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[HOTS] Breaking up the Death Ball - Page 27

Forum Index > SC2 General
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Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
August 28 2012 01:32 GMT
#521
On August 27 2012 23:59 Rabiator wrote:
Show nested quote +
On August 27 2012 23:05 Cabinet Sanchez wrote:
Wouldn't one of the more logical and simple solutions be to have more units with some splash damage in them to help dissuade people from death balling?
I don't believe multiple unit selection should be removed just to address the problem, it's simply too useful and feels like artificial hampering of the player.

More units with splash damage will still result in deathballs ... just the one with better "spread micro" wins. We already have that with the Baneling. The good solution to get rid of the deathball is to "fix" the unit movement to make it POSSIBLE (not mandatory!!!) to move with your units spread out AND to increase the AoE potential of defensive units like the Siege Tank (and the Lurker ... which would be an acceptable unit after the movement change). Protoss dont need a defensive unit and should instead use Forcefields to "shape the battleground to their advantage".


Maybe a solution would be slower units for more positional play? It seems too many of the units are similar in speed.
I'm a Protoss player but the Colossus isn't that much slower than the rest of the army - perhaps it should be slowed down a little more but slightly buffed in HP to promote a more seige tank like play from the unit?
squanzo
Profile Joined May 2011
68 Posts
August 28 2012 01:55 GMT
#522
The deathball isn't a result of the balance of the units in the game, it's merely the way the game is played, and intended to be played. You want an amazing army. That's the point of RTS. The goal is to get there. Simply adding units to prolong getting there won't deter the end result. I really don't see the point of these silly discussions.
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