• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 14:03
CET 20:03
KST 04:03
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
[BSL21] Ro.16 Group Stage (C->B->A->D)4Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win2RSL Season 3: RO16 results & RO8 bracket13Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge2[TLMC] Fall/Winter 2025 Ladder Map Rotation14
StarCraft 2
General
When will we find out if there are more tournament Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win SC: Evo Complete - Ranked Ladder OPEN ALPHA Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge RSL Season 3: RO16 results & RO8 bracket
Tourneys
[Alpha Pro Series] Nice vs Cure Tenacious Turtle Tussle RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship StarCraft Evolution League (SC Evo Biweekly)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 501 Price of Progress Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death
Brood War
General
[BSL21] Ro.16 Group Stage (C->B->A->D) Which season is the best in ASL? Data analysis on 70 million replays FlaSh on: Biggest Problem With SnOw's Playstyle soO on: FanTaSy's Potential Return to StarCraft
Tourneys
[Megathread] Daily Proleagues [BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET [BSL21] GosuLeague T1 Ro16 - Tue & Thu 22:00 CET [BSL21] RO16 Tie Breaker - Group A - Sat 21:00 CET
Strategy
Game Theory for Starcraft How to stay on top of macro? Current Meta PvZ map balance
Other Games
General Games
Beyond All Reason Stormgate/Frost Giant Megathread Nintendo Switch Thread The Perfect Game Should offensive tower rushing be viable in RTS games?
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread Artificial Intelligence Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Where to ask questions and add stream? The Automated Ban List
Blogs
Thanks for the RSL
Hildegard
The Health Impact of Joining…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2195 users

HotS Highground Mechanic

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 12 13 14 Next All
monitor
Profile Blog Joined June 2010
United States2408 Posts
Last Edited: 2013-02-04 02:30:27
February 02 2013 00:13 GMT
#1
Taken from Semmo's article, High-ground Advantage: A Change, http://us.battle.net/sc2/en/forum/topic/7810091710 ,

In Brood War, High-Ground had a big impact in gameplay. There were smarter plays, and more comebacks.
This is true for Starcraft 2 as well; however, the problem is that the high-ground only affects the early to mid game in SC2.

Due to the fact that Zerg (Overlord, Overseer, Mutalisk), Terran (Medivacs, Scan, Vikings), Protoss (Collosus, Observer), all have easy access to high-ground vision after the mid game, the high ground does not play a big role in the game.

The result is that battles take less advantages of terrain, and battles become one sided and a math game.

This is the beta, and beta should be where we try new things, right?

Here are some suggestions to increase the highground advantage so that even in the late game, the highground matters: (Please note that I don't mean implement all of them, I mean choose one or two and test them out)

-1 Range when attacking Highground
This would have a big impact on gameplay, such as in TvT, the defender would have the advantage in Tank Wars, making it less stalemate.
In Other match-ups, it would always give the first shot to the defender, which gives defender the advantage.
The attacker would now have the burden of micro, as he/she would have to play cleverly to overcome the advantage.

Damage Reduction
This is the simpler solution, which would play out similarly as BW. The defender would always have an advantage, and smaller armies would be able to use terrain and control to overcome the army deficits, leading to more comebacks and amazing plays.

Attack Speed Reduction
This would have similar impacts as Damage Reduction.

All in All, A Better Highground advantage would provide:
- More comebacks
- Smarter Players to prevail, Leads to Smarter Plays in general
- Less Stalemate in defender's position in Tank Wars
- Map features become very important, and fun
- Macro builds, if the defender has enough control, would be viable.

Thank you. This is the Beta. Please Consider.


I think a highground mechanic would encourage positional play and micro. It'd also add diversity and fun to the maps.

Blizzard would be silly not to implement one of these ideas, or at least try. My personal favorite is a 40% damage reduction from lowground range units shooting up to highground (same damage reduction for 1 level or 2). SC2 is lacking map control features, and the best way to add in that dynamic is with a highground. As Semmo stated, it would encourage comebacks and positional play, reward smart engagements, and ultimately increase the skill ceiling. And, last but not least, maps could be made with many different features and concepts than the current SC2 design allows.

The map pool would have to change a bit; the only current ladder maps that would work really well with a highground mechanic (in my opinion) are Daybreak and Cloud Kingdom. But losing the other maps wouldn't be a tragedy by any means to SC2. I'm sure Blizzard could pick up some GSL, Proleague, or community maps to fill the gap in time for HotS' release.

What do you think?

Reddit: http://www.reddit.com/r/starcraft/comments/17otwv/high_ground_advantage_in_hots/

[edit]

I'd like to add to the discussion of "defenders advantage". Many people seem to think that highground advantage would make encourage turlting in SC2. But infact, it is quite the opposite.

A lack of a highground advantage is actually the reason maps have to promote turtling. Current maps need massive rush distances. They also need tiny chokes into expansions. The middle of the map cannot be designed to utilize map control or to be used aggressively. Highground advantage means mapmakers can toy with highground and lowground for aggressive and defensive uses.

For example, a map like Match Point from BW allows a player to advance aggressively into the opponents third expo (the mineral-only). Or, a player can control the corner highground and defend two+ expansions.

Maps in SC2 would definitely change. The change would be for the better. Naturals would no longer have to be highground. Strategically designed highground could be used to the attackers advantage. Valuable expansions could be placed on lowground. Maps could encourage harassment in new ways using cliffs. So no, adding a highground mechanic would not encourage turtling in SC2 once the maps adapt.
https://liquipedia.net/starcraft2/Monitor
Malpractice.248
Profile Blog Joined November 2010
United States734 Posts
February 02 2013 00:15 GMT
#2
I feel this would draw TvT out even further O.O
Also, make defending so so much easier (given its nearly always up a ramp)
NukeD
Profile Joined October 2010
Croatia1612 Posts
February 02 2013 00:24 GMT
#3
While this change is a step in the right direction, it will hardly do anything to save SC2.
sorry for dem one liners
Archybaldie
Profile Joined June 2011
United Kingdom818 Posts
Last Edited: 2013-02-02 00:27:16
February 02 2013 00:26 GMT
#4
Personally i feel its way too easy to defend in sc2 and these mechanics would just make that worse.

Part of the reason it has been so deathbally is there is less incentive to attack. So while I personally feel its a good idea, its a good idea for a different game.
I'm in the bubblewrap league ... i just keep getting popped
PandaTank
Profile Blog Joined September 2010
South Africa255 Posts
February 02 2013 00:27 GMT
#5
This is idiotic in my opinion. The defenders advantage is already far too great in StarCraft 2.
facebook.com/PandaTank \\\ @PandaTankSC2
Pufftrees
Profile Joined March 2009
2449 Posts
February 02 2013 00:28 GMT
#6
I am glad Blizzard is thinking about trying new things. When I first got WoL beta and even before that when we played at Blizzcon, the lack of high ground advantage really irked me. Like many things I moved on and I honestly never really thought about revisiting this mechanic... so props to Blizzard in that regard.

I wouldn't be worried about "Saving" Sc2 lol. It will pretty much dominate the RTS market for a while. There will always be a desire for competitive rts and as long as it has no competition it doesn't need saving. Now trying to compete with Mobas or another genre... well that is another story.

Let's all just focus on helping Blizzard making SC2 the best it can be!
Chance favors the prepared mind.
aka_star
Profile Blog Joined July 2007
United Kingdom1546 Posts
February 02 2013 00:32 GMT
#7
I don't understand the suggestion that -1 when attacking high ground make it less of a stale mate? the stale mate is caused when the defender can defend against any attack and the attack refuses to attack because of it.....

FlashDave.999 aka Star
monitor
Profile Blog Joined June 2010
United States2408 Posts
Last Edited: 2013-02-02 00:39:53
February 02 2013 00:39 GMT
#8
On February 02 2013 09:27 PandaTank wrote:
This is idiotic in my opinion. The defenders advantage is already far too great in StarCraft 2.


I don't believe there's much defenders advantage at all in SC2. There are only maps like Metropolis with 5 bases behind two tiny chokes, gigantic rush distances that don't get shorter, and no harass potential. The only defenders advantage is the time it takes to walk across the map...

You aren't taking into account map design. Yes, some maps would make defending the natural a little easier (but that isn't much of an issue). Highground advantage would make some aggression easier by controlling portions of the map and forcing your way into a players base. Also, some expansions are on lowground. Mapmakers are quite smart when it comes to map design; I'm sure increasing the defenders advantage with a highground mechanic will not be an issue.
https://liquipedia.net/starcraft2/Monitor
rauk
Profile Blog Joined February 2009
United States2228 Posts
February 02 2013 00:44 GMT
#9
damage reduction is idiotic and it changes the unit relationships

miss chance is better, and the randomness averages out over many attacks, the only time it will actually be a coinflip is when you are trying to allin up a ramp and then you deserve to have that be a coinflip anyways
Extenz
Profile Joined October 2011
Italy822 Posts
February 02 2013 00:48 GMT
#10
it's stupid, most of the time when you attack up a ramp you will risk it because you will attack into a concave and you will have a ball on the ramp, that's already enough for a defensive advantage, do you want to remove all ins from the game? lol
rauk
Profile Blog Joined February 2009
United States2228 Posts
February 02 2013 00:54 GMT
#11
On February 02 2013 09:48 Extenz wrote:
it's stupid, most of the time when you attack up a ramp you will risk it because you will attack into a concave and you will have a ball on the ramp, that's already enough for a defensive advantage, do you want to remove all ins from the game? lol


if you can actually defend with fewer units then that means you are free to take more expansions and are encouraged to split up your army and make it less deathbally, and fight for map control instead of sitting in your natural until you max out
forsooth
Profile Joined February 2011
United States3648 Posts
February 02 2013 01:00 GMT
#12
On February 02 2013 09:27 PandaTank wrote:
This is idiotic in my opinion. The defenders advantage is already far too great in StarCraft 2.

You're clearly not playing the same game as the rest of us.
Rainling
Profile Joined June 2011
United States456 Posts
Last Edited: 2013-02-02 01:05:00
February 02 2013 01:02 GMT
#13
On February 02 2013 09:26 Archybaldie wrote:
Personally i feel its way too easy to defend in sc2 and these mechanics would just make that worse.

Part of the reason it has been so deathbally is there is less incentive to attack. So while I personally feel its a good idea, its a good idea for a different game.

I completely disagree with this statement. There is not much defender's advantage in Starcraft 2. Going through small chokes into large armies is basically suicide, but with high ground vision that is prevalent in the late game, above-ramp armies can be engaged by below-ramp ranged units without necessitating travel through the narrow choke point, resulting in an essentially even engagement. Engagements before 200 supply necessarily give some sort of advantage to the defender because aggressive reinforcements to a push take longer to arrive than defensive reinforcements, with the exception of warpgate units. Static defense does give the defender an advantage. In the late game, however, reinforcements aren't as important, and static defense plays less of a role. A notable exception to this is tvt, because taking time to siege up tanks within the range of enemy tanks puts the attacker at an enormous advantage.

If defending was easier, players would no longer be forced to keep the majority of their army in one place and could harass and expand more aggressively because they would be able to defend larger armies with strategically placed smaller armies. I do not get the "Starcraft 2 has too many deathballs, defender's advantage would make this worse" argument. The reason deathballs are prevalent is that there is little incentive to split up one's army, because larger armies almost always defeat smaller armies if both are well-positioned.
Assirra
Profile Joined August 2010
Belgium4169 Posts
February 02 2013 01:03 GMT
#14
On February 02 2013 09:27 PandaTank wrote:
This is idiotic in my opinion. The defenders advantage is already far too great in StarCraft 2.

I would say the complete opposite tbh. Most of the times there is no defenders adventage at all except faster reinforcements and ofc you get mechanics like warpgates and creep that negate that.
Siwelcela
Profile Joined November 2011
United States87 Posts
February 02 2013 01:10 GMT
#15
I have always felt it to be weird that say if you are on the edge of a cliff with roaches and have an ovy there that you can shoot UP the cliff to kill an enemy. I think that anything that cannot shoot up should not be able to shoot up. Simply put roaches, marauders, Hellions, collusi etc should not be aloud to aim up if they cant aim up.
pokes & fun
PineapplePizza
Profile Joined June 2010
United States749 Posts
February 02 2013 01:19 GMT
#16
On February 02 2013 10:03 Assirra wrote:
Show nested quote +
On February 02 2013 09:27 PandaTank wrote:
This is idiotic in my opinion. The defenders advantage is already far too great in StarCraft 2.

I would say the complete opposite tbh. Most of the times there is no defenders adventage at all except faster reinforcements and ofc you get mechanics like warpgates and creep that negate that.


In the early / mid game, stuff like roaches, mothership core, forcefields, range 5 queens, creep, salvageable bunkers w/ easier-to-use SCVs for repair, free siege mode tech, widow mines, easy ling-tight walloffs with all buildings, 6 second spores, jetpack overlords, overlord nests everywhere on every map, stargate detection through oracles, it's kind of difficult to be successful with non-allin aggression.

But yeah, in the lategame, you win a fight and baaaaaaaaaaaaawwwwwwrrrrrgh all over the base.
"There should be no tying a sharp, hard object to your cock like it has a mechanical arm and hitting it with the object or using your cockring to crack the egg. No cyborg penises allowed. 100% flesh only." - semioldguy
Zenbrez
Profile Joined June 2012
Canada5973 Posts
February 02 2013 01:31 GMT
#17
I wouldn't want more features that encourage turtling, it's already pretty bad.
Refer to my post.
sths
Profile Blog Joined October 2012
Australia192 Posts
February 02 2013 01:41 GMT
#18
I think TL should institute a policy where in threads regarding game design or game balance, posters should have to include their battlenet ranking before they can comment. This is not elitism, its just that if you're silver league and you say things like "sc2 defenders already have too much advantage because its hard to attack up a ramp", you clearly have very little understanding of the game. This would not be a problem if Blizzard ignored low level people but they don't. I understand the argument that Blizzard have to appease the noobs because they are the largest in numbers. But imagine trying to design the game of tennis or any other competitive sport around what the noobs think instead of what is happening at the highest level.
Serve and volley would be banned, 3 point lines would be only 3 meters away from the basket and goals would be 20 meters wide.
Would people still play these games let alone watch?
Mortal
Profile Blog Joined November 2010
2943 Posts
February 02 2013 01:41 GMT
#19
On February 02 2013 09:24 NukeD wrote:
While this change is a step in the right direction, it will hardly do anything to save SC2.


Didn't know it needed to be saved.
The universe created an audience for itself.
MCXD
Profile Blog Joined February 2012
Australia2738 Posts
February 02 2013 01:47 GMT
#20
I think I agree that this would only encourage turtling and death ball play more, which is not what's needed. If the defenders advantage is greater then people simply won't attack. If they won't attack, the game becomes boring (and results in long games with a single 200/200 battle that decides it when one player eventually gets impatient)
1 2 3 4 5 12 13 14 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 4h 57m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SteadfastSC 247
IndyStarCraft 155
ProTech141
UpATreeSC 114
BRAT_OK 77
JuggernautJason75
DivinesiaTV 62
Codebar 40
ForJumy 27
MindelVK 21
StarCraft: Brood War
Calm 3424
Bisu 2637
Shuttle 504
Flash 488
BeSt 210
Mini 180
Dewaltoss 91
Hyun 84
Soulkey 54
Aegong 23
[ Show more ]
soO 19
SilentControl 19
ivOry 10
Hm[arnc] 10
HiyA 9
Dota 2
Gorgc6538
qojqva1966
BananaSlamJamma34
League of Legends
Trikslyr67
rGuardiaN38
Counter-Strike
fl0m6946
zeus894
minikerr13
Heroes of the Storm
Liquid`Hasu351
Other Games
FrodaN2003
Beastyqt564
RotterdaM261
DeMusliM191
KnowMe170
Liquid`VortiX149
ArmadaUGS147
XaKoH 79
Livibee64
Organizations
Dota 2
PGL Dota 2 - Main Stream164
StarCraft 2
angryscii 14
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Reevou 6
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• FirePhoenix15
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• TFBlade1401
Other Games
• imaqtpie826
• WagamamaTV306
Upcoming Events
Tenacious Turtle Tussle
4h 57m
The PondCast
14h 57m
Replay Cast
1d 3h
OSC
1d 21h
LAN Event
1d 22h
Replay Cast
2 days
Replay Cast
2 days
WardiTV Korean Royale
2 days
Sparkling Tuna Cup
3 days
WardiTV Korean Royale
3 days
[ Show More ]
Replay Cast
4 days
Wardi Open
4 days
Monday Night Weeklies
4 days
StarCraft2.fi
4 days
Replay Cast
5 days
Wardi Open
5 days
StarCraft2.fi
5 days
Wardi Open
6 days
StarCraft2.fi
6 days
Liquipedia Results

Completed

SOOP Univ League 2025
RSL Revival: Season 3
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
CSCL: Masked Kings S3
Slon Tour Season 2
META Madness #9
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.