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HotS Highground Mechanic - Page 6

Forum Index > SC2 General
Post a Reply
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Olli
Profile Blog Joined February 2012
Austria24417 Posts
Last Edited: 2013-02-02 11:12:35
February 02 2013 11:12 GMT
#101
Well it might be a good idea but maps would have to be way different. Protoss/terran would have the sickest defender's advantage on current maps because of relatively small ramps. Thing is, those are needed because otherwise protoss just dies. So, we'd have to go back to giving protoss strong units and removing forcefield.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
PVJ
Profile Blog Joined July 2012
Hungary5214 Posts
February 02 2013 11:15 GMT
#102
Test it please for god's sake test is. I'm so not gonna buy HotS or LotV if they aren't implementing the simplest mechanics which were fucking working well for 12+ years. I'm sick of their ignorance / dumbness.
The heart's eternal vow
MooseMasher
Profile Joined July 2011
Sweden42 Posts
February 02 2013 11:16 GMT
#103
Great post, I didnt't realize the extent to which this could change how maps are made. Mb we could finally get maps that actually feel and play really different from one another.

Also having the highground advantage with no choke would be so nice :D

On February 02 2013 19:49 Ragoo wrote:
Please keep in mind that the maps we use atm are not build with highground advantage in mind. And obviously if you just go ahead and give a turtle map like Metropolis a strong highground advantage it just becomes more ridiculous.

Instead you should see a highground advantage as a big potential to make better and more varied map designs in the future.

To illustrate my point some pictures:
+ Show Spoiler +

1)
[image loading]
------------------------------------------------------------------
[image loading]

These two are basically the same in SC2 as the highground just gives vision advantages.

2)
[image loading]
-------------------------------------------------------------------
[image loading]

The only thing in these two pictures that gives the attacking army a disadvantage is that it will have to go through a choke (either a flat one or the ramp). There is no additional advantage for the army standing on the highground!!


3) Lastly as a good example for more varied map design lets take ridges which were commonly used in BW like Heartbreak Ridge or Gladiator. What's so great about them is that they give advantage without a choke, so choke abusing units like Sentries with forcefields or splash units don't get stronger, yet any army standing on top will have an advantage.

[image loading]

In SC2 the army standing on top of the ridge has no advantage at all.


Tell future generations it was good for the economy, when they can't farm the land, drink the water or breathe the air
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
February 02 2013 11:16 GMT
#104
On February 02 2013 10:41 Mortal wrote:
Show nested quote +
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.

You really should know that plenty of people feel that way without at all needing to agree with it.
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
DemigodcelpH
Profile Joined August 2011
1138 Posts
February 02 2013 11:19 GMT
#105
On February 02 2013 20:15 PVJ wrote:
Test it please for god's sake test is. I'm so not gonna buy HotS or LotV if they aren't implementing the simplest mechanics which were fucking working well for 12+ years. I'm sick of their ignorance / dumbness.


More or less this.

A proper defenders advantage would drastically increase the quality of all matchups in this game. Players accustomed to a-moving hyperproduced (because of SC2s easy macro and super production mechanics) deathballs will complain, but this change can only bring good (along with a lot more strategy) to this game.
NVRLand
Profile Joined March 2012
Sweden203 Posts
February 02 2013 11:22 GMT
#106
According to me, the main problem is the warpgate which totally neglects the defender's advantage. Now, we don't know how the PvP metagame will develop but in WoL this would be a disaster since it was such a colossus feast. Don't know how you would end a pvp since no one would want to attack up the ramp? :p
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
Last Edited: 2013-02-02 11:38:02
February 02 2013 11:31 GMT
#107
blizzard should just test it imo. Maps need to be severely changed, though and the effect on balance will probably be significant.

But i don't know if they already did...
starfinder
Profile Joined March 2012
Japan167 Posts
February 02 2013 11:33 GMT
#108
just have a look at BW battle. High-Ground really well works,it's one of the important factors made bw so perfect.

I really can't understand why Dustin so hate BW.
Silencioseu
Profile Joined June 2011
Cyprus493 Posts
February 02 2013 11:45 GMT
#109
On February 02 2013 09:15 Malpractice.248 wrote:
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)

Then i guess the maps would be modified out of the standard single ramp for main and double ramp for natural
i kno i r badass no need to repeat
SiroKO
Profile Joined February 2012
France721 Posts
February 02 2013 11:55 GMT
#110
Negating the terrain's advantage in a RTS doesn't seem like a good idea, I'm all for that -1 range.
Our envy always last longer than the happiness of those we envy
xsnac
Profile Blog Joined August 2011
Barbados1365 Posts
February 02 2013 11:56 GMT
#111
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 second this .

in PvP HOTS defender advantage is already HUGEE with msc cannon on nexus .
1/4 \pi \epsilon_0
NeonFlare
Profile Blog Joined September 2008
Finland1307 Posts
Last Edited: 2013-02-02 12:03:46
February 02 2013 11:58 GMT
#112
This is one of those things I hope goes through, along with supply/mining rate/base resource tweaks to make it so you can't just sit on 3 base and max out.

Edit:Whatever they do... I just hope they can make it a real tug of war like BW was /fanboy
NDDseer
Profile Blog Joined April 2011
Australia204 Posts
February 02 2013 12:15 GMT
#113
What I don't understand is how the community constantly creates well-argued, considered arguments for significant changes to the game, and then argues about it for a bit and hopes that Blizzard puts it in the actual game just cos.

Not super familiar with the map maker or tools available like that, but I don't know why there hasn't been started a "StarCommunity 2" type initiative where things like Fewer Resources Per Base, Different Map Design, Removed/Limited Xel'Naga towers for vision, Increased High Ground Advantage, perhaps minor modifications to balance that generally people can agree on (e.g. queen range could probs be decreased again, colossus could be modified to have some kind of micro-able attack and not just 1a) are all implemented, and then a reasonable portion of the community plays at least some of the time on those maps and once/if it turns out to be majorly baller, then it can be shown to Blizzard as an example of what's possible. Seems a bit more proactive then all this well-argued but ultimately kinda pointless bitching (aka "suggestions").
[On balance, and qq about cheese] "Sure some strategies might be easier to execute, but you can do them too - you have the same tools as your opponent, including your race selection." - Pokebunny
Destroyr
Profile Joined November 2011
Germany299 Posts
February 02 2013 12:21 GMT
#114
On February 02 2013 21:15 NDDseer wrote:
What I don't understand is how the community constantly creates well-argued, considered arguments for significant changes to the game, and then argues about it for a bit and hopes that Blizzard puts it in the actual game just cos.

Not super familiar with the map maker or tools available like that, but I don't know why there hasn't been started a "StarCommunity 2" type initiative where things like Fewer Resources Per Base, Different Map Design, Removed/Limited Xel'Naga towers for vision, Increased High Ground Advantage, perhaps minor modifications to balance that generally people can agree on (e.g. queen range could probs be decreased again, colossus could be modified to have some kind of micro-able attack and not just 1a) are all implemented, and then a reasonable portion of the community plays at least some of the time on those maps and once/if it turns out to be majorly baller, then it can be shown to Blizzard as an example of what's possible. Seems a bit more proactive then all this well-argued but ultimately kinda pointless bitching (aka "suggestions").


There is: http://www.teamliquid.net/forum/viewmessage.php?topic_id=388155

You are welcome
NicksonReyes
Profile Blog Joined May 2010
Philippines4431 Posts
February 02 2013 12:26 GMT
#115
This doesn't mean "OMG MOAR TURTLING" if they'd make new maps with the high ground advantage in mind. They can make maps where if you turtle for too long and give your opponent too much map control, there would be key areas in the middle of the map where your enemy could just camp and wait for you to come out.
+ Show Spoiler +
In Jade, you're fucked if you let your opponent take control over your ledge, or even just let him have a concave in front of the middle highground ramp around your huge ramp
[image loading]
"Start yo" -FlaSh
NDDseer
Profile Blog Joined April 2011
Australia204 Posts
February 02 2013 12:31 GMT
#116
On February 02 2013 21:21 Destroyr wrote:
Show nested quote +
On February 02 2013 21:15 NDDseer wrote:
What I don't understand is how the community constantly creates well-argued, considered arguments for significant changes to the game, and then argues about it for a bit and hopes that Blizzard puts it in the actual game just cos.

Not super familiar with the map maker or tools available like that, but I don't know why there hasn't been started a "StarCommunity 2" type initiative where things like Fewer Resources Per Base, Different Map Design, Removed/Limited Xel'Naga towers for vision, Increased High Ground Advantage, perhaps minor modifications to balance that generally people can agree on (e.g. queen range could probs be decreased again, colossus could be modified to have some kind of micro-able attack and not just 1a) are all implemented, and then a reasonable portion of the community plays at least some of the time on those maps and once/if it turns out to be majorly baller, then it can be shown to Blizzard as an example of what's possible. Seems a bit more proactive then all this well-argued but ultimately kinda pointless bitching (aka "suggestions").


There is: http://www.teamliquid.net/forum/viewmessage.php?topic_id=388155

You are welcome


Thank you. Which then raises the question, why do we still get people making a new thread every week with their suggested improvements, instead of pouring work into something like that?
[On balance, and qq about cheese] "Sure some strategies might be easier to execute, but you can do them too - you have the same tools as your opponent, including your race selection." - Pokebunny
baubo
Profile Joined September 2008
China3370 Posts
February 02 2013 12:33 GMT
#117
I don't understand why people automatically think defender advantage -> turtling. If anything, wouldn't common sense suggest the exact opposite? The reason why so many SC2 games are build up for 15 minutes and one 30second engagement to end the game, is because players are so afraid of making a mistake of multi-pronged attacks or harass that leads to main army not big enough to handle the opponent's bigger army.

Defender's advantage allows for more army splitting, and results in opponents splitting their armies in response. Instead of competing deathballs, we'd have strategical attacks and strategical defenses at key areas. The game would have more skirmashes at different locations and more spread out engagements. Also, the map itself can punish turtling by allowing for more expansions. Want to turtle behind your seige line? I'll simply take the entire map and crush you with superior economy.
Meh
Olli
Profile Blog Joined February 2012
Austria24417 Posts
Last Edited: 2013-02-02 13:09:28
February 02 2013 13:09 GMT
#118
On February 02 2013 21:33 baubo wrote:
I don't understand why people automatically think defender advantage -> turtling. If anything, wouldn't common sense suggest the exact opposite? The reason why so many SC2 games are build up for 15 minutes and one 30second engagement to end the game, is because players are so afraid of making a mistake of multi-pronged attacks or harass that leads to main army not big enough to handle the opponent's bigger army.

Defender's advantage allows for more army splitting, and results in opponents splitting their armies in response. Instead of competing deathballs, we'd have strategical attacks and strategical defenses at key areas. The game would have more skirmashes at different locations and more spread out engagements. Also, the map itself can punish turtling by allowing for more expansions. Want to turtle behind your seige line? I'll simply take the entire map and crush you with superior economy.


I agree with this. A good example would be a protoss opening with a warp prism in PvZ. There's always gonna be that fear of having too little of an army at home to defend a possible counterattack while being active on the map with part of your army. High ground advantage could change that and allow the defender more freedom. I do think it'd require a lot of redesigning and tweaking of existing units and maps though.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
Dingodile
Profile Joined December 2011
4133 Posts
February 02 2013 13:25 GMT
#119
The defence of all three race in HotS are more powerful than in WoL. And if I play ladder or watch streams, Hots is too defensive for me (WoL is/was already too defensiv). In WoL were 90% of all games "build up 15mins and one 30sec fight", in HotS somewhere 99%.
Grubby | ToD | Moon | Lyn | Sky
Olli
Profile Blog Joined February 2012
Austria24417 Posts
Last Edited: 2013-02-02 13:28:32
February 02 2013 13:28 GMT
#120
On February 02 2013 22:25 Dingodile wrote:
The defence of all three race in HotS are more powerful than in WoL. And if I play ladder or watch streams, Hots is too defensive for me (WoL is/was already too defensiv). In WoL were 90% of all games "build up 15mins and one 30sec fight", in HotS somewhere 99%.


Well HotS is just in beta, of course people are either gonna do crazy cheese or camp in their base because there's no clear definition of what you can or cannot do and when you can or can't be aggressive yet. Give the game some time
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
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