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Modified Movement Test - Page 8

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.
ThirdDegree
Profile Joined February 2011
United States329 Posts
July 03 2012 16:40 GMT
#141
I would definitely like to see some replays if anyone has any. I want to see how the units behave in a choke, and how the firing arc sorts itself out.
I am terrible
PrAeToR.FeNiX
Profile Joined February 2010
Canada361 Posts
July 03 2012 16:44 GMT
#142
i wish it could be like that in the game
En taro Adun!
FallDownMarigold
Profile Blog Joined December 2010
United States3710 Posts
July 03 2012 16:44 GMT
#143
I don't think it'll ruin the need to marine split. If you pre-split and move your marines all spread out -- *theorycraft moment* -- zerg could just send slings which are much better against split up units because of the larger surface area. So you'll still see a lot of moving around in a clump, it's just that this clump will be intentional rather than nearly unavoidable. Then when the normal time arises in which you want them spread out, you still split normally.

This is all just BS conjecture of course, so i'd like to actually play a game or two!
TechNoTrance
Profile Joined May 2012
Canada1007 Posts
July 03 2012 16:44 GMT
#144
While I agree it is pretty cool, you can't argue that it doesn't bring the skill cap of the game down. A player who spreads and splits better than his opponent will gain an advantage in an even engagement.

You can't expect to change a fundamental part of the game and expect balance to stay exactly how it is. You change one fundamental thing, suddenly several other fundamental things are broken. I don't need to explain what becomes useless and what becomes easier, because many people have stated it already. It's a nice mod but not realistic.
All we have to decide is what to do with the time that is given to us.
Ireniicus
Profile Joined August 2011
United Kingdom374 Posts
July 03 2012 16:45 GMT
#145
terran would need an insane nerf for this to work
Corvi
Profile Blog Joined July 2008
Germany1406 Posts
July 03 2012 16:46 GMT
#146
makes sense for gameplay issues as well as not looking fuckin stupid issues
Recognizable
Profile Blog Joined December 2011
Netherlands1552 Posts
July 03 2012 16:48 GMT
#147
On July 04 2012 01:45 Ireniicus wrote:
terran would need an insane nerf for this to work


No, all the AOE of the races need to be buffed.
Bommes
Profile Joined June 2010
Germany1226 Posts
July 03 2012 16:48 GMT
#148
On July 04 2012 01:44 TechNoTrance wrote:
While I agree it is pretty cool, you can't argue that it doesn't bring the skill cap of the game down. A player who spreads and splits better than his opponent will gain an advantage in an even engagement.

You can't expect to change a fundamental part of the game and expect balance to stay exactly how it is. You change one fundamental thing, suddenly several other fundamental things are broken. I don't need to explain what becomes useless and what becomes easier, because many people have stated it already. It's a nice mod but not realistic.


I think you overestimate the effects of this. It mainly changes how the player has to control the stuff to make it work. The core gameplay data/mechanics and thus the balance is not affected by this at all.
Also, no one expects it to be used in WoL without balance changes. See it as an idea that no one has tested yet and that could be nice to introduce for HotS, where balance is something that is has to be reestablished anyway.
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2012-07-03 16:55:18
July 03 2012 16:48 GMT
#149
This would kind of encourage players to put everything in one control group.

I have messed with this a lot and it doesn't really work out very well.

With this change clumped units are still just as ugly, and it just makes it really easy to put your units in these formations instead of requiring skill to keep your units spread out. I think instead it would be better to increase unit sizes (by like %10 radius size) so clumped units don't look as ugly, and only increase the magic box size to scale. Also reducing moving turnrates (more like BW, btw) will help units not clump up as quickly.
all's fair in love and melodies
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2012-07-03 16:49:22
July 03 2012 16:49 GMT
#150
On July 04 2012 01:40 GamanNo wrote:
Well as long as this doesn't make sc2 easier I am all for it. The clumping up kind of irritates me.


You were opposed to the changes made from BW too, right? I just want to make sure you're consistent.
FlukyS
Profile Blog Joined August 2011
Ireland485 Posts
July 03 2012 16:50 GMT
#151
If this was actually a thing it would remove any micro from a terran standpoint because they wouldnt need to split the marines against banelings for instance and that literally removes that part of the game.
Deckkie
Profile Blog Joined July 2010
Netherlands1595 Posts
July 03 2012 16:51 GMT
#152
I wonder how it would looks when the army goes into fighting range. There they should naturally clump up again because every unit tries to get in shooting range.

Love how it looks. And there is no better time to press something like this than with a new expansion.
Always look on the bright side of life
Chronos.
Profile Joined February 2012
United States805 Posts
July 03 2012 16:51 GMT
#153
For some reason I can't find the map and I'm on US server... I tried "mmdaybreak" then put in caps though I don't think it's case sensitive, then tried "MM Daybreak" and still nothing.
Darneck
Profile Joined September 2010
Sweden1394 Posts
Last Edited: 2012-07-03 16:55:10
July 03 2012 16:53 GMT
#154
On July 04 2012 01:44 TechNoTrance wrote:
While I agree it is pretty cool, you can't argue that it doesn't bring the skill cap of the game down. A player who spreads and splits better than his opponent will gain an advantage in an even engagement.

You can't expect to change a fundamental part of the game and expect balance to stay exactly how it is. You change one fundamental thing, suddenly several other fundamental things are broken. I don't need to explain what becomes useless and what becomes easier, because many people have stated it already. It's a nice mod but not realistic.

How does it bring down the skill cap when the AOE radius of all spells would be increased so that you'd have to split more, this makes it so that you get destroyed even worse if you don't split and stay spread, making it even more important

On July 04 2012 01:50 FlukyS wrote:
If this was actually a thing it would remove any micro from a terran standpoint because they wouldnt need to split the marines against banelings for instance and that literally removes that part of the game.

AOE would be buffed together with it so that you have to split even further so no it wouldn't remove that part of the game, it would just make you get even more destroyed by not splitting.
Superouman
Profile Blog Joined August 2007
France2195 Posts
July 03 2012 16:57 GMT
#155
I tried the mod and there is an issue when selected units are very far apart on the map, they still keep their formation even if they are 50 squares away.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Razith
Profile Joined February 2011
Canada431 Posts
July 03 2012 16:58 GMT
#156
On July 03 2012 22:08 MavercK wrote:
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.


On July 03 2012 22:35 MavercK wrote:
one more thing i have to say.

consider this

two players vs'ing each other
one has this activated, the other does not.

the guys army thats all split up will melt, absolutely melt, in seconds, to the other players standard death ball. it would be the most one sided battle in history.

people really seem missguided and aren't explaining their reasons at all.


I think too many people have skipped over MavercK's points. For those unaware he is the one leading the SC2:BW mod and definitely has some experience in how movement changes affect gameplay. Quoted for exposure.
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2012-07-03 17:02:30
July 03 2012 17:00 GMT
#157
On July 04 2012 01:57 Superouman wrote:
I tried the mod and there is an issue when selected units are very far apart on the map, they still keep their formation even if they are 50 squares away.

The problem is that if you reduce the maximum distance, then if any unit outside, like 50 squares away, is also selected, all units will clump up again. Like I said, it doesn't work out very well.

I think the system would only work with a limited unit selection.


On July 04 2012 01:58 Razith wrote:
Show nested quote +
On July 03 2012 22:08 MavercK wrote:
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.


Show nested quote +
On July 03 2012 22:35 MavercK wrote:
one more thing i have to say.

consider this

two players vs'ing each other
one has this activated, the other does not.

the guys army thats all split up will melt, absolutely melt, in seconds, to the other players standard death ball. it would be the most one sided battle in history.

people really seem missguided and aren't explaining their reasons at all.


I think too many people have skipped over MavercK's points. For those unaware he is the one leading the SC2:BW mod and definitely has some experience in how movement changes affect gameplay. Quoted for exposure.

But I think with this change it's still pretty easy to clump your units if you want to, isn't it? So players just always will, unless they need to avoid some AoE or something, in which case they can easily avoid it by spreading ahead of time and leaving them spread.
all's fair in love and melodies
Orzabal
Profile Joined December 2009
France287 Posts
July 03 2012 17:05 GMT
#158
omg this is awesome !

Blizzard said that it was impossible because of the pathfinding...

The game would be so much better.
Darneck
Profile Joined September 2010
Sweden1394 Posts
July 03 2012 17:07 GMT
#159
On July 04 2012 02:00 Gfire wrote:

But I think with this change it's still pretty easy to clump your units if you want to, isn't it? So players just always will, unless they need to avoid some AoE or something, in which case they can easily avoid it by spreading ahead of time and leaving them spread.

It is indeed still pretty easy to clump up your units but the question is, will anyone want to with increased aoe radius and damage? Being spread out ahead of time and leaving them spread would make it so that a fight VS aoe is basically like it currently is but if you are clumped up, it will be 10x worse to be clumped up and I'm not sure if someone would even risk that
cHL_at
Profile Joined May 2011
Austria13 Posts
July 03 2012 17:08 GMT
#160
i dont get it.
whats the sense of this?
how would this improve the game for the palyers or the audience.

i am sorry. but i dont see any real positive effect besides a lower dps (regardless of aoe) if u force units to only move like this, and remove the clumping at all.
but this would change asthetics of the game for the viewer, and the controlling for the players in realy huge way.
so in my opinion this cant be a solution (in case the dps is a real problem).




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