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Modified Movement Test - Page 17

Forum Index > SC2 General
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There will obviously be balance shifts when gameplay values are changed. Nobody is claiming otherwise. This thread is about the effect these changes have on the clarity and spectator-friendliness of SC2.
WickedBit
Profile Joined August 2010
United States343 Posts
July 04 2012 00:50 GMT
#321
On July 04 2012 09:42 Nazza wrote:
holy crap! I can't believe it took us.... 2 years?! to find this out?


It didn't. There is a thread more than a year old here which also started a petition to blizzard. This is coming back now since HOTS beta is near and everyone sees it as an opportunity to make this change.
wcr.4fun
Profile Joined April 2012
Belgium686 Posts
Last Edited: 2012-07-04 00:58:00
July 04 2012 00:56 GMT
#322
people are theorycrafting way too much. AOE is insane in brood war and games are in fact a lot more interesting and way less turtling than in sc2. One storm rapes all you drones, this doesn't force you to be defensive. This forces you to be the better player who watches his minimap and has fast control.

Thus promoting the better player to come out ahead.
NubbleST
Profile Joined July 2011
United States86 Posts
Last Edited: 2012-07-04 01:15:27
July 04 2012 00:58 GMT
#323
EDIT: I made a separate thread regarding unit collision, since it's really a separate topic here

tl;dr
People missing the point. MM not about aoe or micro, it's about breaking up the deathball and increasing engagement depth & dynamics.
I tried the MM map and it doesn't change much. Deathballs are still easy to make and are still the most efficient army formation. Replays to come soon-ish (NA masters level)
Instead of unit pathing/movement/AI, I think increasing unit collision would do a much better job at breaking up deathballs and bringing about more dynamic engagements.
If you're going to comment/argue on any of the above points, read the rest of the wall of text in its entirety, or I will ignore you because you are an impatient idiot.

WARNING: Obnoxious bolding of words to follow.

I feel like people are 1) missing the point. 2) looking at the issue from only one perspective.

My take on the MM map & the Dynamic Unit Movement thread (cause in all honesty, they're pretty similar from what I've skimmed through) is the following:

Problem: SC2 engagements tend to devolve into deathball on deathball. There are a number of problems with this that I won't go over, since it seems most people seem to agree (as well as Blizzard) that deathball on deathball is bad. For what reason, we can disagree on, but the bottom line is that deathball on deathball =

If you mention BALANCE, you are definitely missing the point. This change is meant to be a possible addition to HotS, where balance as we know it will get thrown out the window - the perfect opportunity to tweak possible inherent game flaws.
If you mention AREA OF EFFECT DAMAGE, you are also missing the point. Implications for changes to aoe damage is essentially a part of balance.
If you mention MICRO, you are probably missing the point. The goal of the MM change is not to make micro such as unit splitting easier or harder. That can also be considered a part of balance. The reason I say probably, though, is that unit positioning and awareness can be considered micro, which I think is key in what OP is trying to do.

What modified movement seems to be trying to do is to encourage breaking up the deathball (as are many of HotS units) by allowing players easier splitting/spreading of armies. While I can see where OP is coming from with this change, I don't think this specific change to unit movement is what is necessary.

I've tried the MMDaybreak map against an AI real quick just to observe the unit motions and found that this change doesn't impact actual gameplay very much. Someone mentioned earlier (in this thread? or was it the other thread?) that the most efficient method is STILL to just clump everything into a ball, since you reduce surface area and, due to high unit (and dps) density, deathballs allow for the most efficient use of units. I'll test the map vs a friend and upload the replay when I get to it to confirm, but so far, this modified movement doesn't change much. Especially since units tend to clump at chokes anyways. So basically, even with this change, it still ends up being deathball vs deathball.

What I think (and has been brought up a few times on TL to no avail) would suit the OP's purposes better is an increase in unit collision size. This naturally causes units to spread out a bit more and can possibly make the deathball's radius so large that there's no longer any incentive to do so, except in very specific circumstances. My two cents? The breaking up of deathballs is NOT the primary cause for smaller skirmishes all over the map (though it is a key component); area control is.

Think about the state of ZvT a few months ago (muta ling bling vs marine medi tank). I think there was even a poll on TL about the most dynamic and interesting match up and, if I remember correctly, ZvT was awarded the title. Most people attributed this to the area control that came with tanks. Even if Zerg had a superior army, a bad engagement angle could mean his superior army gets completely crushed by marine tank fire. Thus, the Z had to be active in scouting and proficient in maneuvering his army around so that he can get the right angle to engage. This also had the effect of making run-bys and muta harassment more viable (whether it's because attacking into the seige line would be suicide, or to bait the Terran into moving out of position and opening a window in an otherwise impenetrable defense). From the T side, the Terran had to be methodic and careful about pushing out of the map, and he had to be aware of the both player's army movements and position. This lead to some very dynamic army movements and made positioning just as important as army composition.
+ Show Spoiler +
I, personally, would say that too many match ups in SC2 are too focused solely on army composition and don't take any consideration into terrain and positioning save for how big the map is and how wide a choke is.

All of this is due to the area control seige tanks gave. (This analogy also applies somewhat to TvT, but since both players get seige tanks it can sometimes turn into trench warfare essentially. Also, I don't play T so I have no clue about TvT other than it's heavily position based).

Going back to unit collision, let's say we have 11 min roach max PvZ Cloud Kingdom. Let's say hypothetically with the current unit collision, you have 60 roaches, 40 of which can fire at once (Ignore forcefields for this simplified example. Let's assume stalkers are just as cost effective per unit as roaches). What if roach unit collision was such that, instead of 40, you could only get 30 roaches firing at once? How about 20? If only 20 of your roaches can be attacking at that location at any given time, there would be much more incentive to split your army and attack multiple locations at once. This also applies to the Protoss, in that he will also be limited by an increase in his unit collision size and have the incentive to spread his army out to defend multiple locations at once.

What's stopping this from happening NOW is that, if I split my roaches into 30 and 30, the smaller unit collision size means that I basically have half my army against his entire army (it's like forcefielding yourself in half for him!). After he stomps half my roaches, he just has to march over and massacre the other half and I won't have enough time to do any real damage. If unit collision sizes were larger, however, he has less army fighting my 30 roaches (say, 60% or 70% of his army can attack at any given time), meaning not only do my roaches do more damage , it also takes longer for the protoss to kill the first 30 roaches. (Think 1 roach vs 1 marine 10x vs. 1 roach vs 10 marines 1x) This makes multi-pronged attacks more powerful and encourages more army movement, flanks, etc. This example can be extended to engagements in the middle of the map as well.

Let's say we find an increased unit collision size and change units/maps where everything balances. How might a mid-game ZvP engagement play out? Ideally, we might have the Z (with larger numbers of cheaper, lower range units) setting up a flank on the protoss. The protoss, having good map awareness, sees the flank coming before it's too late, and decides to warp in reinforcements BEHIND the group of Zerg units intended to flank; the Protoss is essentially flanking a flank. Now what determines who comes out of this engagement victorious is not only army composition and macro, but also maneuvering, preparation, and planning. Did the Zerg player anticipate the possibility of his flank being countered and leave an escape path? Did he foresee this, and decided pre-emptively to rally his reinforcements to a Protoss expansion, knowing that the Protoss would either have to warp in to save his mining probes or risk getting his army crushed by a flank? Did the Protoss pick an avenue of attack that will allow him to clean up the flank from a defensive position, or did the Zerg manage to bait the Protoss out of position and too far to clean up in time? There are so many extra positional and tactical factors that could go into an engagement like this that aren't present in the typical deathball vs deathball microfest/shitstorm (think typical PvT deathballs) that really should be in an RTS game like SC2 that are simply missing.

NOTE: I realize scenarios like the one I explained above do happen. However, I am hypothesizing that an increase in unit collision size (and a corresponding decrease in dps per area) will ENCOURAGE positional play and, instead of having the odd game where such factors become a major factor in an engagement, EVERY ENGAGEMENT will be planned out with such factors in mind. This also has an extra affect of adding depth to the game and giving more chance for the best players to separate themselves from the good players.
Steelo_Rivers
Profile Blog Joined January 2011
United States1968 Posts
July 04 2012 00:58 GMT
#324
On July 04 2012 09:43 sc2superfan101 wrote:
Show nested quote +
On July 04 2012 09:39 LgNKami wrote:
On July 04 2012 09:27 sc2superfan101 wrote:
On July 04 2012 09:17 WickedBit wrote:
On July 04 2012 09:13 sc2superfan101 wrote:
i would be pretty pissed when two seconds of looking away from the minerals means my three SCV lines are completely destroyed by storms/fungals.

Build more base defense ? Be more alert ? Getting a good economy will be much harder now due to the harass options available and will take a lot more skill to do damage to your opponent and take lesser damage yourself. No more 2-3 bases on full saturation at 10 minutes and then balls colliding.

meh. it would just completely change the game that i love, and not introduce any kind of higher skill cap. it might lower the skill cap, or maybe not raise it. but literally everything in the game would have to be rebalanced.

the warp-prism would need a health/shield nerf (because now losing the warp-prism to a turret but saving the 1 HT would = dead mineral line)

melee units would have to receive balance changes, maybe buffs, maybe nerfs. i'm not smart enough to figure out which, but they definitely wouldn't work the same.

banelings would need a speed upgrade and a massive radius upgrade.

chokes and ramps would need to be much larger because going near one would be suicide if your opponent has any of this buffed AOE. either that or you'd just have 30 minutes of sitting around waiting to get bored and run into death.

im not saying that it wouldn't work, im just explainign that they would seriously have to change everything about the game. i get that people don't like the "deathball" but it works. no good pros just a-move, ever. and battles are rarely over after one engagement anymore. this thread would have been much more relevant back in 2011.

edit:
also expand first every game is boring to me.

if this change were to happen and players still allow a toss to get templar and robo tech early enough for a harass like that to do a ton of damage, then they have other things to worry about besides micro. as i said before this would make it easy for casual players and make games either alot shorter or alot longer. but as for pros, it would completly change the metagame and all matches will be very aggressive matches. your favorite turtle players (parting, goody, idra, etc...) will no longer be able to win until they start learning how to be aggressive off of one base (yes... zerg can be aggressive on 1 base. especially vs no wall terrans).

with one storm that can not only cover an entire mineral line, but destroy every worker, it wouldn't be a matter of early enough to harass like that, it would be viable at any time. this would only increase the turtle style. pro's wouldn't be more agressive as there would be no possible benefit to being more aggressive. wall off, turtle up, and as soon as you get AOE, on current maps, it would be impossible to attack you with any other way than drops.

also, what do you mean "let the toss get templar and robo tech" no pro just "lets" the opponent do anything, that's the whole point of the game. if they could do everything and keep their opponent from doing anything, you would see that every time. the only reason it looks like they "let" their opponent tech up is because it is impossible to stop it without sacrificing tech yourself.

i don't know why you think it would increase aggressiveness, or even if it did, why any terran would ever not wall-off if he knew 1 base aggression was the name of the game.


not true. if you rush for aoe vs me, im going to scout it and im going to win simply because i dont follow what everyone else does. most of the time, the only way some gets away with rushing for any tech is if its not scouted. scouting is apart of sc2 and the people that dont scout dont win unless they either:

a. have alot of luck and blind counter your build
b. have alot of knowledge of their opponent and blind counters the build
c. maphack

and do you know how long it takes to rush for a collosus or ht w/ storm? why not just be aggressive with what you have and then tech while pressuring rather than rush for aoe units that may or maynot be effective?
ok
JazzJackrabbit
Profile Joined March 2012
Canada1272 Posts
July 04 2012 01:44 GMT
#325
That moving heart is very cute.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
July 04 2012 01:53 GMT
#326
On July 04 2012 10:44 JazzJackrabbit wrote:
That moving heart is very cute.


I knew somebody would appreciate it lol
Kill the Deathball
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
Last Edited: 2012-07-04 02:05:08
July 04 2012 01:56 GMT
#327
Something to keep in mind, as the settings are right now, YOUR UNITS ARE FORCED into a death ball every time you move them. This just gives players another option and thus MORE control. This is an argument for this that is very hard to rebut. It's an AI upgrade and should be done for HOTS. It's really hard for almost every race's late game army to be seen clearly at a glance the way sc2 is now, this would make assessing a players composition/strenght much easier and it would also make selecting specific sized groups of units easier during a fight. It would be a healthy thing for stacraft 2!

If your army isn't moving around staying clumped, it would be much easier to retreat from a bad engagement. More skirmishes will happen. I hope we can see some high level vods of people trying this out.

edit: some people are suggesting collision size changes, the reason I disagree is because one of the things I like about OP's video was that the faster units like hellions and stalkers could cut through the army smoothly, I don't it would be the same if the collisions were bigger. Tight spaces could be more annoying too.
:)
Steelo_Rivers
Profile Blog Joined January 2011
United States1968 Posts
July 04 2012 02:00 GMT
#328
On July 04 2012 09:49 TechNoTrance wrote:
Show nested quote +
On July 04 2012 07:38 LgNKami wrote:
to all the protoss and zerg players bitching that this would make it too easy for terran, just think about it...

your banelings wont clump and die to 2 siege tank shots
your mutas wont get fucked by thors
your infestors wont clump and become useless after being emp'd
your 10 broodlords wont die to 3 archons in less than 5 seconds.

and for toss players:

your army wont lose over half its health after being emp'd by 2 ghosts because you attack moved your army and looked away.

the only benefits for terran the i see is:

less storm dodging
less splitting for tanks in tvt
less splitting for banelings

nothing else will really change.

just think a little bit before you decide to toss aside an idea (no pun intended)


So basically you are saying that this would make the game easier for each race. I agree, it does make it easier for everyone. This is what you want? All this does is lower the skill-cap required to play the game.

Just think a little before endoring an idea that lowers the skill-cap greatly and compromises sc2 as an eSport.

You don't think better players should be rewarded for splitting their army themselves?

read my other posts before assuming my intentions. thanks.
ok
Cuce
Profile Joined March 2011
Turkey1127 Posts
July 04 2012 02:10 GMT
#329
yes I would agree magic box in sc2 is too big but amgic box big as screen is too much.
64K RAM SYSTEM 38911 BASIC BYTES FREE
kill619
Profile Joined December 2011
United States212 Posts
July 04 2012 02:18 GMT
#330
On July 04 2012 10:56 Reborn8u wrote:
Something to keep in mind, as the settings are right now, YOUR UNITS ARE FORCED into a death ball every time you move them. This just gives players another option and thus MORE control. This is an argument for this that is very hard to rebut. It's an AI upgrade and should be done for HOTS. It's really hard for almost every race's late game army to be seen clearly at a glance the way sc2 is now, this would make assessing a players composition/strenght much easier and it would also make selecting specific sized groups of units easier during a fight. It would be a healthy thing for stacraft 2!

If your army isn't moving around staying clumped, it would be much easier to retreat from a bad engagement. More skirmishes will happen. I hope we can see some high level vods of people trying this out.

edit: some people are suggesting collision size changes, the reason I disagree is because one of the things I like about OP's video was that the faster units like hellions and stalkers could cut through the army smoothly, I don't it would be the same if the collisions were bigger. Tight spaces could be more annoying too.


But there not forced into a "deathball", every time you move your entire army you have to option(if you have enough apm available) to move units around while maintaining certain space between them or keeping them in what ever formations the speed of the specific units of your composition will allow. The control was never removed from players, its just been made more difficult to do than it absolutly has to be. And if anything, Wouldn't having armies that automatically stay spread just make armies artificially look bigger? It would hardly make it "easier" to judge am army strength by how big it is although doing that in it self is already not a good way of judging army strength.
TechNoTrance
Profile Joined May 2012
Canada1007 Posts
July 04 2012 02:19 GMT
#331
On July 04 2012 11:00 LgNKami wrote:
Show nested quote +
On July 04 2012 09:49 TechNoTrance wrote:
On July 04 2012 07:38 LgNKami wrote:
to all the protoss and zerg players bitching that this would make it too easy for terran, just think about it...

your banelings wont clump and die to 2 siege tank shots
your mutas wont get fucked by thors
your infestors wont clump and become useless after being emp'd
your 10 broodlords wont die to 3 archons in less than 5 seconds.

and for toss players:

your army wont lose over half its health after being emp'd by 2 ghosts because you attack moved your army and looked away.

the only benefits for terran the i see is:

less storm dodging
less splitting for tanks in tvt
less splitting for banelings

nothing else will really change.

just think a little bit before you decide to toss aside an idea (no pun intended)


So basically you are saying that this would make the game easier for each race. I agree, it does make it easier for everyone. This is what you want? All this does is lower the skill-cap required to play the game.

Just think a little before endoring an idea that lowers the skill-cap greatly and compromises sc2 as an eSport.

You don't think better players should be rewarded for splitting their army themselves?

read my other posts before assuming my intentions. thanks.


I did. Your post should be able to stand alone on it's own regardless.

You keep arguing how nice it would be not to worry about splitting constantly so you can do other things (macro, drops,ect). Well I am bringing up how it makes the game easier for every race (which you yourself pointed out). You are defending a mod that makes the game easier to play, you have said it yourself. Some people have a problem with lowering the skillcap of a competitive game. But go ahead and ignore all my points if you feel it necessary.
All we have to decide is what to do with the time that is given to us.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2012-07-04 02:29:34
July 04 2012 02:25 GMT
#332
I don't know why Blizzard has never made any moves to really try and address the death ball problem. (notwithstanding the new units) Every time Browder talks about "we're not going to make the pathfinding worse" it makes me question their competence. The aesthetics of army movement are so relevant to a game that's about finding audiences to watch armies fight each other that updating the pathfinding should have been a priority for the expansion whenever Blizzard first realized the prevalence of death balls.

Nevertheless, interesting army movement does exist in e.g. TvZ on the terran side, so I think with really good unit design it's possible to go about solving this without messing with the more fundamental parts of the game. Let's not forget how hard it is to have good unit design though, especially when Blizzard is constrained by having to design for six (nine, really) different match-ups. Approaching new unit design from the position of having an engine more suited to large armies should be a lot easier.


On July 04 2012 11:19 TechNoTrance wrote:
Show nested quote +
On July 04 2012 11:00 LgNKami wrote:
On July 04 2012 09:49 TechNoTrance wrote:
On July 04 2012 07:38 LgNKami wrote:
to all the protoss and zerg players bitching that this would make it too easy for terran, just think about it...

your banelings wont clump and die to 2 siege tank shots
your mutas wont get fucked by thors
your infestors wont clump and become useless after being emp'd
your 10 broodlords wont die to 3 archons in less than 5 seconds.

and for toss players:

your army wont lose over half its health after being emp'd by 2 ghosts because you attack moved your army and looked away.

the only benefits for terran the i see is:

less storm dodging
less splitting for tanks in tvt
less splitting for banelings

nothing else will really change.

just think a little bit before you decide to toss aside an idea (no pun intended)


So basically you are saying that this would make the game easier for each race. I agree, it does make it easier for everyone. This is what you want? All this does is lower the skill-cap required to play the game.

Just think a little before endoring an idea that lowers the skill-cap greatly and compromises sc2 as an eSport.

You don't think better players should be rewarded for splitting their army themselves?

read my other posts before assuming my intentions. thanks.


I did. Your post should be able to stand alone on it's own regardless.

You keep arguing how nice it would be not to worry about splitting constantly so you can do other things (macro, drops,ect). Well I am bringing up how it makes the game easier for every race (which you yourself pointed out). You are defending a mod that makes the game easier to play, you have said it yourself. Some people have a problem with lowering the skillcap of a competitive game. But go ahead and ignore all my points if you feel it necessary.

You can't make this argument before trying out the map. It's easy to look at a change and see what it takes away from the game, but hard to see what it adds. You don't know if battles might be slower-paced and more interesting this way, you just can't tell without a sufficient degree of practice with it.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
TechNoTrance
Profile Joined May 2012
Canada1007 Posts
July 04 2012 02:34 GMT
#333
You can't make this argument before trying out the map. It's easy to look at a change and see what it takes away from the game, but hard to see what it adds. You don't know if battles might be slower-paced and more interesting this way, you just can't tell without a sufficient degree of practice with it.


While I agree that things may come up that we don't know about with extensive testing. But you can't honestly argue that it won't become easier to a-move armies with this in place due to not having to split the units yourself. For example a terran can pre-split his army when attacking a zerg. And never have to worry about banelings. I don't think this makes the game better. IMO it makes the game easier. I believe players should be rewarded for having better splitting and multitasking.
All we have to decide is what to do with the time that is given to us.
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
July 04 2012 03:14 GMT
#334
On July 04 2012 09:58 NubbleST wrote:
EDIT: I made a separate thread regarding unit collision, since it's really a separate topic here
+ Show Spoiler +

tl;dr
People missing the point. MM not about aoe or micro, it's about breaking up the deathball and increasing engagement depth & dynamics.
I tried the MM map and it doesn't change much. Deathballs are still easy to make and are still the most efficient army formation. Replays to come soon-ish (NA masters level)
Instead of unit pathing/movement/AI, I think increasing unit collision would do a much better job at breaking up deathballs and bringing about more dynamic engagements.
If you're going to comment/argue on any of the above points, read the rest of the wall of text in its entirety, or I will ignore you because you are an impatient idiot.

WARNING: Obnoxious bolding of words to follow.

I feel like people are 1) missing the point. 2) looking at the issue from only one perspective.

My take on the MM map & the Dynamic Unit Movement thread (cause in all honesty, they're pretty similar from what I've skimmed through) is the following:

Problem: SC2 engagements tend to devolve into deathball on deathball. There are a number of problems with this that I won't go over, since it seems most people seem to agree (as well as Blizzard) that deathball on deathball is bad. For what reason, we can disagree on, but the bottom line is that deathball on deathball =

If you mention BALANCE, you are definitely missing the point. This change is meant to be a possible addition to HotS, where balance as we know it will get thrown out the window - the perfect opportunity to tweak possible inherent game flaws.
If you mention AREA OF EFFECT DAMAGE, you are also missing the point. Implications for changes to aoe damage is essentially a part of balance.
If you mention MICRO, you are probably missing the point. The goal of the MM change is not to make micro such as unit splitting easier or harder. That can also be considered a part of balance. The reason I say probably, though, is that unit positioning and awareness can be considered micro, which I think is key in what OP is trying to do.

What modified movement seems to be trying to do is to encourage breaking up the deathball (as are many of HotS units) by allowing players easier splitting/spreading of armies. While I can see where OP is coming from with this change, I don't think this specific change to unit movement is what is necessary.

I've tried the MMDaybreak map against an AI real quick just to observe the unit motions and found that this change doesn't impact actual gameplay very much. Someone mentioned earlier (in this thread? or was it the other thread?) that the most efficient method is STILL to just clump everything into a ball, since you reduce surface area and, due to high unit (and dps) density, deathballs allow for the most efficient use of units. I'll test the map vs a friend and upload the replay when I get to it to confirm, but so far, this modified movement doesn't change much. Especially since units tend to clump at chokes anyways. So basically, even with this change, it still ends up being deathball vs deathball.

What I think (and has been brought up a few times on TL to no avail) would suit the OP's purposes better is an increase in unit collision size. This naturally causes units to spread out a bit more and can possibly make the deathball's radius so large that there's no longer any incentive to do so, except in very specific circumstances. My two cents? The breaking up of deathballs is NOT the primary cause for smaller skirmishes all over the map (though it is a key component); area control is.

Think about the state of ZvT a few months ago (muta ling bling vs marine medi tank). I think there was even a poll on TL about the most dynamic and interesting match up and, if I remember correctly, ZvT was awarded the title. Most people attributed this to the area control that came with tanks. Even if Zerg had a superior army, a bad engagement angle could mean his superior army gets completely crushed by marine tank fire. Thus, the Z had to be active in scouting and proficient in maneuvering his army around so that he can get the right angle to engage. This also had the effect of making run-bys and muta harassment more viable (whether it's because attacking into the seige line would be suicide, or to bait the Terran into moving out of position and opening a window in an otherwise impenetrable defense). From the T side, the Terran had to be methodic and careful about pushing out of the map, and he had to be aware of the both player's army movements and position. This lead to some very dynamic army movements and made positioning just as important as army composition.
+ Show Spoiler +
I, personally, would say that too many match ups in SC2 are too focused solely on army composition and don't take any consideration into terrain and positioning save for how big the map is and how wide a choke is.

All of this is due to the area control seige tanks gave. (This analogy also applies somewhat to TvT, but since both players get seige tanks it can sometimes turn into trench warfare essentially. Also, I don't play T so I have no clue about TvT other than it's heavily position based).

Going back to unit collision, let's say we have 11 min roach max PvZ Cloud Kingdom. Let's say hypothetically with the current unit collision, you have 60 roaches, 40 of which can fire at once (Ignore forcefields for this simplified example. Let's assume stalkers are just as cost effective per unit as roaches). What if roach unit collision was such that, instead of 40, you could only get 30 roaches firing at once? How about 20? If only 20 of your roaches can be attacking at that location at any given time, there would be much more incentive to split your army and attack multiple locations at once. This also applies to the Protoss, in that he will also be limited by an increase in his unit collision size and have the incentive to spread his army out to defend multiple locations at once.

What's stopping this from happening NOW is that, if I split my roaches into 30 and 30, the smaller unit collision size means that I basically have half my army against his entire army (it's like forcefielding yourself in half for him!). After he stomps half my roaches, he just has to march over and massacre the other half and I won't have enough time to do any real damage. If unit collision sizes were larger, however, he has less army fighting my 30 roaches (say, 60% or 70% of his army can attack at any given time), meaning not only do my roaches do more damage , it also takes longer for the protoss to kill the first 30 roaches. (Think 1 roach vs 1 marine 10x vs. 1 roach vs 10 marines 1x) This makes multi-pronged attacks more powerful and encourages more army movement, flanks, etc. This example can be extended to engagements in the middle of the map as well.

Let's say we find an increased unit collision size and change units/maps where everything balances. How might a mid-game ZvP engagement play out? Ideally, we might have the Z (with larger numbers of cheaper, lower range units) setting up a flank on the protoss. The protoss, having good map awareness, sees the flank coming before it's too late, and decides to warp in reinforcements BEHIND the group of Zerg units intended to flank; the Protoss is essentially flanking a flank. Now what determines who comes out of this engagement victorious is not only army composition and macro, but also maneuvering, preparation, and planning. Did the Zerg player anticipate the possibility of his flank being countered and leave an escape path? Did he foresee this, and decided pre-emptively to rally his reinforcements to a Protoss expansion, knowing that the Protoss would either have to warp in to save his mining probes or risk getting his army crushed by a flank? Did the Protoss pick an avenue of attack that will allow him to clean up the flank from a defensive position, or did the Zerg manage to bait the Protoss out of position and too far to clean up in time? There are so many extra positional and tactical factors that could go into an engagement like this that aren't present in the typical deathball vs deathball microfest/shitstorm (think typical PvT deathballs) that really should be in an RTS game like SC2 that are simply missing.

NOTE: I realize scenarios like the one I explained above do happen. However, I am hypothesizing that an increase in unit collision size (and a corresponding decrease in dps per area) will ENCOURAGE positional play and, instead of having the odd game where such factors become a major factor in an engagement, EVERY ENGAGEMENT will be planned out with such factors in mind. This also has an extra affect of adding depth to the game and giving more chance for the best players to separate themselves from the good players.



Except that AOE and unit collision (been thinking that this is the better way to go about this) are directly linked.

As I've stated before, I do not see changing unit collision as the be all and end all. It alone will not solve the deathball problem.

But changing collision is necessary in order to implement more powerful AOE. Personally, I believe high powered AOE (read, siege tank before nerf) is the key to allowing spatial control.

Now we have to differentiate between types of AOE. What I am specifically looking for is high damage, SUSTAINABLE AOE. Read: siege tank. Fungal/storm function somewhat as a deterrent but not as much as a siege tank.

That is also why I keep beating the lurker dead horse. If we are to make changes like this, then zerg NEEDS a lurker type unit in order to control space. That is the problem with the zerg race as it stands now, the only way to really control space is mass spine/maybe fungal (need a lot, lol).

"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
July 04 2012 03:18 GMT
#335
I think the balling effect is actually good considering nowadays being able to separate your army a bunch and split is a mark of skill.

Honestly, I think this is unnecessary. AoE is good, learning to split and control the army is important in diminishing the effects of AoE which is what makes some amazing players amazing.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Angel_
Profile Blog Joined December 2011
United States1617 Posts
July 04 2012 03:27 GMT
#336
I've thought for a long time, and said, that unit ai and clumping will be the largest difficulty sc2 players face as the skill floor increases.

This isn't something that needs an auto-fix or a design change. It's a very clear "If you have the micro capacity to keep your units apart, YOU are going to benefit from it extremely (especially if you are terran or zerg). May the best man win."
Steelo_Rivers
Profile Blog Joined January 2011
United States1968 Posts
July 04 2012 03:27 GMT
#337
On July 04 2012 11:19 TechNoTrance wrote:
Show nested quote +
On July 04 2012 11:00 LgNKami wrote:
On July 04 2012 09:49 TechNoTrance wrote:
On July 04 2012 07:38 LgNKami wrote:
to all the protoss and zerg players bitching that this would make it too easy for terran, just think about it...

your banelings wont clump and die to 2 siege tank shots
your mutas wont get fucked by thors
your infestors wont clump and become useless after being emp'd
your 10 broodlords wont die to 3 archons in less than 5 seconds.

and for toss players:

your army wont lose over half its health after being emp'd by 2 ghosts because you attack moved your army and looked away.

the only benefits for terran the i see is:

less storm dodging
less splitting for tanks in tvt
less splitting for banelings

nothing else will really change.

just think a little bit before you decide to toss aside an idea (no pun intended)


So basically you are saying that this would make the game easier for each race. I agree, it does make it easier for everyone. This is what you want? All this does is lower the skill-cap required to play the game.

Just think a little before endoring an idea that lowers the skill-cap greatly and compromises sc2 as an eSport.

You don't think better players should be rewarded for splitting their army themselves?

read my other posts before assuming my intentions. thanks.


I did. Your post should be able to stand alone on it's own regardless.

You keep arguing how nice it would be not to worry about splitting constantly so you can do other things (macro, drops,ect). Well I am bringing up how it makes the game easier for every race (which you yourself pointed out). You are defending a mod that makes the game easier to play, you have said it yourself. Some people have a problem with lowering the skillcap of a competitive game. But go ahead and ignore all my points if you feel it necessary.

-_-

okay lets get this straight. I am a competitive player. If you played bw, you knew how high the skill cap was (and still is) the fact that you attack move your army and they all converge and attempt to occupy the same pixel of occupying the same area is pretty stupid.

You telling me that this would lower the skill cap in this game means that you're probably one of the players who sits and lurks and waits until the person you're fighting isnt paying attention, then you attack move your (clumped) banelings into his/her (clumped) army and hope that whoever you're attacking doesnt have any aoe of their own. Same can be said with marines, same can be said with templar; it would be slightly different because I dont see templar dying to tanks but i do see 5-6 of them get emp'd from time to time.

When I said it would make the game easier, i also said it would only be easier for lower level players who kinda just know how to build and army and attack move. once you hit a certain level of play though, its a totally different story. players wont have to worry much about accidently walking 50 marines into 4-5 tanks and losing 20 of them in 1/2 a second. The game will require a totally different level of individual micro.
ok
procrastibation
Profile Joined July 2012
81 Posts
July 04 2012 03:30 GMT
#338
I'm pretty sure that blizzards goal with sc2 is just to sell as many copies as possible. I mean, everyone here knows they will buy HoTS regardless of it having units clump up. SO really what is blizzards incentive to implement such a thing.
Steelo_Rivers
Profile Blog Joined January 2011
United States1968 Posts
July 04 2012 03:38 GMT
#339
On July 04 2012 11:34 TechNoTrance wrote:
Show nested quote +
You can't make this argument before trying out the map. It's easy to look at a change and see what it takes away from the game, but hard to see what it adds. You don't know if battles might be slower-paced and more interesting this way, you just can't tell without a sufficient degree of practice with it.


While I agree that things may come up that we don't know about with extensive testing. But you can't honestly argue that it won't become easier to a-move armies with this in place due to not having to split the units yourself. For example a terran can pre-split his army when attacking a zerg. And never have to worry about banelings. I don't think this makes the game better. IMO it makes the game easier. I believe players should be rewarded for having better splitting and multitasking.

this is something that I think is funny. Have you even played the map yet? you still have to split your army. the only difference is that if you split your army and attack move it accross the map, it will remain that way unless the units have to clump to fit somewere. if i move my group of marines and marauders from one side of the xel naga tower (on daybreak) to the opposite and my army is presplit, it will remain split.

the only thing that has really changed is what happens when whatever you sent reaches its destination. in the current state of the game, eerything that you sent auto clumps as all the units are trying to occupy the same space and they clearly cant (at least on the ground) so they get as close as possible to that point. this mod just makes it so they dont auto clump.
ok
Nazza
Profile Blog Joined August 2010
Australia1654 Posts
July 04 2012 03:48 GMT
#340
Presumably, if you can presplit your marines against banelings, you can presplit your banelings against marines?

Personally, I think this system is more intuitive... but I'm biased of course.

In the same way you say that people should be rewarded for better splitting.... I can say that players should be better rewarded for being able to spot clumped units and storming them, or spotting packs of units and fungalling them etc. Before everything was relatively clumped so you could basically storm anything you liked and it would be cost effective...
No one ever remembers second place, eh? eh? GIVE ME COMMAND
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