• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 18:21
CET 00:21
KST 08:21
  • 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
TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation8Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
[TLMC] Fall/Winter 2025 Ladder Map Rotation Mech is the composition that needs teleportation t Weekly Cups (Nov 3-9): Clem Conquers in Canada Craziest Micro Moments Of All Time? SC: Evo Complete - Ranked Ladder OPEN ALPHA
Tourneys
Tenacious Turtle Tussle RSL S3 Round of 16 Master Swan Open (Global Bronze-Master 2) Constellation Cup - Main Event - Stellar Fest Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
[ASL20] Ask the mapmakers — Drop your questions BW General Discussion FlaSh on: Biggest Problem With SnOw's Playstyle Terran 1:35 12 Gas Optimization BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET [ASL20] Grand Finals
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation Should offensive tower rushing be viable in RTS games? Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1747 users

The Philosophy of Design: Part 2 - Unit Design - Page 29

Forum Index > SC2 General
Post a Reply
Prev 1 27 28 29 30 31 33 Next All
PureBalls
Profile Joined January 2012
Austria383 Posts
January 17 2012 13:53 GMT
#561
On January 17 2012 22:51 EternaLLegacy wrote:
Show nested quote +
On January 17 2012 22:48 PureBalls wrote:
On January 17 2012 22:41 EternaLLegacy wrote:
On January 17 2012 22:23 PureBalls wrote:
On January 17 2012 01:22 blubbdavid wrote:
On January 17 2012 00:34 Big J wrote:
On January 17 2012 00:32 SoulWager wrote:
I think one of the biggest potential ways to promote positional play in sc2 is to make high ground more meaningful than "have vision" or "don't have vision."

Yep, im talking about brood war's vision system, where units on low ground would miss shots when shooting uphill. Yes, SC2 is a different game, but there were basic things in BW that just worked, and didn't need to be changed. And allowed the map designers to give the players something important to fight for, take RoV for example, where the whole middle area was so important to control, because it a huge hill with both players at the bottom, or blue storm, where high ground advantage was a key component of one of the best map specific TvT builds I've ever seen:


I think that got cut out because the broodwar scene kept complaining about random elements in WC3 and therefore blizzard got rid of anything that is chance based.

If Blizzard actually listened to the BW scene, then SC2 would have come out different.

I like this! Make high ground give extra 1 or 2 armor (similar to guardian shield), and I think it would be very good.


No, that is basically meaningless for high damage units. A range bonus/penalty system for different cliff heights is far superior to that.

Taking good position isnt something you do once you tech to AoE units. Just like in BW, high ground advantage should be there from the start, it should reward you regardless of the units you have.

Thats why additional armor is better than your proposal.


I don't even remotely understand what you're saying. Range bonus rewards all units at all stages of the game.

It does not. If you are playing against a meele heavy opponent, it does nothing.
Mehukannu
Profile Joined October 2010
Finland421 Posts
Last Edited: 2012-01-17 13:54:58
January 17 2012 13:54 GMT
#562
On January 17 2012 22:51 EternaLLegacy wrote:
Show nested quote +
On January 17 2012 22:48 PureBalls wrote:
On January 17 2012 22:41 EternaLLegacy wrote:
On January 17 2012 22:23 PureBalls wrote:
On January 17 2012 01:22 blubbdavid wrote:
On January 17 2012 00:34 Big J wrote:
On January 17 2012 00:32 SoulWager wrote:
I think one of the biggest potential ways to promote positional play in sc2 is to make high ground more meaningful than "have vision" or "don't have vision."

Yep, im talking about brood war's vision system, where units on low ground would miss shots when shooting uphill. Yes, SC2 is a different game, but there were basic things in BW that just worked, and didn't need to be changed. And allowed the map designers to give the players something important to fight for, take RoV for example, where the whole middle area was so important to control, because it a huge hill with both players at the bottom, or blue storm, where high ground advantage was a key component of one of the best map specific TvT builds I've ever seen:
http://www.youtube.com/watch?v=NYthCrf2CM0


I think that got cut out because the broodwar scene kept complaining about random elements in WC3 and therefore blizzard got rid of anything that is chance based.

If Blizzard actually listened to the BW scene, then SC2 would have come out different.

I like this! Make high ground give extra 1 or 2 armor (similar to guardian shield), and I think it would be very good.


No, that is basically meaningless for high damage units. A range bonus/penalty system for different cliff heights is far superior to that.

Taking good position isnt something you do once you tech to AoE units. Just like in BW, high ground advantage should be there from the start, it should reward you regardless of the units you have.

Thats why additional armor is better than your proposal.


I don't even remotely understand what you're saying. Range bonus rewards all units at all stages of the game.

It doesn't reward melee units.
Edit: The guy above was faster. :o
C=('. ' Q)
EternaLLegacy
Profile Blog Joined December 2011
United States410 Posts
January 17 2012 13:59 GMT
#563
On January 17 2012 22:53 PureBalls wrote:
Show nested quote +
On January 17 2012 22:51 EternaLLegacy wrote:
On January 17 2012 22:48 PureBalls wrote:
On January 17 2012 22:41 EternaLLegacy wrote:
On January 17 2012 22:23 PureBalls wrote:
On January 17 2012 01:22 blubbdavid wrote:
On January 17 2012 00:34 Big J wrote:
On January 17 2012 00:32 SoulWager wrote:
I think one of the biggest potential ways to promote positional play in sc2 is to make high ground more meaningful than "have vision" or "don't have vision."

Yep, im talking about brood war's vision system, where units on low ground would miss shots when shooting uphill. Yes, SC2 is a different game, but there were basic things in BW that just worked, and didn't need to be changed. And allowed the map designers to give the players something important to fight for, take RoV for example, where the whole middle area was so important to control, because it a huge hill with both players at the bottom, or blue storm, where high ground advantage was a key component of one of the best map specific TvT builds I've ever seen:
http://www.youtube.com/watch?v=NYthCrf2CM0


I think that got cut out because the broodwar scene kept complaining about random elements in WC3 and therefore blizzard got rid of anything that is chance based.

If Blizzard actually listened to the BW scene, then SC2 would have come out different.

I like this! Make high ground give extra 1 or 2 armor (similar to guardian shield), and I think it would be very good.


No, that is basically meaningless for high damage units. A range bonus/penalty system for different cliff heights is far superior to that.

Taking good position isnt something you do once you tech to AoE units. Just like in BW, high ground advantage should be there from the start, it should reward you regardless of the units you have.

Thats why additional armor is better than your proposal.


I don't even remotely understand what you're saying. Range bonus rewards all units at all stages of the game.

It does not. If you are playing against a meele heavy opponent, it does nothing.


What? You can hit them sooner.

Armor bonus (AND the only BW %to miss) don't matter vs melee because they're always at the same cliff height as you if they're engaging.
Statists gonna State.
PureBalls
Profile Joined January 2012
Austria383 Posts
January 17 2012 14:06 GMT
#564
On January 17 2012 22:59 EternaLLegacy wrote:
Show nested quote +
On January 17 2012 22:53 PureBalls wrote:
On January 17 2012 22:51 EternaLLegacy wrote:
On January 17 2012 22:48 PureBalls wrote:
On January 17 2012 22:41 EternaLLegacy wrote:
On January 17 2012 22:23 PureBalls wrote:
On January 17 2012 01:22 blubbdavid wrote:
On January 17 2012 00:34 Big J wrote:
On January 17 2012 00:32 SoulWager wrote:
I think one of the biggest potential ways to promote positional play in sc2 is to make high ground more meaningful than "have vision" or "don't have vision."

Yep, im talking about brood war's vision system, where units on low ground would miss shots when shooting uphill. Yes, SC2 is a different game, but there were basic things in BW that just worked, and didn't need to be changed. And allowed the map designers to give the players something important to fight for, take RoV for example, where the whole middle area was so important to control, because it a huge hill with both players at the bottom, or blue storm, where high ground advantage was a key component of one of the best map specific TvT builds I've ever seen:
http://www.youtube.com/watch?v=NYthCrf2CM0


I think that got cut out because the broodwar scene kept complaining about random elements in WC3 and therefore blizzard got rid of anything that is chance based.

If Blizzard actually listened to the BW scene, then SC2 would have come out different.

I like this! Make high ground give extra 1 or 2 armor (similar to guardian shield), and I think it would be very good.


No, that is basically meaningless for high damage units. A range bonus/penalty system for different cliff heights is far superior to that.

Taking good position isnt something you do once you tech to AoE units. Just like in BW, high ground advantage should be there from the start, it should reward you regardless of the units you have.

Thats why additional armor is better than your proposal.


I don't even remotely understand what you're saying. Range bonus rewards all units at all stages of the game.

It does not. If you are playing against a meele heavy opponent, it does nothing.


What? You can hit them sooner.

Armor bonus (AND the only BW %to miss) don't matter vs melee because they're always at the same cliff height as you if they're engaging.

You dont get it. Its obvious, that you are a terran player, who is disregarding melee units.

What I was trying to say, is the following: range bonus/penalty only affects ranged units, and therefor is more terran specific, since they have no melee units. It also means, that terrans gain more through holding high ground, than the other races.

It's as simple as this: less than 100% of the units are ranged. But exactly 100% of the units have armor/profit from more armor or guardian shield'esque manipulation.
Mehukannu
Profile Joined October 2010
Finland421 Posts
January 17 2012 14:06 GMT
#565
On January 17 2012 22:59 EternaLLegacy wrote:
Show nested quote +
On January 17 2012 22:53 PureBalls wrote:
On January 17 2012 22:51 EternaLLegacy wrote:
On January 17 2012 22:48 PureBalls wrote:
On January 17 2012 22:41 EternaLLegacy wrote:
On January 17 2012 22:23 PureBalls wrote:
On January 17 2012 01:22 blubbdavid wrote:
On January 17 2012 00:34 Big J wrote:
On January 17 2012 00:32 SoulWager wrote:
I think one of the biggest potential ways to promote positional play in sc2 is to make high ground more meaningful than "have vision" or "don't have vision."

Yep, im talking about brood war's vision system, where units on low ground would miss shots when shooting uphill. Yes, SC2 is a different game, but there were basic things in BW that just worked, and didn't need to be changed. And allowed the map designers to give the players something important to fight for, take RoV for example, where the whole middle area was so important to control, because it a huge hill with both players at the bottom, or blue storm, where high ground advantage was a key component of one of the best map specific TvT builds I've ever seen:
http://www.youtube.com/watch?v=NYthCrf2CM0


I think that got cut out because the broodwar scene kept complaining about random elements in WC3 and therefore blizzard got rid of anything that is chance based.

If Blizzard actually listened to the BW scene, then SC2 would have come out different.

I like this! Make high ground give extra 1 or 2 armor (similar to guardian shield), and I think it would be very good.


No, that is basically meaningless for high damage units. A range bonus/penalty system for different cliff heights is far superior to that.

Taking good position isnt something you do once you tech to AoE units. Just like in BW, high ground advantage should be there from the start, it should reward you regardless of the units you have.

Thats why additional armor is better than your proposal.


I don't even remotely understand what you're saying. Range bonus rewards all units at all stages of the game.

It does not. If you are playing against a meele heavy opponent, it does nothing.


What? You can hit them sooner.

Armor bonus (AND the only BW %to miss) don't matter vs melee because they're always at the same cliff height as you if they're engaging.

It matters if you are holding a ramp with melee units against ranged units or possibly even other melee units.
C=('. ' Q)
Kaleidos
Profile Joined October 2010
Italy172 Posts
January 17 2012 14:10 GMT
#566
On January 17 2012 22:49 EternaLLegacy wrote:
Show nested quote +
On January 17 2012 22:44 LuckyRyuk wrote:
On January 17 2012 22:31 Vicarios wrote:
I'm sure Blizz has a somwhat hidden Masatreplan.
They'll remove units ( like Thor ) step by step. Things will get harder, but first u need the playerbase. And realisticly, which 12 year old would play BW stile units?
Don't cry, u get less "skillfullness" but a bigger esport, which will lead in the end to more competition ( also international, not just some freaks on an island + nerds in the world ).

Just wait....



This is more or less what i was thinking myself. The game will get much harder and complete with each expansion, and after Legacy of the void will be out and the player base is set up, Blizzard will care less about "making the game easier to approach new players". But even if this is true, and they have a big masterplan already, thay have to hide it .


I'm pretty sure if you look at WoW they only made things stupider and easier as time went on. These guys don't have a clue what they're doing and are completely lost ever since the SC/D2 devs left.


Well with how the WOW's monthly fee system works, they can't make the game harder, or they will lose players/money. This won't be the case with SC2 after LOTV is out for some time. I just hope i'm right, but still won't stop supporting the ideas behind this thread.
Glioburd
Profile Joined April 2008
France1911 Posts
January 17 2012 14:11 GMT
#567
I totally agree. We need a more microed game. Hope HotS will improve A LOT the game.
"You should hate loosing, but you should never fear defeat." NaDa.
EternaLLegacy
Profile Blog Joined December 2011
United States410 Posts
January 17 2012 14:14 GMT
#568
On January 17 2012 23:06 Mehukannu wrote:
Show nested quote +
On January 17 2012 22:59 EternaLLegacy wrote:
On January 17 2012 22:53 PureBalls wrote:
On January 17 2012 22:51 EternaLLegacy wrote:
On January 17 2012 22:48 PureBalls wrote:
On January 17 2012 22:41 EternaLLegacy wrote:
On January 17 2012 22:23 PureBalls wrote:
On January 17 2012 01:22 blubbdavid wrote:
On January 17 2012 00:34 Big J wrote:
On January 17 2012 00:32 SoulWager wrote:
I think one of the biggest potential ways to promote positional play in sc2 is to make high ground more meaningful than "have vision" or "don't have vision."

Yep, im talking about brood war's vision system, where units on low ground would miss shots when shooting uphill. Yes, SC2 is a different game, but there were basic things in BW that just worked, and didn't need to be changed. And allowed the map designers to give the players something important to fight for, take RoV for example, where the whole middle area was so important to control, because it a huge hill with both players at the bottom, or blue storm, where high ground advantage was a key component of one of the best map specific TvT builds I've ever seen:
http://www.youtube.com/watch?v=NYthCrf2CM0


I think that got cut out because the broodwar scene kept complaining about random elements in WC3 and therefore blizzard got rid of anything that is chance based.

If Blizzard actually listened to the BW scene, then SC2 would have come out different.

I like this! Make high ground give extra 1 or 2 armor (similar to guardian shield), and I think it would be very good.


No, that is basically meaningless for high damage units. A range bonus/penalty system for different cliff heights is far superior to that.

Taking good position isnt something you do once you tech to AoE units. Just like in BW, high ground advantage should be there from the start, it should reward you regardless of the units you have.

Thats why additional armor is better than your proposal.


I don't even remotely understand what you're saying. Range bonus rewards all units at all stages of the game.

It does not. If you are playing against a meele heavy opponent, it does nothing.


What? You can hit them sooner.

Armor bonus (AND the only BW %to miss) don't matter vs melee because they're always at the same cliff height as you if they're engaging.

It matters if you are holding a ramp with melee units against ranged units or possibly even other melee units.


Range penalty for shooting up?
Statists gonna State.
PureBalls
Profile Joined January 2012
Austria383 Posts
Last Edited: 2012-01-17 14:17:23
January 17 2012 14:16 GMT
#569
On January 17 2012 23:14 EternaLLegacy wrote:
Show nested quote +
On January 17 2012 23:06 Mehukannu wrote:
On January 17 2012 22:59 EternaLLegacy wrote:
On January 17 2012 22:53 PureBalls wrote:
On January 17 2012 22:51 EternaLLegacy wrote:
On January 17 2012 22:48 PureBalls wrote:
On January 17 2012 22:41 EternaLLegacy wrote:
On January 17 2012 22:23 PureBalls wrote:
On January 17 2012 01:22 blubbdavid wrote:
On January 17 2012 00:34 Big J wrote:
[quote]

I think that got cut out because the broodwar scene kept complaining about random elements in WC3 and therefore blizzard got rid of anything that is chance based.

If Blizzard actually listened to the BW scene, then SC2 would have come out different.

I like this! Make high ground give extra 1 or 2 armor (similar to guardian shield), and I think it would be very good.


No, that is basically meaningless for high damage units. A range bonus/penalty system for different cliff heights is far superior to that.

Taking good position isnt something you do once you tech to AoE units. Just like in BW, high ground advantage should be there from the start, it should reward you regardless of the units you have.

Thats why additional armor is better than your proposal.


I don't even remotely understand what you're saying. Range bonus rewards all units at all stages of the game.

It does not. If you are playing against a meele heavy opponent, it does nothing.


What? You can hit them sooner.

Armor bonus (AND the only BW %to miss) don't matter vs melee because they're always at the same cliff height as you if they're engaging.

It matters if you are holding a ramp with melee units against ranged units or possibly even other melee units.


Range penalty for shooting up?

Profits siege tank, BL and colossus positions disproportionally, since they already have great rang. So its even harder to bust them. And does not profit melee compositions nearly as well.
Mehukannu
Profile Joined October 2010
Finland421 Posts
Last Edited: 2012-01-17 14:25:47
January 17 2012 14:17 GMT
#570
On January 17 2012 23:14 EternaLLegacy wrote:
Show nested quote +
On January 17 2012 23:06 Mehukannu wrote:
On January 17 2012 22:59 EternaLLegacy wrote:
On January 17 2012 22:53 PureBalls wrote:
On January 17 2012 22:51 EternaLLegacy wrote:
On January 17 2012 22:48 PureBalls wrote:
On January 17 2012 22:41 EternaLLegacy wrote:
On January 17 2012 22:23 PureBalls wrote:
On January 17 2012 01:22 blubbdavid wrote:
On January 17 2012 00:34 Big J wrote:
[quote]

I think that got cut out because the broodwar scene kept complaining about random elements in WC3 and therefore blizzard got rid of anything that is chance based.

If Blizzard actually listened to the BW scene, then SC2 would have come out different.

I like this! Make high ground give extra 1 or 2 armor (similar to guardian shield), and I think it would be very good.


No, that is basically meaningless for high damage units. A range bonus/penalty system for different cliff heights is far superior to that.

Taking good position isnt something you do once you tech to AoE units. Just like in BW, high ground advantage should be there from the start, it should reward you regardless of the units you have.

Thats why additional armor is better than your proposal.


I don't even remotely understand what you're saying. Range bonus rewards all units at all stages of the game.

It does not. If you are playing against a meele heavy opponent, it does nothing.


What? You can hit them sooner.

Armor bonus (AND the only BW %to miss) don't matter vs melee because they're always at the same cliff height as you if they're engaging.

It matters if you are holding a ramp with melee units against ranged units or possibly even other melee units.


Range penalty for shooting up?

the +1 armor for melee units so they can hold a ramp little bit better against ranged units.


On January 17 2012 23:16 PureBalls wrote:
Profits siege tank, BL and colossus positions disproportionally, since they already have great rang. So its even harder to bust them. And does not profit melee compositions nearly as well.

I don't believe it would affect flying units like broodlords, since cliff issues are not concern to flying units.
C=('. ' Q)
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
January 18 2012 06:42 GMT
#571
On January 16 2012 19:01 Myrddraal wrote:
Show nested quote +
On January 16 2012 13:15 sluggaslamoo wrote:
On January 16 2012 13:00 Roe wrote:
I disagree with you on the no zone control. Forcefield fits that role exactly. PDD gives you zone control as well. And in the expansion we will see any lacking in this field be helped out by shredder, viper, etc. Maybe PDD needs to be stronger somehow, because it's sort of linear right now. You put it down, it absorbs a certain amount of hits, then needs to recharge slowly.


Its not really zone control if its only available for a very short time.

I can literally fortify a position forever with enough tanks/mines/turrets/depots. It does require a big investment though and a lot of precious time and effort, its like building a castle.

PDD/Forcefield is a relatively small investment but the scale at which you can control a zone is also much less.


You can do essentially the exact same thing in SC2, have you not watched MVP play split map against Zerg?


That's one match up though, and split-map is different to map control.

E.g I can split the map vs Toss using MMM by being mobile and scanning the Toss army movement. Map control is having 2 lurkers above a ramp and infinite bio units dying trying to get up it.

Every matchup except ZvZ allows for powerful zone control with Reavers, Lurkers, Mines, and Siege Tanks.

There are many matchups which doesn't allow for map control causing ball vs ball play. E.g In SC2 you cannot play mech vs Protoss and split the map.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
jellyjello
Profile Joined March 2011
Korea (South)664 Posts
January 18 2012 15:20 GMT
#572
First off, I'd like to applaud the OP for his effort. Enjoyed reading your post. Aside from all the micro debate, I do agree with the OP on one thing: SC2 is becoming too stale and predictable once the build order phase is passed.

I also cannot believe you didn't mention this. If you really look at the unit interface of SC2, the behavior of some of the ranged units is so unrealistic. For example, take a look at the marine death ball. You have marines basically firing through each other's back in multiple rows, and with such precision and speed. Or, how colossus can stomp through his own allied units without causing any damage. This gives so much power to ranged units over melee units which limits the game dynamics.
JayIsImbA
Profile Joined October 2011
Germany54 Posts
Last Edited: 2012-01-18 17:55:45
January 18 2012 17:51 GMT
#573
nice post, but there are plenty of points i'd argue.. anyway I want to ask you this.. burrowed roaches do not force detection? really? I'm not sure how you come up with that conclusion. burrowed roaches kill a protoss army w/o observers pretty easily and force the protoss to be defensive UNTILL he has detection..

I agree on the problem of zone control, but you critize there are too many ways to kill a siege tank.. if there wasn't siege tanks would rape ANYTHING on the ground..

I appreciate the effort you put into this post, but I feel that, at many points, you simply critize stuff that many "lower" skilled players cannot overcome..
"More gg, more skill!" WhiteRa
JayIsImbA
Profile Joined October 2011
Germany54 Posts
January 18 2012 17:57 GMT
#574
On January 19 2012 00:20 jellyjello wrote:
First off, I'd like to applaud the OP for his effort. Enjoyed reading your post. Aside from all the micro debate, I do agree with the OP on one thing: SC2 is becoming too stale and predictable once the build order phase is passed.

I also cannot believe you didn't mention this. If you really look at the unit interface of SC2, the behavior of some of the ranged units is so unrealistic. For example, take a look at the marine death ball. You have marines basically firing through each other's back in multiple rows, and with such precision and speed. Or, how colossus can stomp through his own allied units without causing any damage. This gives so much power to ranged units over melee units which limits the game dynamics.


are you seriously critizing the aspect of realism in a Fantasy-RTS-Game? You're kidding right?
"More gg, more skill!" WhiteRa
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
January 19 2012 00:09 GMT
#575
On January 19 2012 02:51 JayIsImbA wrote:
nice post, but there are plenty of points i'd argue.. anyway I want to ask you this.. burrowed roaches do not force detection? really? I'm not sure how you come up with that conclusion. burrowed roaches kill a protoss army w/o observers pretty easily and force the protoss to be defensive UNTILL he has detection..

I agree on the problem of zone control, but you critize there are too many ways to kill a siege tank.. if there wasn't siege tanks would rape ANYTHING on the ground..

I appreciate the effort you put into this post, but I feel that, at many points, you simply critize stuff that many "lower" skilled players cannot overcome.


Didn't seem to be a problem in BW.

What they really need to do is remove the Tank AI, Blizzard just has to accept that its really bad for the game, something they've been unwilling to do since people mentioned the Thor was a terrible idea in Alpha.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
javert
Profile Joined January 2012
Mexico3 Posts
January 19 2012 01:21 GMT
#576
I haven't seen it mentioned here, but wouldn't it be possible to implement unit formations such as the ones from Age of Empires II? It could fix the ball-only issue and allow area of effect attacks to be buffed further without having to dumb down the pathing system.

On another topic, I could imagine Blizzard holding some of the necessary fixes until LotV. I mean, they could easily have made a complete game in WoL but that woudn't have fitted in the three expansion model. In order to give people reasons to buy expansions, they must be keeping some of the best changes for later.
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2012-01-19 01:29:34
January 19 2012 01:27 GMT
#577
On January 19 2012 10:21 javert wrote:
I haven't seen it mentioned here, but wouldn't it be possible to implement unit formations such as the ones from Age of Empires II? It could fix the ball-only issue and allow area of effect attacks to be buffed further without having to dumb down the pathing system.

On another topic, I could imagine Blizzard holding some of the necessary fixes until LotV. I mean, they could easily have made a complete game in WoL but that woudn't have fitted in the three expansion model. In order to give people reasons to buy expansions, they must be keeping some of the best changes for later.


Myth: The SC2 pathing system is good.
Truth: No it is terrible, it is as dumbed down as dumbed down gets.

Go look at Company of Heroes or many other games where the units move like a real army (spread out with no formation) while still having perfect pathing. Battles also last a long time, which is something SC2 really needs to work on.

[image loading]

Fixed formations are a bad idea, why? Because everyone would choose ball anyway.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
pzea469
Profile Blog Joined September 2008
United States1520 Posts
January 19 2012 01:53 GMT
#578
in terms of unit design, I think blizzard made a big mistake trying to balance the game too much.

People tend to blame blizzard for trying to make units fun and cool instead on focusing on making them balanced, but I think this is very wrong. I think blizzard was completely right in making units cool and fun and interesting FIRST, and THEN much later, focusing on balance. Their mistake was not going all the way. Maybe they got scared.

As OP stated, SO many good ideas were trashed, and the only reason one can think of is balance. This was all done before beta. Think about BW. If there had been any unit in SC2 with as much power as some of the units in BW, it would have been nerfed immediately because it didn't seem balanced. Yet that's one of the reasons BW is so interesting, because all races had some things that were just extremely powerful. Battles could be turned due to very powerful abilities. All 3 races had things one could say was imbalanced, but yet the game was eventually balanced.

So many great ideas completely scrapped. The best way to have handled SC2 imo would have been to put in a whole bunch of interesting powerful fun units for each race, forget balance, and just let the players balance it through learning how to deal with things. Then after a good long while has passed, address things that are too broken. But what blizzard did, was preemptively scrap/nerf all things with potential to be OP, in order to achieve balance faster. Balance isn't as important as some of you might think. Blizzard didn't really balance BW as much as the players balanced it themselves.

List of good units/ideas off the top of my head that Blizzard scrapped/nerfed:

Static defense movement: Initially a protoss ability, changed to zerg, but nerfed so that it takes a long time to burrow down.
Immortal: Used to be a cool unit that took very little damage from high damage attacks because they activated his shield. But low damage attacks would bypass the shield and take him down much faster. Now it's just a unit that can't take more than a certain amount of damage.
Fungal Infestation: Used to be a great ability from the infestor, that would shoot some sort of parasite at an enemy infantry unit(don't know what units it worked on aside from that), and then that unit would, after a few seconds, explode and kill other units within a certain radius. The player would have to micro to separate the infested unit from the others before it was too late.
The Roach: as mentioned in OP.
Hunter Seeker Missile: Used to be a threat.
Thor: used to be built by scv like a building, but now it comes out of a building that is smaller then the unit. Apparently it was too OP for scvs to be able to build it.
Baneling: Used to be a OMG watch out for that baneling, and they weren't easy to kill. It was changed to SO MANY BANELINGS. I remember when beta started I snuck a zergling into my enemy base and morphed it into a baneling. Giggling I moved him to the mineral line and made him blow up. Yeah, nothing happened...

The baneling change is an example of how they went from making a unit more expensive but deadlier, into making it less expensive but weaker. Expensive but deadly is far more interesting than high numbers. The reaver was good because it took 1 scarab to unleash hell, potentially. This creates excitement. Having 3 deadly banelings to watch out for is more exciting than having 10 much weaker banelings for instance.

Anyways, writing too much, but the point is that the best way to have gone about balancing the game while still keeping it really interesting would have been to put in every great, interesting, fun unit/ability into the game, and then letting the players balance it in beta. NOT nerfing/scrapping all good, interesting ideas beforehand for the sake of having a more balanced beta. That's how I see it at least. There is a lot of hope though, since there are still two expansions left, so we'll see.
Kill the Deathball
jellyjello
Profile Joined March 2011
Korea (South)664 Posts
Last Edited: 2012-01-19 04:48:55
January 19 2012 04:48 GMT
#579
On January 19 2012 02:57 JayIsImbA wrote:
Show nested quote +
On January 19 2012 00:20 jellyjello wrote:
First off, I'd like to applaud the OP for his effort. Enjoyed reading your post. Aside from all the micro debate, I do agree with the OP on one thing: SC2 is becoming too stale and predictable once the build order phase is passed.

I also cannot believe you didn't mention this. If you really look at the unit interface of SC2, the behavior of some of the ranged units is so unrealistic. For example, take a look at the marine death ball. You have marines basically firing through each other's back in multiple rows, and with such precision and speed. Or, how colossus can stomp through his own allied units without causing any damage. This gives so much power to ranged units over melee units which limits the game dynamics.


are you seriously critizing the aspect of realism in a Fantasy-RTS-Game? You're kidding right?


You are right. The hell with realism! Let's just make the marines fly and their rifles can fire unlimited nukes. After all, who really cares about the realism in RTS game?
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
January 19 2012 04:55 GMT
#580
I can't wait to read what you think about mules, EternalLegacy.
:D
moo...for DRG
Prev 1 27 28 29 30 31 33 Next All
Please log in or register to reply.
Live Events Refresh
Tenacious Turtle Tussle
23:00
Biweekly #35
CranKy Ducklings45
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
White-Ra 355
PiGStarcraft305
SpeCial 110
ProTech103
Livibee 91
ZombieGrub40
StarCraft: Brood War
Shuttle 578
Artosis 310
UpATreeSC 79
Sexy 30
Rock 28
NaDa 14
Dota 2
syndereN244
Counter-Strike
Foxcn288
Super Smash Bros
Mew2King82
Other Games
Grubby4092
summit1g1198
shahzam406
Maynarde100
C9.Mang093
Nathanias27
febbydoto9
fpsfer 1
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Hupsaiya 65
• RyuSc2 60
• Adnapsc2 10
• HeavenSC 2
• Kozan
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21244
• WagamamaTV500
League of Legends
• imaqtpie3355
Other Games
• Shiphtur257
Upcoming Events
The PondCast
10h 39m
RSL Revival
10h 39m
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
12h 39m
ByuN vs ShoWTimE
Classic vs Cure
Reynor vs TBD
WardiTV Korean Royale
12h 39m
PiGosaur Monday
1d 1h
RSL Revival
1d 10h
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
1d 12h
herO vs TBD
CranKy Ducklings
2 days
RSL Revival
2 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
2 days
[ Show More ]
IPSL
2 days
ZZZero vs rasowy
Napoleon vs KameZerg
BSL 21
2 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
3 days
RSL Revival
3 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
3 days
WardiTV Korean Royale
3 days
BSL 21
3 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
3 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Replay Cast
3 days
Wardi Open
4 days
Monday Night Weeklies
4 days
WardiTV Korean Royale
5 days
The PondCast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
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 © 2025 TLnet. All Rights Reserved.