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HotS Highground Mechanic - Page 7

Forum Index > SC2 General
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Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
February 02 2013 13:28 GMT
#121
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.



This post is really well done and explains the problem pretty much completely.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
February 02 2013 14:11 GMT
#122
--- Nuked ---
renkin
Profile Joined July 2010
France249 Posts
February 02 2013 14:31 GMT
#123
To be honest I never understood why they removed it.
If they do it, we would have to rethink a lot of opening and remake many maps but it will allow so much for everyone ! New strats, maps that doesn't have small ramps needed for Protoss to survive, smarter plays overall...
You would need to rethink some of the new units in HotS but I'm sure if the testing is done right it could improve the game.

docvoc
Profile Blog Joined July 2011
United States5491 Posts
February 02 2013 14:34 GMT
#124
The issue I'm finding here is that since SC2 favors 3 base play (that point is roughly equal to 4 bases or more) according to the SC2:BW thread. This means that if there was any more advantage to highground, people could turtle much easier on those 3 bases. The fact that someone can get steamrolled is a good thing IMO, because timing attacks and multi-pronged attacks are what kill deathballs, not the ability to defend very easily, which SC2 actually does have quite a bit. The thing about high ground mechanics (especially from those who played BW and generalize that incorrectly to SC2) is that in SC2, especially when attacking seems infeasible, people tend to turtle into deathball. Unlike in BW where attacking at multiple areas was a given, in SC2, it is more of a dance that requires that attacking with split up armies be something that doesn't get roflstomped by fewer units. There is a defenders advantage, long maps, choke points to bases, and the lack of (some of) this defenders advantage can make the game a lot more exciting to watch. Having a base be difficult to hold means that getting to 3 bases is hard enough to make the game exciting, and rewarding to know that you have kept one of the most important features in SC2 gameplay. If you increased that difficulty and assigned a random factor, you will frustrate a lot of people.

Also, to Barrin. I love Sun Tzu, but his words mean little in this discussion. Real war is nothing like SC2 and so his advice really doesn't mean much. Yes, he says some great things that can be generalized, but those are few and far between since SC2 does not play by the standards of war in his period.
User was warned for too many mimes.
Zergofobic
Profile Blog Joined December 2012
Macedonia50 Posts
February 02 2013 14:48 GMT
#125
I don't think the current way high ground work is the problem with SC2, the problem with SC2 is a lot bigger and more systematic and that is that it was created with absolute newbies in mind, so all of the units, mechanics, macro, micro, you name it is so absurd and bad.

Then on top of that you have the biggest noob Dustin Browder the Red Alert guy, the battle for middle earth guy coming and designing the most pro and balanced game ever, how did you expect to turn out? And on top of that you have sid sidekick Kim who has no clue about fun and balanced unit design.

So that is why the game is balanced around the colossus, brood lord/infestor right now. You have free units with the brood lord and infestor, you have mobile, powerful splash units like the colossus and you have absolute dreadful and not fun to use at all units like the roach, marauder, thor, infestor, corrupter, etc...

Unless they first of all either remove the "macro" which are actually EASY mechanics from the game or actually make them harder to use, then make the colossus weaker, remove free units from the game and remove spells that block movement you are never going to see a really fun and exciting match,. no matter how much casters yell and scream like if its supposedly fun.
Roe
Profile Blog Joined June 2010
Canada6002 Posts
February 02 2013 15:23 GMT
#126
On February 02 2013 23:31 renkin wrote:
To be honest I never understood why they removed it.
If they do it, we would have to rethink a lot of opening and remake many maps but it will allow so much for everyone ! New strats, maps that doesn't have small ramps needed for Protoss to survive, smarter plays overall...
You would need to rethink some of the new units in HotS but I'm sure if the testing is done right it could improve the game.



I believe their justification for it was that introducing RNG elements to the gameplay would make wins slightly or greatly more decided by luck. Seems logical to me, and supported by the other extreme of RNG in WoW PvP.
Diks
Profile Joined January 2010
Belgium1880 Posts
Last Edited: 2013-02-02 16:14:57
February 02 2013 16:14 GMT
#127
On February 02 2013 23:11 Barrin wrote:
+ Show Spoiler +
I wish they would define what they mean by "skill". IMO they clearly only mean mechanics and the ability to click quickly and micro way too many units. However, this has nothing to do with strategy... while it may take more twitch "skill", it takes far less strategical thinking.

---

High ground can also be used offensively!!!

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)

It doesn't always have to be up a ramp.

Mapmakers can adapt.

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.

High ground can also be used offensively.

Mapmakers can adapt.

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.

Mapmakers can adapt.

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

High ground can also be used offensively.

Mapmakers can adapt.

On February 02 2013 11:10 furerkip wrote:
The more you increase defender's advantage, especially in TvT, the harder it becomes to break turtlers. Everyone will just stay on tanks until they can go air. At least with the current situation, there is a constant flux on control, where one person has it, and the other person attempts to gain it, and then we attempt to go for Sky Terran once the other person tries to huddle themselves up (when they give up attempting to try to swing the game into their favor and try to take minimal losses). In TvP, this is a wasted mechanic (forcefields are your defender's advantage and you don't need one after the early game). TvZ, not so sure, because Zerg has no units that can seige while on ground, so the only thing it affects is marines, but we're transitioning into a game where mech is heavily preferred to bio (HoTS), so there's no need to worry about that.

It's a good thing that defender's advantage is only early game and mid game, because that's when you need it for the game to progress beyond the 8 min mark. But after that, it's just a "don't touch me, don't touch me!" mechanic, and that's not why anyone plays strategy games (at least, I've never heard of anyone that plays strategy games just to sit in their base all game).

High ground can also be used offensively.

Mapmakers can adapt.

On February 02 2013 12:23 sitromit wrote:
So more turtling? No thank you.

High ground can also be used offensively.

Mapmakers can adapt.

On February 02 2013 12:24 Masq wrote:
why would this make any difference? It would make early games even more defensive, with almost no chance of doing early pressure. This would just compound the problems with units like colossus and broodlord turtling (that simply bypass any highground/terrain advantage).

If those type of units were adjusted something like this would be viable. Until then, its kind of pointless.

High ground can also be used offensively.

Mapmakers can adapt.

On February 02 2013 12:31 Emzeeshady wrote:
This would be an awful change. People already say that we need more aggressiveness in SC2 and less turtling but this change would be the opposite. This game would be awful if people tried to make it like BW without the handicaps the game had.

High ground can also be used offensively.

Mapmakers can adapt.

On February 02 2013 12:32 grush57 wrote:
Yea, this would make the game far more turtle like. Bad thing, imo.

High ground can also be used offensively.

Mapmakers can adapt.

On February 02 2013 19:02 Dingodile wrote:
I dont want, sc2 is already super defense game, like all other like cnc, stronghold, aoe etc. it would make more boring to play, maybe not for the viewers.
this is why i love wc3, you have to play pure offensiv and micro.

High ground can also be used offensively.

Mapmakers can adapt.

On February 02 2013 18:06 iky43210 wrote:
if we want more active fights then we need more active maps, not high ground gimmicks.

See the latest whirlwind map or whatever with expansions at every edge of the map. Sure it may not be balance, but expect to see alot of actions across all races mid game on that map

So if the middle of the map is on higher ground and the bases tend to be on lower ground.. with a stronger high ground advantage, maps would be less active?

On February 02 2013 15:12 EnumaAvalon wrote:
Better high ground mechanics can solidify the defender's advantage.

It can also help solidify map control.

On February 02 2013 15:46 sunglasseson wrote:
you cant fix problem C without fixing A and B nothing said here can ever change this. its a building and the foundation cannot be added upon untill its first made stable

Welcome to Problem A.

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 ...

I really am sorry for not yet being able to support FRB the way it needs to be supported.. real life comes first.

And before FRB comes high ground mechanic, PLEASE.

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.

Take a look at the target audience and you'll understand.

On February 02 2013 12:58 IndyO wrote:
People need to realize that it would only encourage deathbally-turtle play on current maps, because the current maps have to be designed that way.

Thank you.




These people opposed to a high ground mechanic seem narrowly focused on the part where big armies collide and the physical micro part of it. Indeed, even some in favor. And who could blame you with it being what you're so used to?


The beauty if the dynamic "water dance" is flying way over your heads. Sun Tzu would be disappointed; + Show Spoiler +
...
VI. Weak Points and Strong

1. Sun Tzu said: Whoever is first in the field and awaits the coming of the enemy, will be fresh for the fight; whoever is second in the field and has to hasten to battle will arrive exhausted.

2. Therefore the clever combatant imposes his will on the enemy, but does not allow the enemy's will to be imposed on him.

3. By holding out advantages to him, he can cause the enemy to approach of his own accord; or, by inflicting damage, he can make it impossible for the enemy to draw near.

4. If the enemy is taking his ease, he can harass him; if well supplied with food, he can starve him out; if quietly encamped, he can force him to move.

5. Appear at points which the enemy must hasten to defend; march swiftly to places where you are not expected.

6. An army may march great distances without distress, if it marches through country where the enemy is not.

7. You can be sure of succeeding in your attacks if you only attack places which are undefended.You can ensure the safety of your defense if you only hold positions that cannot be attacked.

8. Hence that general is skillful in attack whose opponent does not know what to defend; and he is skillful in defense whose opponent does not know what to attack.

9. O divine art of subtlety and secrecy! Through you we learn to be invisible, through you inaudible; and hence we can hold the enemy's fate in our hands.

10. You may advance and be absolutely irresistible, if you make for the enemy's weak points; you may retire and be safe from pursuit if your movements are more rapid than those of the enemy.

11. If we wish to fight, the enemy can be forced to an engagement even though he be sheltered behind a high rampart and a deep ditch. All we need do is attack some other place that he will be obliged to relieve.

12. If we do not wish to fight, we can prevent the enemy from engaging us even though the lines of our encampment be merely traced out on the ground. All we need do is to throw something odd and unaccountable in his way.

13. By discovering the enemy's dispositions and remaining invisible ourselves, we can keep our forces concentrated, while the enemy's must be divided.

14. We can form a single united body, while the enemy must split up into fractions. Hence there will be a whole pitted against separate parts of a whole, which means that we shall be many to the enemy's few.

15. And if we are able thus to attack an inferior force with a superior one, our opponents will be in dire straits.

16. The spot where we intend to fight must not be made known; for then the enemy will have to prepare against a possible attack at several different points; and his forces being thus distributed in many directions, the numbers we shall have to face at any given point will be proportionately few.

17. For should the enemy strengthen his van, he will weaken his rear; should he strengthen his rear, he will weaken his van; should he strengthen his left, he will weaken his right; should he strengthen his right, he will weaken his left. If he sends reinforcements everywhere, he will everywhere be weak.

18. Numerical weakness comes from having to prepare against possible attacks; numerical strength, from compelling our adversary to make these preparations against us.

19. Knowing the place and the time of the coming battle, we may concentrate from the greatest distances in order to fight.

20. But if neither time nor place be known, then the left wing will be impotent to succor the right, the right equally impotent to succor the left, the van unable to relieve the rear, or the rear to support the van. How much more so if the furthest portions of the army are anything under a hundred LI apart, and even the nearest are separated by several LI!

21. Though according to my estimate the soldiers of Yueh exceed our own in number, that shall advantage them nothing in the matter of victory. I say then that victory can be achieved.

22. Though the enemy be stronger in numbers, we may prevent him from fighting. Scheme so as to discover his plans and the likelihood of their success.

23. Rouse him, and learn the principle of his activity or inactivity. Force him to reveal himself, so as to find out his vulnerable spots.

24. Carefully compare the opposing army with your own, so that you may know where strength is superabundant and where it is deficient.

25. In making tactical dispositions, the highest pitch you can attain is to conceal them; conceal your dispositions, and you will be safe from the prying of the subtlest spies, from the machinations of the wisest brains.

26. How victory may be produced for them out of the enemy's own tactics--that is what the multitude cannot comprehend.

27. All men can see the tactics whereby I conquer, but what none can see is the strategy out of which victory is evolved.

28. Do not repeat the tactics which have gained you one victory, but let your methods be regulated by the infinite variety of circumstances.

29. Military tactics are like unto water; for water in its natural course runs away from high places and hastens downwards.

30. So in war, the way is to avoid what is strong and to strike at what is weak.

31. Water shapes its course according to the nature of the ground over which it flows; the soldier works out his victory in relation to the foe whom he is facing.

32. Therefore, just as water retains no constant shape, so in warfare there are no constant conditions.

33. He who can modify his tactics in relation to his opponent and thereby succeed in winning, may be called a heaven-born captain.
...


Great post !!!! I'm amazed by Sun Tzu's insight :O
All of them apply directly to the game.
Man, that man would have been a great starcraft player

Seriously, a lot of posters should refrain themself about talking "defender advatage", because the high ground mechanic is not about that. Map making is where it's gonna have an impact. New high ground mechanic will be a new tool for the map makers, and will probably show answers to your "defender advantage problem".
Ragoo
Profile Joined March 2010
Germany2773 Posts
February 02 2013 16:31 GMT
#128
On February 03 2013 00:23 Roe wrote:
Show nested quote +
On February 02 2013 23:31 renkin wrote:
To be honest I never understood why they removed it.
If they do it, we would have to rethink a lot of opening and remake many maps but it will allow so much for everyone ! New strats, maps that doesn't have small ramps needed for Protoss to survive, smarter plays overall...
You would need to rethink some of the new units in HotS but I'm sure if the testing is done right it could improve the game.



I believe their justification for it was that introducing RNG elements to the gameplay would make wins slightly or greatly more decided by luck. Seems logical to me, and supported by the other extreme of RNG in WoW PvP.

copypasting myself from reddit thread:

I don't see how it -really- hurts competitive play. BW had miss chance (and other random things) and was arguably the biggest esport ever. WC3 had tons of item luck and luck with bashes,crits or other things and was a succesful esport, as is Dota which similar levels of luck elements + high impact of highground advantage. I'm sure LoL has some random stuff as well.

How often in these games did players/teams just get lucky and won due to random elements of the game? Or to ask a bit differently, how often do fans regard a player/team as just lucky and undeserved winners cos of these things? Does it really effect the chance for the better player/team to win the game in a -significant- way?

Furthermore, isn't the luck of bo wins, cheeses and some unlucky coincidences oftentimes much worse than a simple miss chance for highground?

I think big parts of this community for some reason are obsessed with the idea of having nothing random in the game when in reality it is not that bad at all.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
FutureBreedMachine
Profile Joined January 2012
Australia95 Posts
February 02 2013 16:34 GMT
#129
HEY BRO sounds like an interesting mechanic however I don't think it would fix this:

So basically I did the standard medivac timing and lost a few units, killed 3 pylons and a few stalkers. I wasn't too stressed, he pushed back at me and I had to set up a defensive stance as he had 3 colossus and I had 4 vikings with 2 more on the way. To be frank I didn't stand a chance because he could move his colossus over his stalker army and deny any positioning for my vikings to take down his colossus. This is why sc2 will never change, because of specific units and their requirements for a "Hard counter". There was no defenders advantage for me here, rather he had the better advantage being on the offense.

This is me in a position ready to defend ~ I try to kill his colossus but he simple moves them to the right hand side of his army.

[image loading]

Now you can see that my viking have to reach over his army to attack the colossus, extremely vulnerable to the stalkers. Now you know why vikings have such big range people.

[image loading]

Now despite losing all my forces, I want to see if its even possible to engage with my vikings at all. They are too the right now.

[image loading]

Oh the colossus, what a most genius unit.

[image loading]

Well played David Kim, Well played.

Where's my defenders advantage?


um juz suh tired lul i jus riek want tuh go tuh sreep
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
February 02 2013 16:47 GMT
#130
--- Nuked ---
Mansef
Profile Joined May 2012
59 Posts
February 02 2013 16:47 GMT
#131
It would make tanks really, really strong. I don't want mech to be the only viable style in every matchup.
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
February 02 2013 16:55 GMT
#132
On February 03 2013 01:34 FutureBreedMachine wrote:
HEY BRO sounds like an interesting mechanic however I don't think it would fix this:

So basically I did the standard medivac timing and lost a few units, killed 3 pylons and a few stalkers. I wasn't too stressed, he pushed back at me and I had to set up a defensive stance as he had 3 colossus and I had 4 vikings with 2 more on the way. To be frank I didn't stand a chance because he could move his colossus over his stalker army and deny any positioning for my vikings to take down his colossus. This is why sc2 will never change, because of specific units and their requirements for a "Hard counter". There was no defenders advantage for me here, rather he had the better advantage being on the offense.

This is me in a position ready to defend ~ I try to kill his colossus but he simple moves them to the right hand side of his army.

[image loading]

Now you can see that my viking have to reach over his army to attack the colossus, extremely vulnerable to the stalkers. Now you know why vikings have such big range people.

[image loading]

Now despite losing all my forces, I want to see if its even possible to engage with my vikings at all. They are too the right now.

[image loading]

Oh the colossus, what a most genius unit.

[image loading]

Well played David Kim, Well played.

Where's my defenders advantage?

How was high ground involved in that?
AcidKing
Profile Joined January 2013
Germany16 Posts
February 02 2013 16:57 GMT
#133
i dont think blizzard is gonna change one of the core mechanics of sc2..doesnt matter how many people support it...
Acid!Acid!Acid!Acid!Acid!
mprs
Profile Joined April 2010
Canada2933 Posts
February 02 2013 17:04 GMT
#134
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 agree, they've already been balancing based on the fact that this advantage doesn't exist. So they've been compensating defenders in other ways. This would be overkill.
We talkin about PRACTICE
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
February 02 2013 17:16 GMT
#135
--- Nuked ---
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2013-02-02 17:18:57
February 02 2013 17:18 GMT
#136
--- Nuked ---
Andre
Profile Blog Joined August 2009
Slovenia3523 Posts
February 02 2013 17:21 GMT
#137
This is one of those things community should really make a fuss about so Blizzard takes notice.

Maybe not the same as described in the OP but a highground mechanic that gives SOME advantage to the defender should exist in SC2.

Some matchups might be more drawn-out but it also makes comebacks more likely to happen which is something you don't see all that often(compared to BW for example...).

Hope blizzard reads this T_T
You must gather your party before venturing forth.
KillingVector
Profile Joined June 2012
United States96 Posts
Last Edited: 2013-02-02 18:11:19
February 02 2013 18:05 GMT
#138
One thing I wonder about is the speed of combat. Supposing we do have a high ground mechanic, less resources per base, or whatever else that encourages more spread out play, then what happens to units that are very micro dependent? Is the game too fast to allow players to properly micro them across different fronts?

Edit: Also, someone suggested here:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=395256
the use of ground effects to try to create maps with positional advantages. What do people think?
"In mathematics you don't understand things. You just get used to them." - John Von Neumann
kyllinghest
Profile Joined December 2011
Norway1607 Posts
February 02 2013 18:14 GMT
#139
On February 03 2013 01:34 FutureBreedMachine wrote:
Well played David Kim, Well played.

Where's my defenders advantage?



Ironic that you post this whine in this thread, because if you would by any chance have fought by one of the two high grounds nearby your situation would have been totally different.
"NO" -Has
kaluro
Profile Joined November 2011
Netherlands760 Posts
February 02 2013 18:25 GMT
#140
High ground disallows vision unless you have a flying unit, a colossus or a scan ready, or if you are 75% up the ramp.
If you don't consider that a huge advantage, then I don't know what to tell you. forcing an army to walk up to a ramp, which will line them up in a much less optimal position, is huge. (Provided you managed to kill all the high ground vision units).

And even so, melee units will have to walk up the ramp since they can't jump on ledges, leaving them extremely ineffective.

And for the whiners, I'm masters on both EU as NA @ www.twitch.tv/kaluroo - profiles are on the description.
www.twitch.tv/kaluroo - 720p60fps - Remember the name! - Don't do your best, do whatever it takes.
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