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Modified Movement Test - Page 3

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.
Poplicola
Profile Joined November 2011
Sweden15 Posts
July 03 2012 12:13 GMT
#41
A balance headache? I think the hots headache is far greater for blizzard right now, as they seem to be struggling. My suggestion: increase splash damage by 50%, siege tank and baneling aoe by 100% (area, not radius), and increase ultralisk movement speed by 20% or so. Thor aa remains unchanged.
Chilling5pr33
Profile Blog Joined January 2010
Germany518 Posts
Last Edited: 2012-07-03 12:17:30
July 03 2012 12:17 GMT
#42
isnt it possible to magig box in SC2? More than once i moved my bio force with magic boxing it to prevent the baneling issue so i dont know if this topic is even relevant.
F-
Qwyn
Profile Blog Joined December 2010
United States2781 Posts
July 03 2012 12:18 GMT
#43
I support this.

Why? B/c improving pathing in this way will allow AOE damage to be increased. And increasing AOE damage is, as far as I can see, the only way to prevent the deathball.

Units which control space have to be implemented in the game in order to get out of the shithole SCII is in now.

The siege tank was nerfed into the ground b/c of the pathing engine. A small change like this will make AOE damage increases more tolerable. If they are more tolerable, then Blizzard might be willing to implement them.

If Blizzard does not make a change like this to the pathing engine, then increasing AOE damage will have much harsher effects.

An extremely high level of maintainence is required to continually de-clump your army, and if high AOE damage units are implemented in the current system to fix the deathball issue, then the de-clump APM sink will be too high for most players.

With the suggested pathing system, there is no reason that one cannot clump their units - simply click into the middle of the ball. But along with this change should also come AOE damage increases, meaning that clumping would be less desirable.

It's much too difficult to continually de-clump your units after every single fucking move command, hence why AOE is nerfed so much. This de-clump requirement actually prevents more movement around the map, as players have less incentive to move (every time you do, you have to spend time fucking de-clumping!). Hence why players move out in one big attack (that and the lack of high AOE, space controlling units).

And we need high damage AOE to bring an end to the deathball issue. Changing the pathing system will make the road less painful in the longhaul.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
elanobissen
Profile Joined February 2011
Denmark244 Posts
July 03 2012 12:26 GMT
#44
This is awesome. Looks so much better.
KingAce
Profile Joined September 2010
United States471 Posts
Last Edited: 2012-07-03 12:34:25
July 03 2012 12:26 GMT
#45
I find it amusing that people believe this would make AOE useless or difficult to rebalance. AOE has been nerfed to hell, and it's still over powered. Having an entire army fungal growth, stormed, or EMP is not fun to watch. When you make moments like that rare, they become more spetecular when they happen, it benefits the game as an Esport.

Units will still clump up in chockes, around builds etc.

Think about, tanks, colossus, storm, archon toilet, Emp all these things have been nerfed because of the clumping. AOE is awesome, but it's in this game it's a joke.
"You're defined by the WORST of your group..." Bill Burr
Dahlian
Profile Joined July 2010
Germany37 Posts
July 03 2012 12:30 GMT
#46
On July 03 2012 21:18 Qwyn wrote:
This de-clump requirement actually prevents more movement around the map, as players have less incentive to move (every time you do, you have to spend time fucking de-clumping!). Hence why players move out in one big attack (that and the lack of high AOE, space controlling units).

And we need high damage AOE to bring an end to the deathball issue. Changing the pathing system will make the road less painful in the longhaul.



I strongly agree with that first statement, knowing this from my own games. You spend time splitting all the units up and then you think to yourself "Great, now he can come." Which he has to because I cant move without losing the edge immediatly. Even with high apm it can only be used as a defensive measure which prevents you from attacking until you have a death ball.
Intuit these souls allowed to shine.
Crypdos
Profile Joined December 2011
Netherlands110 Posts
July 03 2012 12:37 GMT
#47
This makes the deathball stronger because your units are already pre-split and take less damage from a fungal/storm.

Whats the purpose of this? ..
Bommes
Profile Joined June 2010
Germany1226 Posts
Last Edited: 2012-07-03 12:41:40
July 03 2012 12:39 GMT
#48
On July 03 2012 21:37 Crypdos wrote:
This makes the deathball stronger because your units are already pre-split and take less damage from a fungal/storm.

Whats the purpose of this? ..


This is not a change that would change how strong an army is, but it would soften the effect of having giant unit balls of shit in a single control group running around the map humping each other in a giant ball of clusterfuck. Which looks like shit in my personal opinion and is the whole reason it is called a DeathBALL.

edit:
Also they are not presplit, you have to manually split them. They just don't clump up whenever you intend to move.
Darneck
Profile Joined September 2010
Sweden1394 Posts
Last Edited: 2012-07-03 12:41:32
July 03 2012 12:41 GMT
#49
On July 03 2012 21:37 Crypdos wrote:
This makes the deathball stronger because your units are already pre-split and take less damage from a fungal/storm.

Whats the purpose of this? ..

AOE would be buffed, the whole way engagements are fought will be different. You will be able to retreat more easily with parts of your army, you'll be able to micro parts of your army more easily.

And yea, they are not pre split automatically.
Qwyn
Profile Blog Joined December 2010
United States2781 Posts
July 03 2012 12:46 GMT
#50
On July 03 2012 21:39 Bommes wrote:
Show nested quote +
On July 03 2012 21:37 Crypdos wrote:
This makes the deathball stronger because your units are already pre-split and take less damage from a fungal/storm.

Whats the purpose of this? ..


This is not a change that would change how strong an army is, but it would soften the effect of having giant unit balls of shit in a single control group running around the map humping each other in a giant ball of clusterfuck. Which looks like shit in my personal opinion and is the whole reason it is called a DeathBALL.

edit:
Also they are not presplit, you have to manually split them. They just don't clump up whenever you intend to move.


LOL, I wish I could write my descriptions of the issue as eloquently as you.

"...Soften the effect of having giant balls of shit in a single control group running around the map humping each other in a giant ball of clusterfuck."

Amen.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
shell
Profile Joined October 2010
Portugal2722 Posts
July 03 2012 12:50 GMT
#51
I feel that this will also simplify the game imo

Since the best micro tricks are about splitting units, getting a better comclave etc., if you take that away the game would be easier
BENFICA || Besties: idra, Stephano, Nestea, Jaedong, Serral, Jinro, Scarlett || Zerg <3
DocHolliday
Profile Joined November 2010
United Kingdom51 Posts
July 03 2012 12:52 GMT
#52
oh the way those armies moved in the video looked so much better than the deathballs we have now! I wish it could be like this, the spectator side of the game would benefit so much from it.
Darneck
Profile Joined September 2010
Sweden1394 Posts
July 03 2012 12:53 GMT
#53
On July 03 2012 21:50 shell wrote:
I feel that this will also simplify the game imo

Since the best micro tricks are about splitting units, getting a better comclave etc., if you take that away the game would be easier

You still have to split and if you just increase AOE radius, the same amount of micro would still be required since you'd have to split more
HeroMystic
Profile Joined March 2011
United States1217 Posts
July 03 2012 13:00 GMT
#54
Finding it hard to believe that people think that declumping units would make the game worse. The fact is, you can still pack them in a clumped ball by clicking in the middle of the army. All this modification does is make you more aware of army formation and gives you more options.

The only reason why I'm against this is because the game is already balanced around the current pathing. -Every- splash effect (even things like Hellion Splash) would need a large buff across the board.
Jenia6109
Profile Blog Joined December 2008
Russian Federation1613 Posts
July 03 2012 13:03 GMT
#55
Wow! I'm just... Speechless. This gives much more BW feeling to SC2. The game will be 100% more awesome if it will be implemented!! <3
INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
Qwyn
Profile Blog Joined December 2010
United States2781 Posts
July 03 2012 13:03 GMT
#56
On July 03 2012 21:53 Darneck wrote:
Show nested quote +
On July 03 2012 21:50 shell wrote:
I feel that this will also simplify the game imo

Since the best micro tricks are about splitting units, getting a better comclave etc., if you take that away the game would be easier

You still have to split and if you just increase AOE radius, the same amount of micro would still be required since you'd have to split more


Right, people seem to think that this change somehow splits all your forces for you. It doesn't. That must be done manually.

And "blobbing" of units due to small chokes/corners still occurs, meaning that units need to be spread out again. They just don't clump up after every single fucking click into a tight blob when they converge on on their location. They retain formation while traveling.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Sadist
Profile Blog Joined October 2002
United States7328 Posts
July 03 2012 13:07 GMT
#57
I Like this a lot. From an observers perspective it looks great.

One thing you could do if blizzard didn't want to implement this is increase the collision radius of each unit so they at least have some gaps between them. The armies in the game look really ugly all bunched up. It makes the armies look smaller and you cant even see shit half of the time. Protoss with colossus in particular looks horrible.

How do you go from where you are to where you want to be? I think you have to have an enthusiasm for life. You have to have a dream, a goal and you have to be willing to work for it. Jim Valvano
MavercK
Profile Joined March 2010
Australia2181 Posts
July 03 2012 13:08 GMT
#58
i dont understand people saying this simplifies the game...
deathball is an issue because your ball is so tightly clumped that as soon as an engagement happens 100% of your units are shooting and it's instantly perfectly efficient.

where as with inefficient pathing
fights become longer because units filter in and you have maybe 50% of your army attacking at any given time in a battle. alot of repositioning goes on. time is given for reinforcements and flanks. etc. the list goes on.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MerciLess
Profile Joined September 2010
213 Posts
July 03 2012 13:10 GMT
#59
I'd rather get rewarded for being able to micro than play a game for five year olds
Tarot
Profile Joined February 2011
Canada440 Posts
July 03 2012 13:12 GMT
#60
3:30 in the video makes me sooooo sad that SC2 clumps. It just looks so much better, and tanks don't seem to do that stupid pathing fidgeting thing which makes big ground units lose all sense of weight.
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