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Modified Movement Test - Page 27

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.
TechNoTrance
Profile Joined May 2012
Canada1007 Posts
July 05 2012 08:21 GMT
#521
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?
All we have to decide is what to do with the time that is given to us.
NukeD
Profile Joined October 2010
Croatia1612 Posts
July 05 2012 08:31 GMT
#522
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?
sorry for dem one liners
Nachtwind
Profile Joined June 2011
Germany1130 Posts
July 05 2012 08:50 GMT
#523
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.
invisible tetris level master
Cuce
Profile Joined March 2011
Turkey1127 Posts
July 05 2012 08:51 GMT
#524
On July 05 2012 11:59 sluggaslamoo wrote:
Show nested quote +
On July 05 2012 01:27 Mr Cochese wrote:
I thought the OP was going to be a Luddite whinger begging for a return to the shonky pathing of Starcraft 1, where units used to endlessly bump into each and get stuck, so I was pleased to see that his proposition was to make units move in formation. I've been playing RTS (quite mediocrely) since the original Dune 2 and I've always thought that moving units in formation is a fantastic idea. You can actually take it even further and lock the speed of all units to the speed of the slowest in the group, but that is an issue for the individual need of each game.

What I don't understand is people wishing for a return to a maximum selection group size of 12. In the older games that was obviously down to some technical limitation, and resulted in many a hilarious session of marshalling large groups of fifty or more zerglings across the map by grabbing 12 at a time. In Dune 2, which I pointedly mentioned just before, the restriction was even greater - there were no control groups at all. So that's the bad old days. Going back to these limited control schemes is not the answer to creating better gameplay, it is wishing for a return to eating shit off the ground.

So I now see how the clumping in SC2 is not the same as formation movement, and as I say I have an existing favourable disposition towards stuff moving in formation. Formation creates strategical and tactical opportunities to those able to exploit it, which is exactly what this genre of games should be about. It's not just about APM to outproduce and outmaneouvre the opponent, though that is certainly (the R in RTS) part of the genre - control improvements expand what it is possible for a highly competent player to achieve, so there is no question that unlimited unit selection removes any skill from the game. Arguing for this to be added into the game as an artificial restriction is the hidebound view here, and against moving forward into the incredible potential of what control and pathing improvements can bring to RTS.


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.
64K RAM SYSTEM 38911 BASIC BYTES FREE
Rkynick
Profile Joined December 2011
85 Posts
July 05 2012 09:09 GMT
#525
On July 05 2012 14:08 sluggaslamoo wrote:
Show nested quote +
On July 05 2012 13:47 Rkynick wrote:
On July 05 2012 13:29 sluggaslamoo wrote:
On July 05 2012 13:23 Rkynick wrote:
On July 05 2012 13:21 sluggaslamoo wrote:
On July 05 2012 12:26 Zephirdd wrote:
On July 05 2012 11:59 sluggaslamoo wrote:
On July 05 2012 01:27 Mr Cochese wrote:
I thought the OP was going to be a Luddite whinger begging for a return to the shonky pathing of Starcraft 1, where units used to endlessly bump into each and get stuck, so I was pleased to see that his proposition was to make units move in formation. I've been playing RTS (quite mediocrely) since the original Dune 2 and I've always thought that moving units in formation is a fantastic idea. You can actually take it even further and lock the speed of all units to the speed of the slowest in the group, but that is an issue for the individual need of each game.

What I don't understand is people wishing for a return to a maximum selection group size of 12. In the older games that was obviously down to some technical limitation, and resulted in many a hilarious session of marshalling large groups of fifty or more zerglings across the map by grabbing 12 at a time. In Dune 2, which I pointedly mentioned just before, the restriction was even greater - there were no control groups at all. So that's the bad old days. Going back to these limited control schemes is not the answer to creating better gameplay, it is wishing for a return to eating shit off the ground.

So I now see how the clumping in SC2 is not the same as formation movement, and as I say I have an existing favourable disposition towards stuff moving in formation. Formation creates strategical and tactical opportunities to those able to exploit it, which is exactly what this genre of games should be about. It's not just about APM to outproduce and outmaneouvre the opponent, though that is certainly (the R in RTS) part of the genre - control improvements expand what it is possible for a highly competent player to achieve, so there is no question that unlimited unit selection removes any skill from the game. Arguing for this to be added into the game as an artificial restriction is the hidebound view here, and against moving forward into the incredible potential of what control and pathing improvements can bring to RTS.


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.


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.


Sigh, they were obviously design decisions.

Do you really think automining couldn't be done considering SCV's could automine-rally anyway?

Warcraft 3 has a similar size unit selection cap. Do you really think computers couldn't handle much more than that, when a 2001 game Cossacks allowed you to build up to 5000 units per player with up to 8 players, and allowed you to box select 5000 of those units at once and attack. It also had multiple building selection and there was 0 lag.

Also 1a2a3a4a5a6a7a8a9a0a uses more processing power than just being able to select 200 units and make them all move at once.

A lot of people mentioned about how backwards the mechanics were in SC1 during the time of its release, such as having to select buildings individually. Again something that would have been really trivial to code, and computers would have been able to handle that no problem..

In the end that design decision ended up improving the game.


I don't understand how these things could've possibly improved the game. Unnecessary tedium. It was design laziness, I say *fisticuffs*


I think I saw a statement a long time ago somewhere saying they did single building selection on purpose, even though they had the capacity to do MBS.

As for automining, Workers can automine with waypointing. For example, if I build a supply depot while holding shift and click the minerals, the SCV will start mining once it has finished building its supply depot. You just can't rally an SCV from a Command Center to automatically start mining.

Warcraft 3 also had a unit selection cap. Maybe it was something they felt was cultural to Blizzard games.

---

As for improving the game. Just think about things like stim/siege/burrow. Stim is so powerful in SC2 even though it has half the firepower. Your average player couldn't actually stim a whole army in BW, it was practically impossible, you were good if you could stim more than half a 60 supply bio army.

Even something as simple as stim a good player controlling his army may have up to 4x more firepower than a bad player with the exact same army.

With all these mechanics there is a law of diminishing returns. More gateways, more time spent on macro. More bases, more divided attention between bases. More units, diminished firepower per unit, more time needed to be spent on taking care of your army.



In essence, when these designs decisions influence the gamplay meaningfully (and they rarely do), it is only because the player is untrained. That is, the game mechanics are not interesting enough to reward good control, these features merely keep you from accessing them until you can perform at a certain level.

Anyways, my point is that, between players of the same caliber, these things do not actually influence the game, but just get in the way. The design shouldn't be hurdles for the player to jump through. It should be tools for the player to use, to learn the vulnerabilities and limitations of and then master.

We might as well make it so that players are killed instantly if their APM drops below a certain level-- it would have the same effect as your suggestions!
Again I say the design should be based around adding strategy, not micromanagement. Micromanagement should come as a result of the added strategy. To give an example, with banelings comes marine-split micro. All of these old ideas-- the automine, the unit selection cap, etc-- are without cause. It is merely, "with micro comes micro" as opposed to "with [part of the game design] comes micro." I am opposed to adding micro for micro's sake.


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
Profile Blog Joined May 2009
Switzerland8970 Posts
July 05 2012 09:13 GMT
#526
That makes the game much more enjoyable to watch. I'd like to see this implemented !
ॐ
pzea469
Profile Blog Joined September 2008
United States1520 Posts
July 05 2012 09:29 GMT
#527
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
Kill the Deathball
bgx
Profile Joined August 2010
Poland6595 Posts
Last Edited: 2012-07-05 09:38:17
July 05 2012 09:30 GMT
#528
On July 05 2012 12:26 Zephirdd wrote:
Show nested quote +
On July 05 2012 11:59 sluggaslamoo wrote:
On July 05 2012 01:27 Mr Cochese wrote:
I thought the OP was going to be a Luddite whinger begging for a return to the shonky pathing of Starcraft 1, where units used to endlessly bump into each and get stuck, so I was pleased to see that his proposition was to make units move in formation. I've been playing RTS (quite mediocrely) since the original Dune 2 and I've always thought that moving units in formation is a fantastic idea. You can actually take it even further and lock the speed of all units to the speed of the slowest in the group, but that is an issue for the individual need of each game.

What I don't understand is people wishing for a return to a maximum selection group size of 12. In the older games that was obviously down to some technical limitation, and resulted in many a hilarious session of marshalling large groups of fifty or more zerglings across the map by grabbing 12 at a time. In Dune 2, which I pointedly mentioned just before, the restriction was even greater - there were no control groups at all. So that's the bad old days. Going back to these limited control schemes is not the answer to creating better gameplay, it is wishing for a return to eating shit off the ground.

So I now see how the clumping in SC2 is not the same as formation movement, and as I say I have an existing favourable disposition towards stuff moving in formation. Formation creates strategical and tactical opportunities to those able to exploit it, which is exactly what this genre of games should be about. It's not just about APM to outproduce and outmaneouvre the opponent, though that is certainly (the R in RTS) part of the genre - control improvements expand what it is possible for a highly competent player to achieve, so there is no question that unlimited unit selection removes any skill from the game. Arguing for this to be added into the game as an artificial restriction is the hidebound view here, and against moving forward into the incredible potential of what control and pathing improvements can bring to RTS.


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.


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.
Stork[gm]
NeonFox
Profile Joined January 2011
2373 Posts
July 05 2012 09:41 GMT
#529
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.
Rah
Profile Joined February 2010
United States973 Posts
July 05 2012 09:56 GMT
#530
Please change this in one of the expansions. They look like believeable armies instead of a ball of garbage.
Streaming on twitch. http://www.twitch.tv/rahsun86
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
July 05 2012 10:08 GMT
#531
I can see this making banelings useless :D

But I love how you can preset a formation and units will most of the time keep that formation
AGsc
Profile Joined December 2010
Canada120 Posts
July 05 2012 10:19 GMT
#532
Definitely implement this, I would love to make 100% lings all game every game!
Back off man, I'm a scientist.
one-one-one
Profile Joined November 2011
Sweden551 Posts
Last Edited: 2012-07-05 10:38:11
July 05 2012 10:37 GMT
#533
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.
http://www.youtube.com/watch?feature=player_embedded&v=1BFY4R7IIP4#t=1710s
Steelo_Rivers
Profile Blog Joined January 2011
United States1968 Posts
July 05 2012 10:43 GMT
#534
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?
ok
Steelo_Rivers
Profile Blog Joined January 2011
United States1968 Posts
July 05 2012 10:46 GMT
#535
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.
ok
Clarity_nl
Profile Joined November 2011
Netherlands6826 Posts
Last Edited: 2012-07-05 10:50:52
July 05 2012 10:48 GMT
#536
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.

On July 05 2012 19:37 one-one-one wrote:
Show nested quote +
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.


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.
FIGHT THE GOOD FIGHT AGAINST STUPIDITY CLARITY, I BELIEVE IN YOU! - Palmar
Steelo_Rivers
Profile Blog Joined January 2011
United States1968 Posts
July 05 2012 10:52 GMT
#537
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.

Show nested quote +
On July 05 2012 19:37 one-one-one wrote:
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.


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)
ok
v3chr0
Profile Blog Joined April 2010
United States856 Posts
Last Edited: 2012-07-05 10:58:53
July 05 2012 10:57 GMT
#538
On July 05 2012 12:53 Qwyn wrote:
Show nested quote +
On July 05 2012 12:48 Kharnage wrote:
ROFL, people keep whinging about SC2 easy mode, but i can't think of anything mroe eazy mode than this.
So, i put my zealots at the front, then my archons, then immortals / stalkers and lastely colossus and 1A right?
with a nice spread of colossus and half a dozen extra zealots on the wings to flank

great, death ball gone, perfect engagements everytime. now the game is 'much' better.


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.
"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
Steelo_Rivers
Profile Blog Joined January 2011
United States1968 Posts
July 05 2012 11:01 GMT
#539
On July 05 2012 19:57 v3chr0 wrote:
Show nested quote +
On July 05 2012 12:53 Qwyn wrote:
On July 05 2012 12:48 Kharnage wrote:
ROFL, people keep whinging about SC2 easy mode, but i can't think of anything mroe eazy mode than this.
So, i put my zealots at the front, then my archons, then immortals / stalkers and lastely colossus and 1A right?
with a nice spread of colossus and half a dozen extra zealots on the wings to flank

great, death ball gone, perfect engagements everytime. now the game is 'much' better.


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:

Show nested quote +
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.

you can presplit your units with the current state of the game all you want. the moment you move them, they will clump.
ok
v3chr0
Profile Blog Joined April 2010
United States856 Posts
Last Edited: 2012-07-05 11:07:36
July 05 2012 11:06 GMT
#540
They will start to clump slowly, yes - depending on how far and where you clicked on the minimap, which is fine. Did you not read the second thing I quoted? You shouldn't be able to move across the whole map in the same EXACT formation without no further micro, not even BW was like that.
"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
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