then going.
Crazy people dont sit around and wonder if they are insane
chaynesore
Profile Joined October 2011
Australia175 Posts
December 29 2011 10:14 GMT
#139
I think sc2 unit clumping is somewhat of a tradeoff with limited size control groups. If they didn't clump and control groups were still "infinite" splash damage in the game would be useless. I think there's a massive unexplored skill cap available to players who can work out how to constantly spread their units in game. E.g. -- Polt beating MMA in the super tournament had a lot to do with his shit spreading near perfectly against siege tanks.
"When things get weird, I'm in my element." - Liquid`TLO
Exempt.
Profile Joined May 2011
United States470 Posts
December 29 2011 10:16 GMT
#140
why would anyone want to make this game easier? everyone drools over the skill involved in broodwar, people whine sc2 isnt as hard, yet they want to make it easier? ...

Clump is a perfect mechanic because it's useful, intuitive, and nice for noobs to control while also greatly increasing the skill cap required by pros to get full use of units (hint: skill).

Prev 1 5 6 7 8 9 14 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 6h 47m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 212
StarCraft: Brood War
Hyuk 670
NaDa 47
Icarus 5
TT1 2
Dota 2
NeuroSwarm197
LuMiX0
League of Legends
JimRising 722
Other Games
summit1g10442
WinterStarcraft375
Mew2King101
ViBE84
ArmadaUGS51
Organizations
Other Games
gamesdonequick1358
BasetradeTV303
Dota 2
PGL Dota 2 - Main Stream149
[ Show 13 non-featured ]
StarCraft 2
• Hupsaiya 90
• davetesta44
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Azhi_Dahaki6
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush857
• Lourlo552
Upcoming Events
Sparkling Tuna Cup
6h 47m
INu's Battles
8h 47m
herO vs Classic
Percival vs Rogue
Shopify Rebellion Sundays
11h 47m
MilkiCow vs TBD
Clem vs TBD
BSL Open Qualifier
15h 47m
BSL Open Qualifier
15h 47m
Replay Cast
19h 47m
Afreeca Starleague
1d 6h
Rush vs Light
WardiTV Weekly
1d 7h
Monday Night Weeklies
1d 12h
Replay Cast
1d 19h
[ Show More ]
Afreeca Starleague
2 days
Soma vs Soulkey
INu's Battles
2 days
SHIN vs Cure
ByuN vs Zoun
PiGosaur Cup
2 days
The PondCast
4 days
INu's Battles
4 days
Replay Cast
5 days
BSL: Ladder Tournament
6 days
Liquipedia Results

Completed

CSL 2026 AUTUMN (S22)
Blizzard Classic Cup 2026
Calamity Invitational

Ongoing

ASL Season 22
Super Anchor Qualifying S3
Acropolis #5
Acropolis #5 - GSB
Copium Cup
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
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual

Upcoming

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
eXTREMESLAND 2026
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
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.