Modified Movement Test - Page 27
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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. | ||
TechNoTrance
Canada1007 Posts
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NukeD
Croatia1612 Posts
On July 05 2012 17:21 TechNoTrance wrote: I don't get why people are arguing for this. Splitting units gives you an advantage over the opponent. The player who splits better will gain an advantage. Splitting units isn't easy and isn't supposed to be easy. Obviously the average low level player would love to not have to worry about constantly splitting their army, but why lower the skill-cap of the game? Did you even read any of the thread? | ||
Nachtwind
Germany1130 Posts
And just no. I don´t like this idea you try to make sc3. We are now in sc2 and nothing of this will change. | ||
Cuce
Turkey1127 Posts
On July 05 2012 11:59 sluggaslamoo wrote: The technology was there, single building selection, unit cap selection, manual mining were design decisions. Coding such a thing is possibly one of the easiest changes one could make. they were not design choıices. someof them never came to mind of developers, or simply problemetic because of tech issues. | ||
Rkynick
85 Posts
On July 05 2012 14:08 sluggaslamoo wrote: I dunno about you but a lot of SC2 players are impressed by good creep spread. It is really the same thing, there are large differences even between top players on how they handle these mechanics. We are still impressed when Flash brings out army sizes that just shouldn't be possible in that time frame even after we thought iloveoov the cheater Terran had good macro which was 8 years ago. We are still impressed at how Bisu is still the only protoss that can keep his first probe scouting till lair tech, and how scourge are never able to hit his corsairs due to perfect use of chinese triangles. We are still impressed by how Jangbi dismantled Flash by being able to macro off 30 gateways which he had to split between 2 mains because there wasn't enough space to fit all those buildings. I am in no way advocating bringing back these mechanics as it will simply not happen. However I think there is a need to understand why these mechanics improved the game. Because these positive differences are currently missing in SC2, whether or not they were due to archaic mechanics. I can make the same argument as yours as to how bad pathing in SC2 (the clumping) has produced a positive difference in the form of marine splitting vs banelings. You can't make that argument. Bad pathing is pretty much completely unrelated. Anyways, you don't seem to get my point. I hate it when menial, tedious processes which can and should be automated are not solely for the purpose of adding more micro. Micro should be focused on using your units effectively, which is much more impressive (for spectators, anyways) than being able to click on a bunch of gateways or tell your workers to mine. Most of your examples are, in fact, micro that I agree with. How can scourge-evasion be automated? How can probe scouting be automated? These are things which should be left up to micro. I'm not arguing against micro. I'm arguing against unnecessary micro. One example of good macro-focused micro is the chronoboost, I think. It opens up new options for protoss builds and strategies, and isn't overly complicated to use. We need to stop clogging up the basics with more micro and add more meaningful micro instead. | ||
endy
Switzerland8970 Posts
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pzea469
United States1520 Posts
On July 05 2012 17:14 ClydeFrogSC2 wrote: Ive been playing this in customs with friends all day, and holy shite it feels weird to split your units......AND THEY LISTEN! Mad ups to the creator(s) of this mod. I really hope the community shoves this in blizzards face and makes this a part of HOtS A few of the replays might be helpful ![]() | ||
bgx
Poland6595 Posts
On July 05 2012 12:26 Zephirdd wrote: That's a very easy statement to be done 14 years later. Technology wasn't always like this, and it's very well possible that they were forced to those limitations due to the average computer at the time not being able to handle and process multiple units on the same selection at once. Even if they could patch the game later, it would be a really drastic change to be done. Remember that we are talking about SC, a game that was supposed to run on Windows 98. Total Annihilation ? This game shitted on any technology restriction back in the day. So no, it was decision from blizzard to cap selections. If i remember correctly C&C from 1995 had "no" selection cap and there was no food count (obviously there were some caps but very high ones). Starcraft was just made in a WC2 convention, maybe it was engine restriction but Starcraft was not even close to being hardware demanding game back in the day. It was even pointed out that UI was already slightly archaic when they game come out. | ||
NeonFox
2373 Posts
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Rah
United States973 Posts
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-Archangel-
Croatia7457 Posts
But I love how you can preset a formation and units will most of the time keep that formation ![]() | ||
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AGsc
Canada120 Posts
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one-one-one
Sweden551 Posts
On July 05 2012 18:41 NeonFox wrote: It does look much better, but it has to potential to blow balance up. I don't think Blizzard would ever implement this but there's nothing bad about bringing it to their attention. Isn't it a map specific setting and not a hack? Then map makers could just modify their maps ... Technically you could hold a tournament for some random Sc2 custom game, so as long as Blizzard allows this to be modified in the editor they can't stop it being used in tournaments. Personally I don't think it will have game breaking consequences. It is retarded how much micro goes to splitting groups of units everytime they arrive at a new location. This makes the army movement more consistent and allows the player to focus on more important things possibly making the game being played on a higher level . This goes eally well with how they designed the rest of the UI with infinite control groups and auto-mining etc. | ||
Steelo_Rivers
United States1968 Posts
On July 05 2012 14:02 Kharnage wrote: I wouldn't mind if max units selected could be turned on in the ui options, to soething like 1 page of units. That way scrubs like me can train themselves to use more than 1 hotkey for army. I broke my side scrolling habit by turning off side scrolling entirely and only using drag scrolling and mini map. The other option I want is to turn off mouse clicks for buildings and probes, so all macro is done by hotkeys too. how will you select buildings then bro? | ||
Steelo_Rivers
United States1968 Posts
On July 05 2012 17:50 Nachtwind wrote: I have a trick that accomplish the same as the "pre-split moving" but it´s harder to do then with this mod and takes more skill to be effective. I´ll give you a tip it has to do with the old "blink in formation" trick. And just no. I don´t like this idea you try to make sc3. We are now in sc2 and nothing of this will change. 1. Explain how you keep your units from clumping 2. you dont like the idea because he's trying to make sc3? what? go play the mod before you make those silly assumptions. | ||
Clarity_nl
Netherlands6826 Posts
"I don't actually watch sc2 anymore", well I'm glad we have you to tell us what would be better for the game then. On July 05 2012 19:37 one-one-one wrote: Isn't it a map specific setting and not a hack? Then map makers could just modify their maps ... Technically you could hold a tournament for some random Sc2 custom game, so as long as Blizzard allows this to be modified in the editor they can't stop it being used in tournaments. Personally I don't think it will have game breaking consequences. It is retarded how much micro goes to splitting groups of units everytime they arrive at a new location. This makes the army movement more consistent and allows the player to focus on more important things possibly making the game being played on a higher level . This goes eally well with how they designed the rest of the UI with infinite control groups and auto-mining etc. I thought everyone was complaining about how easy sc2 is (it's not). Why would you want to make it easier? Not only would it make it easier, it would also change the balance significantly. Anything that has aoe would have to be buffed, and then the question is by how much. Who is going to test this for you? Because it isn't going to be pros, unless they get paid for it. If it's not pros balance testing it, it'll be balance tested incorrectly and if it gets implemented it'll set back this game by a year or maybe even a couple. off-topic: People "hate" the weirdest things. That or people just misuse the word hate. Seriously, it's pretty extreme. | ||
Steelo_Rivers
United States1968 Posts
On July 05 2012 19:48 Clarity_nl wrote: Ok christ we get it units clump up when you move them together and you don't like it. That video seriously pissed me off. "I don't actually watch sc2 anymore", well I'm glad we have you to tell us what would be better for the game then. I thought everyone was complaining about how easy sc2 is (it's not). Why would you want to make it easier? Not only would it make it easier, it would also change the balance significantly. Anything that has aoe would have to be buffed, and then the question is by how much. Who is going to test this for you? Because it isn't going to be pros, unless they get paid for it. If it's not pros balance testing it, it'll be balance tested incorrectly and if it gets implemented it'll set back this game by a year or maybe even a couple. This will be probably (might have been more) my 5th time saying this but, please just go try the mod. it doesnt make the game easier at all, it makes it make sense. It's also a little better to watch (spectate) | ||
v3chr0
United States856 Posts
On July 05 2012 12:53 Qwyn wrote: Except that's not how it works. Also...if it was that easy then why don't players do that already? Not much is changing, did you even try this mod? For the most part it's actually just cosmetic b/c there are more fundamental issues at work here (units slide around each other instead of sticking/resisting). And the issues with SCII are manyfold, this is just one of them. What you are describing is the Protoss deathball. Which already happens. No, that IS exactly how it works: the units keep their formation with this change. This mod actually proves that we don't need this change, because most lower skill players are NOT pre-splitting their units because they don't have the multitasking to, while I can guarantee pros and better players will most definitely pre-split their army. Mods like these are warranted given peoples disgust for deathballs, but you have to understand that the future of SC2 in Esports will not be deathballs. Sooner or later you'll see people with 1-3 control groups of army, and people actually using this built-in 'mod' by using the trick Blizzard already has in the game: You can already do this right now in game, no mods required. It just takes a little bit of skill (what we want right? no ez mode). Set up your units in whatever formation, attack move on the mini-map in the farthest possible place in the same direction you want to attack and they will keep the formation. The farther away you attack move, the more closely they stay in formation and clump less. It's quite useful. People have to do similar with Mutas, it's a viable tactic, nobody uses it; instead we make a mod to do it for us... we don't need it. | ||
Steelo_Rivers
United States1968 Posts
On July 05 2012 19:57 v3chr0 wrote: No, that IS exactly how it works: the units keep their formation with this change. This mod actually proves that we don't need this change, because most lower skill players are NOT pre-splitting their units because they don't have the multitasking to, while I can guarantee pros and better players will most definitely pre-split their army. Mods like these are warranted given peoples disgust for deathballs, but you have to understand that the future of SC2 in Esports will not be deathballs. Sooner or later you'll see people with 1-3 control groups of army, and people actually using this built-in 'mod' by using the trick Blizzard already has in the game: People have to do similar with Mutas, it's a viable tactic, nobody uses it; instead we make a mod to do it for us... we don't need it. you can presplit your units with the current state of the game all you want. the moment you move them, they will clump. | ||
v3chr0
United States856 Posts
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