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HotS Highground Mechanic - Page 13

Forum Index > SC2 General
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KOtical
Profile Joined January 2011
Germany451 Posts
February 04 2013 10:35 GMT
#241
-1 high ground in TvT woulds just mean that u never gonna see any attack if both play siege tanks... the defenders advantage is already provided...
samuraibael
Profile Joined February 2008
Australia294 Posts
February 04 2013 10:46 GMT
#242
In bw tvt armies were relocated with fleets of dropships rather than just walking into each others defensive positions. High ground advantage might return to that glorious state of affairs.
Jotoco
Profile Joined October 2010
Brazil1342 Posts
February 04 2013 11:29 GMT
#243
On February 04 2013 06:11 gedatsu wrote:
+1 range to higher ground units is better than -1 to lower ground. Because -1 hurts too much for short range units such as roaches.


And +1 will do nothing for melee units, such as the zergling or zealot. A Huge early game advantage for terran.
gOst
Profile Joined June 2011
415 Posts
February 04 2013 11:35 GMT
#244
I can't believe what's so hard to understand about this. It's a great suggestion and will lead to less ball vs ball play. As sc2 is now you need a maxed army to defend against a maxed army. If it wasn't the case, you could defend against a maxed army and still have a portion av your army attack your opponent somewhere else, ergo you will need to cosider how much of an army you need to defend and how much you need to attack.
Ace1123
Profile Joined September 2011
Philippines1187 Posts
February 04 2013 11:36 GMT
#245
Good suggestion! I hope they at least introduce the "Miss" mechanics like in DotA or Warcraft III
ForGG, Mvp, MMA, MarineKing, BoxeR,
blackbrrd
Profile Joined September 2010
Norway477 Posts
February 04 2013 12:04 GMT
#246
Wasn't it 30% miss chance in BW? That could be turned into 30% damage reduction. The calculation would have to be done after armor reduction. For instance 0/0 Stalker shooting up at 0/0 Roach would do (14-1)*70% = 9.1 damage instead of 13.
Big-t
Profile Joined January 2011
Austria1350 Posts
February 04 2013 12:12 GMT
#247
Bad suggestion, because the defenders advantage is already way to big with the choke system :/
monchi | IdrA | Flash
Rorra
Profile Joined September 2010
Australia1066 Posts
February 04 2013 12:27 GMT
#248
hell no..
its fine as it is.

op do you really want games to become all about stale play, deathball massing with some awkward engagements because no one actually wants to attack high ground(minus drops-which are already prevalent in the metagame)? Not to mention the effects on balance & the effects on TvT. What about the effect it would have on maps with low ground mains? HotS is looking so well designed as it is, Its so depressing to see some people actually agree with the op... Well guess i gotta put my faith in blizzard not paying attention to terrible ideas like this...

sorry if that's a bit heavy of a response, but seriously... just no...
Steel
Profile Blog Joined April 2010
Japan2283 Posts
February 04 2013 12:31 GMT
#249
On February 02 2013 10:41 sths wrote:
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?


Idk I play zerg and I guess in early early game I can attack up a ramp against terran and zerg but I can never attack up a ramp against protoss and in the midgame I can never attack up a ramp at all unless my opponent is out of position which makes the proposed changes irrelevent.

I agree with your statement but in this case his claims were fair and you can easily argue in their favor...so why not stay on topic.
Try another route paperboy.
Rainling
Profile Joined June 2011
United States456 Posts
February 04 2013 12:47 GMT
#250
On February 04 2013 21:27 Rorra wrote:
hell no..
its fine as it is.

op do you really want games to become all about stale play, deathball massing with some awkward engagements because no one actually wants to attack high ground(minus drops-which are already prevalent in the metagame)? Not to mention the effects on balance & the effects on TvT. What about the effect it would have on maps with low ground mains? HotS is looking so well designed as it is, Its so depressing to see some people actually agree with the op... Well guess i gotta put my faith in blizzard not paying attention to terrible ideas like this...

sorry if that's a bit heavy of a response, but seriously... just no...

Why do you think deathball massing would become more prevalent if high ground advantage was implemented? Deathball massing didn't seem to be much of a problem in the original Starcraft, which had a high ground advantage. Why would things turn out so differently if high ground advantage was implemented in Starcraft 2?
kuroshiro
Profile Joined October 2010
United Kingdom378 Posts
February 04 2013 12:49 GMT
#251
On February 04 2013 20:35 gOst wrote:
I can't believe what's so hard to understand about this. It's a great suggestion and will lead to less ball vs ball play. As sc2 is now you need a maxed army to defend against a maxed army. If it wasn't the case, you could defend against a maxed army and still have a portion av your army attack your opponent somewhere else, ergo you will need to cosider how much of an army you need to defend and how much you need to attack.


This, IMHO, is the simple and straightforward crux to the argument, and I think it (or something like it) should be quoted at the top of the OP so that everyone knows what's really being argued for.

The question in my mind is would balance really need to be changed that much? Right now the game is balanced for deathball vs deathball action - that is to say the balance is already poised so that a small advantage like high ground defence would free up only small amounts of forces for other types of attack/harrasment, thus not changing the game too much. I suppose that doesn't take into account the different levels of mobility of the different races though...
I am you, and you are me.
aksfjh
Profile Joined November 2010
United States4853 Posts
February 04 2013 12:51 GMT
#252
On February 04 2013 16:42 sharkeyanti wrote:
For those who've asked, the BW miss chance is 50%.

The fact that most of people who are blindly agreeing with this suggestion don't know this is a pretty good indicator of how obfuscated this stuff can be, even among a community that SHOULD know something like this.

What happens if "deathball play" doesn't end when this silver bullet is implemented? What happens if a change like this doesn't do anything? At worst, what happens if this makes the game even worse strategically? All you've done is added a piss-poor mechanic that is difficult for most people to get at first glance.
Penev
Profile Joined October 2012
28532 Posts
February 04 2013 13:01 GMT
#253
On February 04 2013 21:51 aksfjh wrote:
Show nested quote +
On February 04 2013 16:42 sharkeyanti wrote:
For those who've asked, the BW miss chance is 50%.

The fact that most of people who are blindly agreeing with this suggestion don't know this is a pretty good indicator of how obfuscated this stuff can be, even among a community that SHOULD know something like this.

What happens if "deathball play" doesn't end when this silver bullet is implemented? What happens if a change like this doesn't do anything? At worst, what happens if this makes the game even worse strategically? All you've done is added a piss-poor mechanic that is difficult for most people to get at first glance.

We're all gonna die.

It's to be tested.. In the beta..

Bad suggestion, because the defenders advantage is already way to big with the choke system :/


Read the thread. Several people pointed out that maps will have to be changed. Maybe this "choke system" doesn't need to exist with this implemented.
I Protoss winner, could it be?
Godwrath
Profile Joined August 2012
Spain10152 Posts
February 04 2013 13:10 GMT
#254
On February 04 2013 21:51 aksfjh wrote:
Show nested quote +
On February 04 2013 16:42 sharkeyanti wrote:
For those who've asked, the BW miss chance is 50%.

The fact that most of people who are blindly agreeing with this suggestion don't know this is a pretty good indicator of how obfuscated this stuff can be, even among a community that SHOULD know something like this.

What happens if "deathball play" doesn't end when this silver bullet is implemented? What happens if a change like this doesn't do anything? At worst, what happens if this makes the game even worse strategically? All you've done is added a piss-poor mechanic that is difficult for most people to get at first glance.


That's what betas are for.
aksfjh
Profile Joined November 2010
United States4853 Posts
February 04 2013 13:12 GMT
#255
On February 04 2013 22:10 Godwrath wrote:
Show nested quote +
On February 04 2013 21:51 aksfjh wrote:
On February 04 2013 16:42 sharkeyanti wrote:
For those who've asked, the BW miss chance is 50%.

The fact that most of people who are blindly agreeing with this suggestion don't know this is a pretty good indicator of how obfuscated this stuff can be, even among a community that SHOULD know something like this.

What happens if "deathball play" doesn't end when this silver bullet is implemented? What happens if a change like this doesn't do anything? At worst, what happens if this makes the game even worse strategically? All you've done is added a piss-poor mechanic that is difficult for most people to get at first glance.


That's what betas are for.

So we're going to test this in a month? Maybe less? It's a huge change. If it were to be implemented, it would have to be done at the beginning of a beta.
MVega
Profile Joined November 2010
763 Posts
February 04 2013 13:28 GMT
#256
At the highest levels of skill such a change could be great for spectators, it could make the game a lot more tense, but for everyone else, regardless of what people in this thread have said about changing the maps, it's going to really slow things down. Unless we're playing on completely flat maps with zero choke points it's going to not only require one of the suggested changes but a complete rebalancing of several units.

Won't happen. It's far too late in the HotS beta for such a change, and I can't imagine that being something that they test on a PTR or their testing maps. It's just too huge of a change.

Being completely honest, if the community got their way and a change like this was implemented, unit pathing was like it was in BW to avoid clumping, and some of the more convenient skill reducing features like MBS were removed ... SC2 would have died shortly after launch. The current belief in this community is that we've lost a lot of casual players because the casual aspects of SC2 are lacking, and if we make the base game closer to brood war, those casual aspects become even worse, and we're boned.

Want brood war? Play Brood War (I do), or play one of the dozen maps that aim to recreate Brood War's gameplay. Different game is different and will remain such.
bumkin: How can you play like 50 games per day... I 4gate 2 times then it's nap time
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
February 04 2013 13:29 GMT
#257
Stop comparing to BW so much really. Map design and units are too different in sc2 for this to work well, for example the game is already a bit more stale in action and adding this highground mechanic would increase that. Frankly I think it's too late to implement this though it might be better in the end if the maps are made much more open in return..

The problem with this kind of thing in sc2 though is that massive drop play or air play is harder in sc2 I think because all AA units are basically airborne. In BW you have this interesting fight where one army controls ground and has good AA but the other has more mobility and air play. In sc2 you tend to defend drops and airplay with airplay yourself making this kind of play much less interesting.

If it were to be implemented the miss mechanic from BW is the most elegant probably. reduced damage sucks with the armor system of sc2, it means high damage units are hardly affected while low damage units are getting a MASSIVE damage nerf. Reduced attack rate makes absolutely no sense thematically. Reduced range imo influences the game in a poor way, sentries on the ramp or whatever get even stronger then. The possibilities to set up situations where A can hit B but not vice versa then probably get too much
Godwrath
Profile Joined August 2012
Spain10152 Posts
February 04 2013 13:32 GMT
#258
On February 04 2013 22:12 aksfjh wrote:
Show nested quote +
On February 04 2013 22:10 Godwrath wrote:
On February 04 2013 21:51 aksfjh wrote:
On February 04 2013 16:42 sharkeyanti wrote:
For those who've asked, the BW miss chance is 50%.

The fact that most of people who are blindly agreeing with this suggestion don't know this is a pretty good indicator of how obfuscated this stuff can be, even among a community that SHOULD know something like this.

What happens if "deathball play" doesn't end when this silver bullet is implemented? What happens if a change like this doesn't do anything? At worst, what happens if this makes the game even worse strategically? All you've done is added a piss-poor mechanic that is difficult for most people to get at first glance.


That's what betas are for.

So we're going to test this in a month? Maybe less? It's a huge change. If it were to be implemented, it would have to be done at the beginning of a beta.


Man don't be so shortminded, obviously there is not time for HotS beta to implement this, but LotV could be an option.
aksfjh
Profile Joined November 2010
United States4853 Posts
February 04 2013 13:47 GMT
#259
On February 04 2013 22:32 Godwrath wrote:
Show nested quote +
On February 04 2013 22:12 aksfjh wrote:
On February 04 2013 22:10 Godwrath wrote:
On February 04 2013 21:51 aksfjh wrote:
On February 04 2013 16:42 sharkeyanti wrote:
For those who've asked, the BW miss chance is 50%.

The fact that most of people who are blindly agreeing with this suggestion don't know this is a pretty good indicator of how obfuscated this stuff can be, even among a community that SHOULD know something like this.

What happens if "deathball play" doesn't end when this silver bullet is implemented? What happens if a change like this doesn't do anything? At worst, what happens if this makes the game even worse strategically? All you've done is added a piss-poor mechanic that is difficult for most people to get at first glance.


That's what betas are for.

So we're going to test this in a month? Maybe less? It's a huge change. If it were to be implemented, it would have to be done at the beginning of a beta.


Man don't be so shortminded, obviously there is not time for HotS beta to implement this, but LotV could be an option.

Topic title: HotS Highground Mechanic.
Godwrath
Profile Joined August 2012
Spain10152 Posts
February 04 2013 14:32 GMT
#260
On February 04 2013 22:47 aksfjh wrote:
Show nested quote +
On February 04 2013 22:32 Godwrath wrote:
On February 04 2013 22:12 aksfjh wrote:
On February 04 2013 22:10 Godwrath wrote:
On February 04 2013 21:51 aksfjh wrote:
On February 04 2013 16:42 sharkeyanti wrote:
For those who've asked, the BW miss chance is 50%.

The fact that most of people who are blindly agreeing with this suggestion don't know this is a pretty good indicator of how obfuscated this stuff can be, even among a community that SHOULD know something like this.

What happens if "deathball play" doesn't end when this silver bullet is implemented? What happens if a change like this doesn't do anything? At worst, what happens if this makes the game even worse strategically? All you've done is added a piss-poor mechanic that is difficult for most people to get at first glance.


That's what betas are for.

So we're going to test this in a month? Maybe less? It's a huge change. If it were to be implemented, it would have to be done at the beginning of a beta.


Man don't be so shortminded, obviously there is not time for HotS beta to implement this, but LotV could be an option.

Topic title: HotS Highground Mechanic.


I know, but i think any rational person would know by now that implementing this is impossible withouth a delay on release, something that won't happen, so instead we should ignore that and just aim for more productive things
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