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On July 02 2012 07:41 0neder wrote:Show nested quote +On July 02 2012 07:29 NukeD wrote:On July 02 2012 07:22 Selkie wrote:On July 02 2012 01:21 zezamer wrote:On July 02 2012 01:12 mastergriggy wrote:On July 02 2012 01:07 xsnac wrote: I dont understand why ppl dont like deathball ? a big battle with high tier units is the worse thing you can ask for if you are a spectator . Fixed. Death balls are boring to watch. Spread it out a bit and let the viewer be fully immersed with the battle raging around every side of the screen is so much more entertaining. Best games are the ones where the observer can't keep up with everything ;9 In other words, TvT. Nada V boxer was awesome for this. It got to the point where tastetosis were tracking 3 different things... and missed the banshee in the main. And some of MMA's TvZ games where he drops 3 places at once constantly, like vs Losira at MLG. Definitely my favorite SC2 games. Also, I wish someone had the balls to necro that Dynamic unit movement thread and put up a petition for implementing that into the game. I can do it. It is pertinent to HotS beta right now, we've given things a year to see how they developed and the same shortcomings still exist. The long-term fate of the starcraft community and esports scene is on the line, IMO. Sure, if nothing is done SC2 will continue perhaps a few years past LotV, but what then? What will keep players and spectators coming back for a decade after that (or more) in spite of all the new flashy games? However, maybe a new, more comprehensive thread is in order that includes the existing great resources like the Dynamic Spacing thread. What do you all think? Although, I don't know if a petition is the best route. There are lots of players unfamiliar with BW that will just reject it as a BW movement because they don't understand the potential for improvement, and then the design team will just hide behind that stuff like they hide behind ladder stats when talking balance. I suggest we directly petition key community leaders for the changes, and get them to explain why the changes are fundamentally better for esports and a lasting, passionate player base.
i would absolutely love you to no end if you were able to start something like this. We need to make our voices heard!
unfortunately I work everyday and don't have time to write up something =(
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On July 02 2012 07:10 pzea469 wrote:Show nested quote +On July 02 2012 06:56 emc wrote: so what is this thread exactly? it's information we already know, it doesn't reveal anything new so I'm wondering, whats the point of this thread? Bommes said that changing the formation Diameter in the map editor solves the clumping(at least to an extent). That's the type of stuff we need. If we can verify that this works and see how different movement is with and without this, maybe get some players to test out custom maps with this, then we would have something solid that we could ask blizzard to specifically change without telling them to make BW(since they hate anything BW related). If it's really something that specific that can be easily tweaked then that would be great. Even if it doesn't fix everything, if it really makes the movement much more fluid and much less clumpy then that's a good start. Again, a video of the differences in movement, before and after tweaking that number would be great.
Well, I could start clarifying what the value exactly does and maybe upload a little video and some pictures. But basically it just defines what it says, up to what distance a unit group stays in the formation that you issued the order to.
Lets say you have 3 Marines in a specific formation:
.........O................................ ........................................... ...............O.......................... .....O................................... ..........................................
As far as I understand it as soon as you issue an order to them they get a personal region that defines the "inside" of this specific unit group. Now lets say Formation Diameter has a value of 6 (default value for melee maps), it means they will hold their specific formation (that means the distance and angles between themselves) as long as they get issued an order that is less than 6 range away from the center of their region.
So lets say you order them to a spot with range 3 away it will look like this with the formation holding:
.................O...................... ......................................... .......................O................. .............O.......................... .........................................
Now you order them to move to a spot that has a distance of say 7 from their center point (with Formation Diameter set to 6):
....................................................... ......................................O.............. .......................................O............ ......................................O............. .......................................................
They clump up.
Now if you set Formation Diameter to a high value it just means that whatever happens every unit group that gets an order will always hold the formation. If they are clumped up before they will stay clumped up, and if they are spread out (which should be way more often the case) they will stay spread out.
If you issue an order to inside the region that defines the unit group (practically if you click in between the units) they will automatically all run to the point with no formation standing. I think thats similar to how SCBW units behave.
Of course that means that it is way more complicated to do difficult unit movements the more spread out the units are. Because they will stay in the formation they were before. So you will automatically have no choice but babysit your units way more and you can't have too many different unit types in the same control groups without messing all the positioning up. Which I personally think would be cool to see/use, but I'm not sure everyone would like it. And it could complicate a lot of things a lot, I haven't tested how it behaves if you use it in a serious melee match Should be tested.
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On July 02 2012 08:13 Bommes wrote:Show nested quote +On July 02 2012 07:10 pzea469 wrote:On July 02 2012 06:56 emc wrote: so what is this thread exactly? it's information we already know, it doesn't reveal anything new so I'm wondering, whats the point of this thread? Bommes said that changing the formation Diameter in the map editor solves the clumping(at least to an extent). That's the type of stuff we need. If we can verify that this works and see how different movement is with and without this, maybe get some players to test out custom maps with this, then we would have something solid that we could ask blizzard to specifically change without telling them to make BW(since they hate anything BW related). If it's really something that specific that can be easily tweaked then that would be great. Even if it doesn't fix everything, if it really makes the movement much more fluid and much less clumpy then that's a good start. Again, a video of the differences in movement, before and after tweaking that number would be great. Well, I could start clarifying what the value exactly does and maybe upload a little video and some pictures. But basically it just defines what it says, up to what distance a unit group stays in the formation that you issued the order to. Lets say you have 3 Marines in a specific formation: .........O................................ ........................................... ...............O.......................... .....O................................... .......................................... As far as I understand it as soon as you issue an order to them they get a personal region that defines the "inside" of this specific unit group. Now lets say Formation Diameter has a value of 6 (default value for melee maps), it means they will hold their specific formation (that means the distance and angles between themselves) as long as they get issued an order that is less than 6 range away from the center of their region. So lets say you order them to a spot with range 3 away it will look like this with the formation holding: .................O...................... ......................................... .......................O................. .............O.......................... ......................................... Now you order them to move to a spot that has a distance of say 7 from their center point (with Formation Diameter set to 6): ....................................................... ......................................O.............. .......................................O............ ......................................O............. ....................................................... They clump up. Now if you set Formation Diameter to a high value it just means that whatever happens every unit group that gets an order will always hold the formation. If they are clumped up before they will stay clumped up, and if they are spread out (which should be way more often the case) they will stay spread out. If you issue an order to inside the region that defines the unit group (practically if you click in between the units) they will automatically all run to the point with no formation standing. I think thats similar to how SCBW units behave. Of course that means that it is way more complicated to do difficult unit movements the more spread out the units are. Because they will stay in the formation they were before. So you will automatically have no choice but babysit your units way more and you can't have too many different unit types in the same control groups without messing all the positioning up. Which I personally think would be cool to see/use, but I'm not sure everyone would like it. And it could complicate a lot of things a lot, I haven't tested how it behaves if you use it in a serious melee match  Should be tested.
Thank you for clarifying this. As soon as I get some time I'll be playing around with this in the editor and maybe even try and play a match with it. It sounds very promising since from memory it seems to be similar to BW movement behavior.
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I wish that tanks had better damage and other races had less ways to make tanks obsolete in HoTS.
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On July 02 2012 08:39 Chaggi wrote: I wish that tanks had better damage and other races had less ways to make tanks obsolete in HoTS.
Yes I am pretty worried about this. Tanks are already sort of fading away in WoL. We have to remember that when tanks were nerfed, we were still on maps like Steppes of War *shudder*. I hope they are buffed for HotS
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The solution isn't to make the pathfinding worse or add artificial difficulty, it's too buff splash.
Think of marines against banelings, and all the splits you have to do. That's fun and exciting. If tanks and storm were a bit better, deathballs would fix themselves at pro level because they'd just die.
Relating to HOTS, I think the blinding cloud is good against clumps, but ZvT was already the best matchup for breaking that up, thanks to baneling vs marine. The Tempest has the potential to be interesting, though, if only because it turns the one deathball into two (one ground, one clump of Tempests; it's silly to keep Tempests in your main deathball).
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Yes, Browder looked at BW and instead of seeing an entire dynamic spatial paradigm built around the siege tank that made it exciting, he saw an imba unit that needed 4 hard counters per race, apparently...And also the fact that tanks were balanced around steppes of war....so many incorrect assumptions.
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discussing about a game that hasnt come out even in beta and will change drastically is really retarded imo.
User was temp banned for this post.
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I agree that would be awesome but Blizzard will never implement this =/.
Buff Tanks for HOTS!
Also do something with the collosi T_T, the Reaver is to this day so much better
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I truly believe they should make you unable to select more than 24 units (1 page) on the screen at a time. This is similar to brood war and will cause the use of micro and control groups to split up the deathball permanently, end of story. It may seem crazy to some but I think it's the best idea and the truly skilled players will excel at it.
Edit: Also the unit spacing is a great idea. Totally would support that as well.
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On top of all this the Widow Mine encourages enemy players to break up their deathballs after the mine latches on a unit inside the deathball. An issue I can foresee, is that because protoss units are in general extremely slow.. if you don't react in the first 1-2 seconds and instantly split off the unit that got hit, you will get your sentries/hts/stalkers etc blown up and lose the game instantly.
Just feels like an annoying game mechanic that will result in gimmicky wins for T (make a unit that can win you the game w/out even doing anything yourself)
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On July 02 2012 00:58 BiG wrote: I dont even think the deatball is a problem anymore. The whole thing was present like 1 year ago, but nowadays there is so much harass/drop involved in all races. also i dont think those new units will change anything in that regard. yes there might be more harass, but in the end you need a fighting army.
I think people are confused about what a deathball really is.
A non-deathball army can still be a single army but is spread over a large area rather than in a ball.
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On July 02 2012 08:59 Ribbon wrote: The solution isn't to make the pathfinding worse or add artificial difficulty, it's too buff splash.
Think of marines against banelings, and all the splits you have to do. That's fun and exciting. If tanks and storm were a bit better, deathballs would fix themselves at pro level because they'd just die.
Relating to HOTS, I think the blinding cloud is good against clumps, but ZvT was already the best matchup for breaking that up, thanks to baneling vs marine. The Tempest has the potential to be interesting, though, if only because it turns the one deathball into two (one ground, one clump of Tempests; it's silly to keep Tempests in your main deathball).
This would work too except Blizzard has moved in the opposite direction regarding splash, nerfing it instead. Storm, tanks, ghosts, have all been nerfed. Hopefully they will consider undoing some changes.
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On July 02 2012 09:10 Darkman wrote: I truly believe they should make you unable to select more than 24 units (1 page) on the screen at a time. This is similar to brood war and will cause the use of micro and control groups to split up the deathball permanently, end of story. It may seem crazy to some but I think it's the best idea and the truly skilled players will excel at it.
Edit: Also the unit spacing is a great idea. Totally would support that as well.
Test it out in SC2. Just put your army in different control groups like in bw. Watch them all still clump. It's not the selection limit, it's the ai/pathfinding/movement itself.
On July 02 2012 08:59 Ribbon wrote: The solution isn't to make the pathfinding worse or add artificial difficulty, it's too buff splash.
Think of marines against banelings, and all the splits you have to do. That's fun and exciting. If tanks and storm were a bit better, deathballs would fix themselves at pro level because they'd just die.
In BW, even when there weren't any splash units present, units would still spread out and not clump up naturally like they do in SC2. Not that SC2 has to be BW, but I'd rather not see moving deathballs that split only once the battle starts. I'd rather have them naturally spread and increase splash to compensate. Looking at deathballs is ugly, whether it's during a battle or out of one, as the pictures above demonstrate. Splash radius can be increased to match BW assuming the spreading itself ever matches BW, since that's the whole reason the splash radius is smaller in SC2.
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On July 02 2012 09:18 Darkman wrote:Show nested quote +On July 02 2012 08:59 Ribbon wrote: The solution isn't to make the pathfinding worse or add artificial difficulty, it's too buff splash.
Think of marines against banelings, and all the splits you have to do. That's fun and exciting. If tanks and storm were a bit better, deathballs would fix themselves at pro level because they'd just die.
Relating to HOTS, I think the blinding cloud is good against clumps, but ZvT was already the best matchup for breaking that up, thanks to baneling vs marine. The Tempest has the potential to be interesting, though, if only because it turns the one deathball into two (one ground, one clump of Tempests; it's silly to keep Tempests in your main deathball). This would work too except Blizzard has moved in the opposite direction regarding splash, nerfing it instead. Storm, tanks, ghosts, have all been nerfed. Hopefully they will consider undoing some changes.
Why do people think making armies move more naturally is worse?
I have never seen an army formation where the marines are dry humping each other all the way to another base.
Second of all, its almost impossible to split your army up while moving forward. With "natural" pathfinding, it would be easy to do, but not with the current SC2 (IMO bad) pathfinding. Having powerful splash especially with smart cast would just be imbalanced without changing the pathfinding.
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On July 02 2012 09:05 IOvEggY wrote: discussing about a game that hasnt come out even in beta and will change drastically is really retarded imo.
Your post is an order of magnitude more retarded and useless than anything else posted in this thread. Just imo, try not to take it too personally.
User was temp banned for this post.
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Canada11279 Posts
I wonder if adding magic box for ground units back into the game would fix some of the death ball problems. Perhaps I'm doing it wrong because I'm rubbish, but I was testing both BW and SC2 to see if you could the units would stay in formation, but it just doesn't work in SC2 without constantly giving more orders to separate.
BW could pack units pretty tight, but with magic box you could spread them out and keep them spread out. Once again, it's a fix that doesn't 'break' unit ai, but adds more options for the player. Pack them in tight it you want or separate them if you want. I still find the constant adjusting due to unit pushing rather irritating as it adds an element of unpredictability of where my units are going to be. But even if you kept unit pushing and shoving, ground magic box would be nice.
As for the Oracle being a fix for Deathball... I know that' it's intended purpose and we will have to see how it plays out; however, it doesn't really change the Protoss army does it? I think it was Tyler that saying that except for the Tempest the core of the Protoss army remains unchanged. So if there is or isn't a problem with deathball, the Oracle isn't going to change it as the composition remains unchanged. You'll just divert a small amount of supply to constantly debuffing the mineral line.
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On July 02 2012 09:31 Falling wrote: I wonder if adding magic box for ground units back into the game would fix some of the death ball problems. Perhaps I'm doing it wrong because I'm rubbish, but I was testing both BW and SC2 to see if you could the units would stay in formation, but it just doesn't work in SC2 without constantly giving more orders to separate.
BW could pack units pretty tight, but with magic box you could spread them out and keep them spread out. Once again, it's a fix that doesn't 'break' unit ai, but adds more options for the player. Pack them in tight it you want or separate them if you want. I still find the constant adjusting due to unit pushing rather irritating as it adds an element of unpredictability of where my units are going to be. But even if you kept unit pushing and shoving, ground magic box would be nice.
As for the Oracle being a fix for Deathball... I know that' it's intended purpose and we will have to see how it plays out; however, it doesn't really change the Protoss army does it? I think it was Tyler that saying that except for the Tempest the core of the Protoss army remains unchanged. So if there is or isn't a problem with deathball, the Oracle isn't going to change it as the composition remains unchanged. You'll just divert a small amount of supply to constantly debuffing the mineral line.
Magic box exists but it is a much smaller radius, especially on ground.
Also the effect of the pathing in BW gives the illusion of a larger magic box. As units tend to drift apart in BW, sometimes you will want an army to stay spread out (for example against lurkers/tanks), its not that hard to quickly move adjacent to the enemy to split up your army and then turn 90 degrees and attack head-on over a short distance as that is what they will naturally wanna do anyway. In SC2 its the opposite.
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On July 02 2012 06:25 Stratos_speAr wrote: You're not understanding the problem. SC2 players don't deathball because they're lazy; they deathball because it's the most efficient/best way to win due to the pathing/unit AI. This isn't the case in BW, and that's why you wouldn't see deathballing in BW, even with unlimited unit selection.
Not sure I buy this totally. Watch just about any game with ball vs ball and there will be several units in the back struggling to move forward to get in range to attack, doing nothing. That is certainly not efficient. I'm honestly surprised that more players don't put 16 units in a number groups and then create their own concaves on attack. Far too often I see them let the AI do it for them and it's slow and not as effective as it could be.
That said I do agree that pathing needs to spread out a bit more, and maps opened up a bit more as well (not larger). But I also still see a lot of room for improvement on the player side. I think it's still way too early in the metagame for even Blizz to be fiddling with it.
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On July 02 2012 09:27 Toadvine wrote:Show nested quote +On July 02 2012 09:05 IOvEggY wrote: discussing about a game that hasnt come out even in beta and will change drastically is really retarded imo. Your post is an order of magnitude more retarded and useless than anything else posted in this thread. Just imo, try not to take it too personally.
Why are you personally attacking me? There really is no reason I started a opinion about the thread main subject. If you dont like it, dont say anything. I gave a legitamate response.
You just made yourself look like an asshole.
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