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[Concept] Line of Sight Blocking Ability - Page 10

Forum Index > SC2 General
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ciox
Profile Joined March 2011
58 Posts
June 18 2012 14:50 GMT
#181
Yes this idea has come up many times before, however the ability fits better on an early unit like Reaper, Ghost or Medic (if Medivac is removed).
By the time Tanks come out, scans are plentiful and air units are very close to joining the battlefield.

Also I doubt they would allow unusual shapes if they ability was added, almost certainly it would be a square blocker always.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
June 18 2012 16:05 GMT
#182
Wouldn't do much good. Basically this sight war is already going on as tanks shoot further then they can see so the player air dominance can basically push the one without.
In practice however many things would void the use of this completely. Your opponent could have air to look over the smoke screen, he could scan or he could just have his tanks at the watchtower. Vision manipulaiton is a bad thing to rely on anyway because it's very gimmicky. Suppose you throw down a smoke screen and move in. If the oppoentn doesn't react properly he basically loses all his stuff without you losing much. If he does scan or have some unit to give vision you suddenly lose all your tanks instantly. It's way too gimmicky. Also the unit would not be the unit to put this on, as such a gas heavy unit it's not a likely unit to have a place in mech wars.

A smoke/fog effect would be much more interesting. You would throw down smoke grenades and units inside the fog/smoke can't be seen regardless of vision/scans etc. However units inside the smoke are also impossible to attack themselves. It could be used to close the distance on units and to fake attacks as the opponent would never know how much units you have hiding under the smoke.

Anyway there are probably much more elegant ways to prevent the tank line problem, better then the warhound as well (which is a crappy design). The nuke could just be given a longer casting range with a lower impact for example. It would be able to disrupt a tank line so you can move in. Otherwise give the thor for example a mortar shot ability, it fires a shell at very long range but it takes 5 seconds to impact. It would only be good against stationary targets ie tanks as other units could easily avoid it (low impact area).
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
June 18 2012 16:07 GMT
#183
Am I the only one who likes the positional based slow-paced TvT?
Nightsz
Profile Blog Joined February 2011
Canada398 Posts
June 18 2012 16:11 GMT
#184
I don't see this completely viable at all. The other guy is gonna end up seeing those smoke grenades put up and wonder why his vision is so small, and just scan. Since lategame TvT involves building up orbitals and having free scans everywhere.
vol_
Profile Joined May 2010
Australia1608 Posts
June 18 2012 17:26 GMT
#185
Love this! Smoke bombs, so human.
Jaedong gives me a deep resonance.
CanadianSCgamer
Profile Joined April 2010
Canada64 Posts
June 20 2012 03:05 GMT
#186
On June 19 2012 01:05 Markwerf wrote:
Wouldn't do much good. Basically this sight war is already going on as tanks shoot further then they can see so the player air dominance can basically push the one without.
In practice however many things would void the use of this completely. Your opponent could have air to look over the smoke screen, he could scan or he could just have his tanks at the watchtower. Vision manipulaiton is a bad thing to rely on anyway because it's very gimmicky. Suppose you throw down a smoke screen and move in. If the oppoentn doesn't react properly he basically loses all his stuff without you losing much. If he does scan or have some unit to give vision you suddenly lose all your tanks instantly. It's way too gimmicky. Also the unit would not be the unit to put this on, as such a gas heavy unit it's not a likely unit to have a place in mech wars.

A smoke/fog effect would be much more interesting. You would throw down smoke grenades and units inside the fog/smoke can't be seen regardless of vision/scans etc. However units inside the smoke are also impossible to attack themselves. It could be used to close the distance on units and to fake attacks as the opponent would never know how much units you have hiding under the smoke.

Anyway there are probably much more elegant ways to prevent the tank line problem, better then the warhound as well (which is a crappy design). The nuke could just be given a longer casting range with a lower impact for example. It would be able to disrupt a tank line so you can move in. Otherwise give the thor for example a mortar shot ability, it fires a shell at very long range but it takes 5 seconds to impact. It would only be good against stationary targets ie tanks as other units could easily avoid it (low impact area).


You make a pretty good point. Blizzard should test some of that out.
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2012-06-20 04:47:57
June 20 2012 04:42 GMT
#187
Who still cares about siege lines? When was the last time any pro built a "real siege line" in a match?

They are pretty inefficient, because the required density of units for the defenders means you can only cover one tiny piece of a map and the attacker can simply move around it. The good old siege lines from BW with turrets and a few bunkers and siege tanks have been dead since launch of SC2 due to the perfect movement AI which allows very tight balls of units for the attacker ... which lets him crush any siege line easily (if done correctly and not just a wave of Zerglings).

Not only that, but Hallucination (to send in first to draw tank fire), blink, "free" broodlings (and the new free Zerg tank-fodder from Swarm Hosts), infested terrans (dropped on the tanks), stimmed marauders, ... give wayy too many easy options to break such a line that I think something to actually strengthen them would be a good idea. The flamethrower addon for the bunker from the campaign might be a good start and additional building armor upgrades as well.

Siege tanks are killed too easily and are the only really well designed unit in the whole game due to their many drawbacks, chief among it is the friendly fire which really hurts the terran more than the attacker. Sadly they are designed for just such a siege line play ... which has too many counters and thus the siege tank should be replaced by more durable mechs with all their air vents sealed tightly and an electified outer hull (to prevent that mind control tentacle from finding a target). Either the friendly fire gets scrapped OR the siege tank is scrapped OR the siege tank gets some other buffs.

hint: The terran counter to siege lines (if you are mech yourself) is called Battlecruiser.

-----

Personally I think Blizzard shouldnt focus on "new units" for the expansions, but rather on "new abilities" or "alternative versions" of current units. The transforming hellion is a good example and adding that 22 range shot to the carrier would be another easy one (and it might even fix that unit to be useable again). You could have Marauders with anti-air rockets for example or banelings which are able to move underground but have only a "non-stacking damage over time" attack from their explosion instead. The mothership core and the mothership could be interchangeable (after the mothership has been built) with the core version granting extra regeneration to shields and energy to surrounding units.
If you cant say what you're meaning, you can never mean what you're saying.
ClysmiC
Profile Blog Joined December 2010
United States2192 Posts
June 20 2012 19:50 GMT
#188
I was going through Liquipedia's list of cut abilities from Sc2 and found this one.

Seems like Blizzard has already considered an ability like this, but for Zerg.
Jetaap
Profile Blog Joined November 2010
France4814 Posts
July 01 2012 22:59 GMT
#189
Great concept!!
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