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Modified Movement Test - Page 2

Forum Index > SC2 General
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Prev 1 2 3 4 5 32 33 34 Next All
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.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
July 03 2012 10:24 GMT
#21
If someone could help me publish the map for other regions, I'd appreciate it. I have no idea how to go about that, but it seems that I'd need to actually have another account in that region. If this is true, I could send someone the map for their region and they could publish it. Not sure if it works this way... anyways, help!
Kill the Deathball
Insoleet
Profile Joined May 2012
France1806 Posts
July 03 2012 10:24 GMT
#22
In fact, this is just making splitting easier by pre-splitting your units... I dont think its a good idea.
yeint
Profile Joined May 2011
Estonia2329 Posts
Last Edited: 2012-07-03 10:26:00
July 03 2012 10:25 GMT
#23
No thank you, this removes anti-AoE micro like splits and magic boxing mutas.

Also, being in a "ball" is important for a lot of army compositions. Marines vs lings, marines need to be able to clump quickly.

EDIT: I do think it's commendable that you made this map to test it out in practice.
Not supporting teams who take robber baron money.
Darneck
Profile Joined September 2010
Sweden1394 Posts
Last Edited: 2012-07-03 10:31:30
July 03 2012 10:26 GMT
#24
To me, this with an AOE buff would be better than how it is currently either way but I would definitely prefer it with added harder mechanics as well.

And I find it funny how everyone is basically just saying that it would ruin AOE and splits when it's obvious that you would make a proportional AOE buff
pzea469
Profile Blog Joined September 2008
United States1520 Posts
July 03 2012 10:38 GMT
#25
On July 03 2012 19:25 yeint wrote:
No thank you, this removes anti-AoE micro like splits and magic boxing mutas.

Also, being in a "ball" is important for a lot of army compositions. Marines vs lings, marines need to be able to clump quickly.



But that's the thing. It's to your benefit to have your army together(not necessarily balled up) since you want your whole army to attack at the same time to get more dps. But clumping sucks vs AoE so you gotta split your army in those cases.

So yeah, you can pre-split your army, but then when you engage you won't be getting too much dps. When you get your army together, you get more dps, but you gotta watch out for AoE. So I think that takes care of itself.

Obviously AoE radius might have to be increased but the idea that pre-splitting would kill micro or that you'd ball up at all times anyways just don't work together. Eventually a pre-split army will attack as a single unit, and when they do they're not split anymore. This modification doesn't make it any easier to go from a ball formation to a split formation. All it does is not force your army into a ball formation when moving.

But i guess we just need to see some replays of good players to see what will really happen. I'll try and upload a video of a match if I end up getting any replays.
Kill the Deathball
algue
Profile Joined July 2011
France1436 Posts
July 03 2012 10:40 GMT
#26
I really like it ! Did you post it on Blizzards forum ?
rly ?
Dahlian
Profile Joined July 2010
Germany37 Posts
July 03 2012 10:40 GMT
#27
I think the idea is good. If the community really would like a change in that regard you should do a poll first and if the feedback is good we need something like a petition, done professionally that goes to Blizzard. But only after testing how it works out on custom maps which should be done by pros too.
I personally would like it and it should be worth the effort but it takes work nonetheless.
Intuit these souls allowed to shine.
TaShadan
Profile Joined February 2010
Germany1981 Posts
Last Edited: 2012-07-03 10:49:42
July 03 2012 10:49 GMT
#28
On July 03 2012 19:26 Darneck wrote:
To me, this with an AOE buff would be better than how it is currently either way but I would definitely prefer it with added harder mechanics as well.

And I find it funny how everyone is basically just saying that it would ruin AOE and splits when it's obvious that you would make a proportional AOE buff


yes i think so too
buff the aoe spells and implement this
but i doubt blizz will implement it so its up to modders
maybe there will be mods like sc2bw or starbow using it
Total Annihilation Zero
Fragile51
Profile Joined October 2011
Netherlands15767 Posts
July 03 2012 10:51 GMT
#29
On July 03 2012 19:49 TaShadan wrote:
Show nested quote +
On July 03 2012 19:26 Darneck wrote:
To me, this with an AOE buff would be better than how it is currently either way but I would definitely prefer it with added harder mechanics as well.

And I find it funny how everyone is basically just saying that it would ruin AOE and splits when it's obvious that you would make a proportional AOE buff


yes i think so too
buff the aoe spells and implement this
but i doubt blizz will implement it so its up to modders
maybe there will be mods like sc2bw or starbow using it


If blizzard doesn't implement it..then what's the point :p
Bommes
Profile Joined June 2010
Germany1226 Posts
July 03 2012 10:55 GMT
#30
I uploaded a map on EU called "Daybreak Dynamic Movement" for anyone whos interested. Didn't see this thread before I did it, maybe I'll upload it another time soon so the names are the same.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
July 03 2012 10:57 GMT
#31
On July 03 2012 19:55 Bommes wrote:
I uploaded a map on EU called "Daybreak Dynamic Movement" for anyone whos interested. Didn't see this thread before I did it, maybe I'll upload it another time soon so the names are the same.


Sweet thanks again Bommes. By the way I changed the mixed value to 50, i really don't know if there's any ideal value. I just put that number in and went with that.
Kill the Deathball
Dahlian
Profile Joined July 2010
Germany37 Posts
July 03 2012 10:57 GMT
#32
Nice gonna test that out as soon as I can. And everyone who likes it should encourage their mates aswell!
Intuit these souls allowed to shine.
FFGenerations
Profile Blog Joined April 2011
7088 Posts
July 03 2012 11:05 GMT
#33
oh wow you can actually micro
Cool BW Music Vid - youtube.com/watch?v=W54nlqJ-Nx8 ~~~~~ ᕤ OYSTERS ᕤ CLAMS ᕤ AND ᕤ CUCKOLDS ᕤ ~~~~~~ ༼ ᕤ◕◡◕ ༽ᕤ PUNCH HIM ༼ ᕤ◕◡◕ ༽ᕤ
pzea469
Profile Blog Joined September 2008
United States1520 Posts
July 03 2012 11:46 GMT
#34
On July 03 2012 20:05 FFGenerations wrote:
oh wow you can actually micro


I hope as people play matches and upload replays, that more micro starts to show.
Kill the Deathball
yeint
Profile Joined May 2011
Estonia2329 Posts
July 03 2012 11:47 GMT
#35
On July 03 2012 19:38 pzea469 wrote:
Show nested quote +
On July 03 2012 19:25 yeint wrote:
No thank you, this removes anti-AoE micro like splits and magic boxing mutas.

Also, being in a "ball" is important for a lot of army compositions. Marines vs lings, marines need to be able to clump quickly.



But that's the thing. It's to your benefit to have your army together(not necessarily balled up) since you want your whole army to attack at the same time to get more dps. But clumping sucks vs AoE so you gotta split your army in those cases.

So yeah, you can pre-split your army, but then when you engage you won't be getting too much dps. When you get your army together, you get more dps, but you gotta watch out for AoE. So I think that takes care of itself.

Obviously AoE radius might have to be increased but the idea that pre-splitting would kill micro or that you'd ball up at all times anyways just don't work together. Eventually a pre-split army will attack as a single unit, and when they do they're not split anymore. This modification doesn't make it any easier to go from a ball formation to a split formation. All it does is not force your army into a ball formation when moving.

But i guess we just need to see some replays of good players to see what will really happen. I'll try and upload a video of a match if I end up getting any replays.


Most of the time optimal DPS is not from a ball, but a concave. Balls are necessary against units like lings.

My point is that we'd lose more micro skill cap than we'd gain. Plus you can imitate this behavior by doing the commands via minimap, the further away the target, the less convergence there is initially.
Not supporting teams who take robber baron money.
Bommes
Profile Joined June 2010
Germany1226 Posts
July 03 2012 11:51 GMT
#36
On July 03 2012 20:47 yeint wrote:
Show nested quote +
On July 03 2012 19:38 pzea469 wrote:
On July 03 2012 19:25 yeint wrote:
No thank you, this removes anti-AoE micro like splits and magic boxing mutas.

Also, being in a "ball" is important for a lot of army compositions. Marines vs lings, marines need to be able to clump quickly.



But that's the thing. It's to your benefit to have your army together(not necessarily balled up) since you want your whole army to attack at the same time to get more dps. But clumping sucks vs AoE so you gotta split your army in those cases.

So yeah, you can pre-split your army, but then when you engage you won't be getting too much dps. When you get your army together, you get more dps, but you gotta watch out for AoE. So I think that takes care of itself.

Obviously AoE radius might have to be increased but the idea that pre-splitting would kill micro or that you'd ball up at all times anyways just don't work together. Eventually a pre-split army will attack as a single unit, and when they do they're not split anymore. This modification doesn't make it any easier to go from a ball formation to a split formation. All it does is not force your army into a ball formation when moving.

But i guess we just need to see some replays of good players to see what will really happen. I'll try and upload a video of a match if I end up getting any replays.


My point is that we'd lose more micro skill cap than we'd gain. Plus you can imitate this behavior by doing the commands via minimap, the further away the target, the less convergence there is initially.


Yea but that doesn't reliably work with ground units because of pathing. There are almost never situations where you would minimap click ground units.
yeint
Profile Joined May 2011
Estonia2329 Posts
July 03 2012 11:53 GMT
#37
On July 03 2012 20:51 Bommes wrote:
Show nested quote +
On July 03 2012 20:47 yeint wrote:
On July 03 2012 19:38 pzea469 wrote:
On July 03 2012 19:25 yeint wrote:
No thank you, this removes anti-AoE micro like splits and magic boxing mutas.

Also, being in a "ball" is important for a lot of army compositions. Marines vs lings, marines need to be able to clump quickly.



But that's the thing. It's to your benefit to have your army together(not necessarily balled up) since you want your whole army to attack at the same time to get more dps. But clumping sucks vs AoE so you gotta split your army in those cases.

So yeah, you can pre-split your army, but then when you engage you won't be getting too much dps. When you get your army together, you get more dps, but you gotta watch out for AoE. So I think that takes care of itself.

Obviously AoE radius might have to be increased but the idea that pre-splitting would kill micro or that you'd ball up at all times anyways just don't work together. Eventually a pre-split army will attack as a single unit, and when they do they're not split anymore. This modification doesn't make it any easier to go from a ball formation to a split formation. All it does is not force your army into a ball formation when moving.

But i guess we just need to see some replays of good players to see what will really happen. I'll try and upload a video of a match if I end up getting any replays.


My point is that we'd lose more micro skill cap than we'd gain. Plus you can imitate this behavior by doing the commands via minimap, the further away the target, the less convergence there is initially.


Yea but that doesn't reliably work with ground units because of pathing. There are almost never situations where you would minimap click ground units.


I do it quite often when moving bio cross map. Also when leapfrogging tanks.
Not supporting teams who take robber baron money.
Bommes
Profile Joined June 2010
Germany1226 Posts
July 03 2012 11:55 GMT
#38
On July 03 2012 20:53 yeint wrote:
Show nested quote +
On July 03 2012 20:51 Bommes wrote:
On July 03 2012 20:47 yeint wrote:
On July 03 2012 19:38 pzea469 wrote:
On July 03 2012 19:25 yeint wrote:
No thank you, this removes anti-AoE micro like splits and magic boxing mutas.

Also, being in a "ball" is important for a lot of army compositions. Marines vs lings, marines need to be able to clump quickly.



But that's the thing. It's to your benefit to have your army together(not necessarily balled up) since you want your whole army to attack at the same time to get more dps. But clumping sucks vs AoE so you gotta split your army in those cases.

So yeah, you can pre-split your army, but then when you engage you won't be getting too much dps. When you get your army together, you get more dps, but you gotta watch out for AoE. So I think that takes care of itself.

Obviously AoE radius might have to be increased but the idea that pre-splitting would kill micro or that you'd ball up at all times anyways just don't work together. Eventually a pre-split army will attack as a single unit, and when they do they're not split anymore. This modification doesn't make it any easier to go from a ball formation to a split formation. All it does is not force your army into a ball formation when moving.

But i guess we just need to see some replays of good players to see what will really happen. I'll try and upload a video of a match if I end up getting any replays.


My point is that we'd lose more micro skill cap than we'd gain. Plus you can imitate this behavior by doing the commands via minimap, the further away the target, the less convergence there is initially.


Yea but that doesn't reliably work with ground units because of pathing. There are almost never situations where you would minimap click ground units.


I do it quite often when moving bio cross map. Also when leapfrogging tanks.


But thats not for the purpose of magic boxing them, like you said earlier.
Azera
Profile Blog Joined December 2010
3800 Posts
July 03 2012 12:06 GMT
#39
On July 03 2012 19:06 papaz wrote:
1. I actually like the death ball

2. Like it or not. Changing it will give Blizzard a balance headache of huge proportions. Suddenly the AoE is kinda worthless. MKP doesn't need to even marinesplit vs banelings. His units won't clump up -> problem solved.

This is one of those things that won't change in SC2.


Point 2 is very important to consider.
Check out some great music made by TLers - http://bit.ly/QXYhdb , by intrigue. http://bit.ly/RTjpOR , by ohsea.toc.
Garmer
Profile Joined October 2010
1286 Posts
July 03 2012 12:08 GMT
#40
nah, just buff AOE, something like 50% more damage
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