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[Concept] Line of Sight Blocking Ability - Page 5

Forum Index > SC2 General
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Roarer
Profile Joined December 2011
Hong Kong124 Posts
June 15 2012 12:59 GMT
#81
On June 15 2012 21:46 MavivaM wrote:
Show nested quote +
On June 15 2012 20:50 Jinsho wrote:
This idea is, of course, absolute rubbish.

It has to mean nothing in TvT as scans have to see through, otherwise whoever fires the first smoke shells wins, and it would greatly mess up TvZ and TvP.

This internet tough guy may express his opinion in a better way, but he's right.

In TvT the scans are going to completely nullify the LOS effect, in TvZ all the zerg has to do is bringing some mutalisks, or if he's going with another army composition he can use speed overlords or oversees without being forced to change his build at all.
So, it's an ability that it's not going to change at all 2 of the 3 matchups.

About TvP instead it could break the meta: T rushes to tank, pushes on one base, scans to get upper ground vision and then uses LOS to negate vision for the forcefields.

I like the idea overall and I think it's cool... just not viable in this current way.
No idea about how to improve it altough.


In TvT, I mostly agree what you said, just that ..scan nearly nullify it, instead of completely XD

In TvP though, I think obs will be early enough to nullify it too, especially you are going heavy on gas, and they will prepare for banshee.

My reasoning and suggestion are written in an earlier post :

+ Show Spoiler +
On June 15 2012 20:16 Roarer wrote:
I am not sure how much effect of such an ability will affect the match-ups. Let's see:

TvT : the ability can limit marine marauders sight range... but Terran can neutralize it with scans or a floating barrack. On the other hand medivac will be out @ around 10:00. Once medivac is out, the smake screen is more or less useless. Even if the tanking guy go for vikings, you need 3 vikings to 2 shot a medivac.... so ...the marauder Terran can push with 2 medivac @ 10:00 saving 1 scan. In short, the screen is useless in "main" engagement after 10:00.
If we only look at its usefulness before 10:00, assuming you go 1 rax expand... the earliest tank you can get is about 7:15. As a result, you can only have 1 to 3 tanks to hold off the marauder pushes before 10:00. The ability has to be effective for having only 3 tanks. The tanking better to be able to lay at least 2 layers of smoke screen before 10:00 or else the ability will be actually useless( to waste 1 scan, then the MM will not be able to push through the second layer).


TvP: Can be useful against stalkers, since they cannot blink into places with no vision, and also delay the charge on zealots. However, every standard protoss will have observer out @ 7:30 which can allow it to see through the screen. After 12:30, most protoss will have colossus out which can give vision. Then the effectiveness of the ability will come down to observer sniping which protoss will have the upper hand most of the time. In conclusion, the ability has very limited uses in straight up TvP engagement.

TvZ: It's useless on creeps and after mutalisks are out, so the window for it to be useful will be between 7:15 to 9:00 ( assuming 1 rax expo again). However, the smoke screen can help a ton in counter attacks. Zergs will hardly have spotters when they are doing counter attacks.. and they may be scared and retreat once they took 1 tank shot cuz they have no idea how many more is back there. In straight up defense, they can neutralize roaches, which tanks always do, but it forces the zerg to poke through the screen with either muta or overlord/overseers.I guess everyone knows that marine can kill these units quite easily, thus delaying the push. This can bring some new dynamic to the match up^ ^ . The ability can be really useful in TvZ then.


In conclusion, the ability is only useful for retreat in most match-ups. It is really interesting in TvZ. Terran can hardly benefit from it in any form agressions and the timing window for it to shine is very small. Thus, I would say that the ability should come free with tanks. Any upgrades delaying it to make an impact in the game might be too much. Moreover, if we want the ability to have an impact in the late games, it needs a buff. Maybe something like units in the smoke screen have increased chance to miss unless the targets were tracked by sensor towers.

Never argue with an idiot, cause they will drag you down to their level and beat you with experience =﹏=
GinDo
Profile Blog Joined September 2010
3327 Posts
June 15 2012 13:16 GMT
#82
@OP

Blizzard would never remove Thor. The CE skin prevents them from replacing the Thor. Unless they have a loophole saying that the CE skin was only for WOL.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
HwangjaeTerran
Profile Blog Joined October 2009
Finland5967 Posts
Last Edited: 2012-06-15 13:22:38
June 15 2012 13:20 GMT
#83
I think it would be better to replace Thors strike cannons with this. Would make this ability more costly + higher tech and also keep the armies / strats more varied. Having energy on Thors only for feedback is not good game design IMO.
Or you could give Thors this as another, maybe more expensive ability, I heard strike cannons can be useful against ultras in HotS.

If tanks get this ability TvT's are not going to be fun at all, and I doubt it would be balanced in other match-ups either.
https://steamcommunity.com/id/*tlusernamehere*/
Emix_Squall
Profile Joined February 2012
France705 Posts
June 15 2012 13:21 GMT
#84
I don't quite get something.

Sometimes people will claim an idea is imbalanced and explain how it favours one race over an other, therefore the idea won't get much attention.
But here people are basically claiming that because every MU would have a counter to that, it would be useless to implement it.

Anyway we're not the one deciding of how the game evolves here on the TL forums but it's kind of a ridiculous situation.
You don't want OP things and you don't want things that can be countered, but people still QQ about all sorts of shit.

What's the point in even talking about possible changes made to the game than?

I think this idea is pretty great because as many people explained, it CAN be countered pretty easily by anyone (overlord with speed, observers, scans, etc etc), BUT a smart use of it could also make the user gain a great advantage. Isn't this what Starcraft is all about or do people just want free wins with A move?
uikos
Profile Blog Joined October 2011
United States132 Posts
June 15 2012 13:22 GMT
#85
On June 15 2012 20:25 TheBloodyDwarf wrote:
Huge NO. This would be so imbalanced.

Think TvP, terran have always air control, always. You can't bring observer there coz there is always raven. As protoss you would never get vision to terran army. HUGE NO. I don't want more imbalanced thing to hots than there at the moment is.


Haha. Because every terran gets a Raven, amirite?

I'm more interested in how the timings would work on this ability. I would guess every Terran would still get siegemode before getting this ability at the techlab, so this ability would be pretty much late-game. I'm not sure who would research this that late into the game. Would it really be that much better (in terms of cost) than getting better upgrades? It seems like this spell would give you (maybe) one or two more rounds of tankfire uncontested, but I might argue that getting an additional attack upgrade would be more beneficial at that point.

I agree with Woizit that it might be a bit confusing to watch for spectators, but in any case, I'm always in favor of a bit more spells in sc2. Neat idea, I like the concept.
I'm in love with Hero~
gedatsu
Profile Joined December 2011
1286 Posts
June 15 2012 13:23 GMT
#86
I like the idea of a LOS blocking spell. However, I don't think it will do much for TvT. The reason is scan.
Fyrewolf
Profile Joined January 2010
United States1533 Posts
June 15 2012 13:58 GMT
#87
On June 15 2012 18:16 nekoconeco wrote:
At least this idea is attempting to solve the issue in a less direct way.


You could try flipping it around though and making it function like darkswarm in scbw. So you would cast it on your own units (you could just make it so the smoke always appears on top of the tank) to prevent them from taking ranged damage. Might be broken but worth mentioning about I guess. At the very least instead of creating a line of los blockers it could spawn a cloud of smoke.

Show nested quote +
Dark Swarm casts a cloud over an area which prevents both friendly and enemy units (but not structures) under the cloud from taking damage from ranged attacks.


Dark Swarm is already in Sc2, and it's Terran too. It's just called PDD now. (They also have irradiate on the same unit ; )

My first thought was instantly "Didn't Optic Flare suck hard?" but that was because it was single target and everything around the target could easily spot, so it really only stopped detection. This is similar, but actually useful, and LoS blockers already exist in Sc2. The dynamic of how to attack past those bushes is something players already know. Tank lines on Shakuras Plateau comes to mind with the double line of bushes. The concept is not difficult for the viewer to grasp at all. LoS blockers (and High Ground) gets weaker and easier to counteract as the game goes on with more forces for aerial support, flanks, etc., but that is a GOOD thing. It wouldn't be completely useless in the lategame either; it would encourage terran to maintain air control if he is using tanks(which he should have) to be able to use it effectively. My only doubt is that my intuition tells me there might be more offensive applications than defensive ones, but that's just pure speculation since I obviously don't dictate the metagame, the community does.

Very interesting idea. It appears to have a lot of strategical applications, is based around mechanics which already exist are are easy to understand, and notably feels very Terran.
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
Fyrewolf
Profile Joined January 2010
United States1533 Posts
June 15 2012 14:08 GMT
#88
On June 15 2012 22:23 gedatsu wrote:
I like the idea of a LOS blocking spell. However, I don't think it will do much for TvT. The reason is scan.


You'd have to be insanely fast with the scan. Taking the first hit in an engagement can mean death, especially in close games. Preventative measures like vikings would be better than a reaction like scan.
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
mrlie3
Profile Blog Joined December 2008
Canada350 Posts
June 15 2012 14:46 GMT
#89
So.. this is AOE version of Medic's optical flare? Obviously a bit different but not many Terrans used optical flare and I wonder how it can be used with tanks (seeing how it is more efficient with armies with mobility)
Crimson @ Clan CORE | ESFI World Translator
_MagnuM_
Profile Joined July 2011
Denmark136 Posts
June 15 2012 15:04 GMT
#90
I would simply LOVE to see this ability in a game... the theory of it sounds really great.. i really like it... i hope blizzard reads this thread and tries to play with it a bit...

Good work!
We don’t stop playing because we grow old; we grow old because we stop playing.
[17]Purple
Profile Joined October 2011
United Kingdom3489 Posts
Last Edited: 2012-06-15 15:09:47
June 15 2012 15:09 GMT
#91
On June 15 2012 23:46 mrlie3 wrote:
So.. this is AOE version of Medic's optical flare? Obviously a bit different but not many Terrans used optical flare and I wonder how it can be used with tanks (seeing how it is more efficient with armies with mobility)

Optical Flare also removed the target's ability to detect, if that happened for all units in the smoke screen or w/e that would be cool.
"Turn Disadvantages into Disadvantages" and "Collect Telephones". The secrets of Chinese success.
Makra
Profile Joined January 2011
Australia50 Posts
Last Edited: 2012-06-15 15:52:08
June 15 2012 15:22 GMT
#92
On June 15 2012 22:21 Emix_Squall wrote:
I don't quite get something.

Sometimes people will claim an idea is imbalanced and explain how it favours one race over an other, therefore the idea won't get much attention.
But here people are basically claiming that because every MU would have a counter to that, it would be useless to implement it.

Anyway we're not the one deciding of how the game evolves here on the TL forums but it's kind of a ridiculous situation.
You don't want OP things and you don't want things that can be countered, but people still QQ about all sorts of shit.

What's the point in even talking about possible changes made to the game than?

I think this idea is pretty great because as many people explained, it CAN be countered pretty easily by anyone (overlord with speed, observers, scans, etc etc), BUT a smart use of it could also make the user gain a great advantage. Isn't this what Starcraft is all about or do people just want free wins with A move?


THANK YOU!!!

Finally someone with some sense.

I cannot believe so many people are saying this shouldn't be introduced simply because there are easy counters to it. Would you guys really wish for something that WASN'T counterable? Yeah sure, scan, observers, overseers, or a viking, or a mutalisk all easily counter this spell. Those same things also counter cloaked banshees... should Blizzard have left them out because they are easily countered??

No doubt there will be people who say that this analogy is poor, but with all due respect forget about your pedanticism for a second and just look at the bigger picture. Of course this spell shouldn't be included if it's imbalanced, but if it only has a minor effect on the game and has many counters, I honestly don't see how that is a good reason to reject the idea at such an early stage. At least give it a chance, because this is the type of thing that has potential to increase the dynamics in a game, further develop and demonstrate players skills and provide for a more interesting spectator sport. Just because there is a counter to something doesn't mean that forcing your enemy to obtain that counter won't have any tangible effect on the match and game dynamics!
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
June 15 2012 15:27 GMT
#93
This would be nice because it allows mech to deal with mutas >.< Blizzard is throwing that by the wayside, which makes me sad.
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
Otolia
Profile Blog Joined July 2011
France5805 Posts
June 15 2012 15:32 GMT
#94
Would add another tactical dimension to the siege tanks. I endorse this idea.
GizmoPT
Profile Joined May 2010
Portugal3040 Posts
June 15 2012 15:34 GMT
#95
get any air unit and u see everything xD
Snipers Promod & Micro Arena Creator in SC2 Arcade - Portuguese Community Admin for SC2, HotS and Overwatch - Ex-Portugal SC2 Team Manager, Ex- Copenhagen Wolves and Grow uP Gaming Manager in SC2. Just Playing games now!
canikizu
Profile Joined September 2010
4860 Posts
June 15 2012 15:56 GMT
#96
On June 16 2012 00:32 Otolia wrote:
Would add another tactical dimension to the siege tanks. I endorse this idea.

I prefer tanks can load up widow mine and shoot them out though.
ELA
Profile Joined April 2010
Denmark4608 Posts
June 15 2012 16:05 GMT
#97
Would definitely make Siege Tanks more interesting again.. After playing HoTs, it seems like all respect to the siegetank TvT and TvP is completely gone.

In TvT, Warhounds dominate a tank-based army.. Those missiles do way more damage than a sieged tanks and have almost the same range T.T. In TvP, Protoss has no respect at all against sieged tanks (Not in WoL either).. Sieged tanks? A-Move into em' with my chargelots and they get 1 shot off each

It's a shame really, siege tanks used to be this feared zoning-unit that completely denied an opponent attacking into the position; The downside being immobillity and vulnurabillity when on the move.

I would trade a nerfed unsieged tank but buffed when sieged to the warhound any day..
The first link of chain forged, the first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably.
Roachu
Profile Joined June 2011
Sweden692 Posts
June 15 2012 16:10 GMT
#98
I can dig it. At first I thought it was gonna make early marine/tank pushes ridiculously deadly but for zerg I think overlords negate whatever advantage it gives but for protoss I'm unsure. Depends on if high ground grants vision above the smoke, which I don't know. I like having more space control options, even if tanks are already great at it and I can't see this doing anything else than making tanks more micro intensive and strategic.
Don't be asshats
Aterons_toss
Profile Joined February 2011
Romania1275 Posts
June 15 2012 16:10 GMT
#99
Wait, can you see past it with flying units/scan... siege lines aren't really a problem until the 7-10 min mark, as far as i see most tvt go the point where you can't get past the tank line cuz it simply shells you to pieces its in a late-mid to late game scenario.
When you have air units and scans to "waste".
And if you can't scan past it... well it would make it kinda complicated, how would it work ? Would units simply not be able to shoot past it but see everything ?... that it basically a rework of the defiler spell, which they already said they will implement for zerg.
A good strategy means leaving your opponent room to make mistakes
Forester
Profile Joined September 2010
United States116 Posts
June 15 2012 16:43 GMT
#100
I really like this idea a lot, terrans could use something to give tanks more survivable.

was I the only one that thought of Graves' smoke screen from LoL when I first saw this?
The greatest pleasure in life is doing what people say you cannot do.
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