[Concept] Line of Sight Blocking Ability - Page 6
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Meteora.GB
Canada2479 Posts
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johnny123
521 Posts
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WigglingSquid
5194 Posts
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Aeroplaneoverthesea
United Kingdom1977 Posts
Anytime you put a new ability/unit into the game it will obviously alter balance, that shouldn't rule it out unless it becomes completely unbalancable or just doesn't work later down the line (as blizzard clearly found with the shredder and replicator). | ||
Apolo
Portugal1259 Posts
On June 15 2012 17:58 Woizit wrote: Interesting idea, but I see quickly see 2 big problems with it. 1. It's the same functionality as a short-term cloak. 2. It's difficult to represent it visually to the spectator. It either obscures the view of the entire screen, or it affecting the vision of only 1 side can make it confusing to a viewer. It'll require quite some tweaking, but because of especially point 2, I see it difficult to be put in. Then explain me how the viewer is confused when a unit goes behind the smokes on the back of the bases on metalopolis, or the high grass on lost temple. | ||
Tortious_Tortoise
United States944 Posts
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CyDe
United States1010 Posts
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Najda
United States3765 Posts
On June 16 2012 02:12 Apolo wrote: Then explain me how the viewer is confused when a unit goes behind the smokes on the back of the bases on metalopolis, or the high grass on lost temple. That is a much smaller scale thing and is therefore easier to understand (usually just involving 2 or 3 units). When it's entire armies fighting each other it's hard to tell exactly what they see, and they might have units to the side that can see around it without the spectators noticing that. It becomes a lot more "I wonder if he can see it." | ||
BraneSC2
United States123 Posts
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CanadianSCgamer
Canada64 Posts
On June 16 2012 02:29 Najda wrote: That is a much smaller scale thing and is therefore easier to understand (usually just involving 2 or 3 units). When it's entire armies fighting each other it's hard to tell exactly what they see, and they might have units to the side that can see around it without the spectators noticing that. It becomes a lot more "I wonder if he can see it." On the battlefield, the purpose of smoke is to confuse and disorient the enemy. But for Observers or Spectators, everything should be as clear as day. Spectators or players would not have any trouble wondering if the unit can be seen through the smoke for a very simple reason: that unit will be shot at if it is seen and not shot at if it is not, even though it is already in range of another enemy unit. | ||
CounterOrder
Canada457 Posts
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Thrombozyt
Germany1269 Posts
On June 16 2012 03:22 CounterOrder wrote: So baiting scans out of T is useless? You guys talk like T has unlimited scans. This is actually a good idea. Of course Terran has unlimeted scans, that's why they have the best scouting of all races and cloaked units are irrelevant against them. Also each scan automatically reveals the complete opponent tech and does in NO WAY interfere with the MULE, which in itself means terran needs SCVs only for gas and making buildings. | ||
Seam
United States1093 Posts
The only race I could see it being effective in the way you want it is zerg. The main reason is because Terran and Protoss will generally have air units out by the time you get it(T- Medivac and Viking, P- Observer) which completely nullifies it. I feel it'd be like highground. Powerful in the early game, but almost completely useless later. | ||
ensign_lee
United States1178 Posts
And it would add some interesting depth to gameplay. | ||
Xapti
Canada2473 Posts
The other uses were wrong and/or flawed. The defensive smoke screen vs protoss would be at worst suidical, and at best be pretty pointless. Case 1 where terran has sight over the smoke screen, he would need to hold fire for the protoss army to get to the tanks without being alerted that they're there, an ability I don't think siege tanks have. Case 2 where terran doesn't have sight over the smoke screen — the protoss gains 2 advantages: 1 they won't be taking any hits before they pass the screen, 2. if they decide to retreat, they'll stop getting hit once they cross the smoke screen again (unless they're scanned I guess) I think smoke screen would be most useful for zerg versus terran, with the only problem still being scanner sweep, radar tower, or medivacs nullifying it rather easily. I can't really think of any particularly good uses for obscuring abilities like this, even if the concept is good, mostly due to the way the game mechanics work. | ||
RavenLoud
Canada1100 Posts
Maybe it could be given to the warhound or some other unit instead instead. | ||
ReketSomething
United States6012 Posts
On June 15 2012 17:51 Kich wrote: I voted awesome, I enjoyed the presentation of this. Though I don't believe that specific ability should be used, I wasn't going to go so far as to say that the idea was bad. I'm not sure if the tank is the proper unit, since you turn what should essentially be a less micro intensive unit into a more micro intensive unit and it may just allow the tank to do too much; it already has absurd single target dps and massive range / burst / aoe damage. I feel like the Reaper would be good for this, forcing troop diversity and holding up barracks build times / research in compensation for a rather powerful ability for bio (mech doesn't really care about this I don't think). I agree, this should be on the reaper! | ||
SolidMoose
United States1240 Posts
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RavenLoud
Canada1100 Posts
On June 16 2012 05:48 SolidMoose wrote: I read the response about the air superiority and this is meant to break siege lines. But that means only the person who has air superiority can utilize this ability. You're basically giving a player who already has an advantage an even bigger advantage and makes tank battles even MORE focused on air superiority. So now I'm completely convinced this idea is terrible. All we need is a good, affordable, massable and long ranged GtA unit *stares at warhound*. | ||
VforValdes
Canada96 Posts
Delayed smoke output. Meaning... The smoke screen takes several seconds to deploy fully. Gives enough time for both players to assess the situation! | ||
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