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Is High Ground Only Defensive? - Page 5

Forum Index > SC2 General
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404AlphaSquad
Profile Joined October 2011
839 Posts
May 18 2015 19:52 GMT
#81
What High Ground advantage? Is there actually one in Sc2? If there is I have never it seen come into play in 5 years sc2.
Tbh wether a unit is on the highground or not doesnt change any interaction. It would be the same as if the terrain would be flat.
aka Kalevi
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2015-05-18 21:16:20
May 18 2015 21:06 GMT
#82
--- Nuked ---
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
May 18 2015 21:43 GMT
#83
--- Nuked ---
PineapplePizza
Profile Joined June 2010
United States749 Posts
May 18 2015 23:02 GMT
#84
Why is this even an argument anymore? This worked in a game played professionally for over 10 years, and now, suddenly, it would be a terrible idea to implement in the highly-derivative sequel. Holy shit people.

Has anyone in the mapping community received feedback on this issue recently?
"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
BronzeKnee
Profile Joined March 2011
United States5226 Posts
Last Edited: 2015-05-20 07:24:30
May 19 2015 05:06 GMT
#85
On May 19 2015 06:06 Barrin wrote:
Show nested quote +
On May 19 2015 02:51 bluQ wrote:
On May 19 2015 02:22 BronzeKnee wrote:
On February 04 2013 23:59 Barrin wrote:
Is High Ground only Defensive?
...


Well you didn't exactly spell out definitions, so your argument is pretty easy to trash.

If person holding the high ground always has the advantage in battle, then it is advantageous to hold the high ground. If by attacking one must leave the high ground, then it is only useful for the defender. The vast majority of examples of high ground usage in SC2 are ones where someone traps someone else and forces them to attack the high ground.

They trap them by being aggressive and taking map control. But that doesn't necessarily mean they aren't the defender.

You really need to spell out the definitions of defender or attacker. Let's revisit Terran drop play on Lost Temple during the early WOL days. Let's say a Terran player drops and puts Siege Tanks on the high ground near my natural. I move out to expand and suddenly my Probe explodes.

Yet that drop was considered an offensive play.

But if I want to expand, I have to attack and get him off the high ground. Therefore, he is the defender.

Thanks for your post ... reading through the thread I was constantly wondering "how the hell should you be offensive by HOLDING a position".
To nurture this thread with some definitions:
+ Show Spoiler +
Wikipedia.com - Definition "offensive (military)"
An offensive is a military operation that seeks through aggressive projection of armed force to occupy territory, gain an objective or achieve some larger strategic, operational or tactical goal. Another term for an offensive often used by the media is 'invasion', or the more general 'attack'.[...]

DISCLAIMER: I know it is the definition for the noun "offensive". But I hope it makes my point clearer.
Going by this definition you can never be offensive by holding a position. You did your aggression/offensive to get to that position. You either put more immediate pressure onto your opponent or less, depending on the position but not necessarily the "highground".

What - I guess - Barrin tried to say is that by adjusting the mechanics (to get a bigger advantage off of high-grounds) you have more strategical options for the position or more positional option for strategies.
Highgrounds can and never will be "offensive".

That brings me to the next point. A highground is an advantage. It doesn't matter if it has miss-chance, non-vision or whatever effect. By adding effects you just make the advantage bigger or smaller. Now here is where a lot of people would start to argue if it creates stale-plays, more predictable outcomes etc. But I say; still the wrong point to discuss.

Before you start to adjust anything you should first elaborate on the concept of advantages in a RTS. And since it is a map-artifact; also about the positioning of said advantages.

Lost Temple was not bad because of a certain highground mechanic. It was bad because the highground was positioned in a way that especially Zergs had no answer to it. We could have had 50% miss-chance for the highground-defender and it would still have been imbalanced.
Same goes for BW. That BW had maps which created exciting play around highgrounds was not necessarily due to the fact of the highground mechanic but because of several game-mechanics benefiting from it.

Well .... I don't have an opinion about it because I think it is a way too complex mechanic to just theorycraft about. I would rather leave it as it is and put my thought-work into general map-design and general game-mechanics.

edit: Some thought-food; the principle of "high-ground"-Mainbase. Is there a map-design that can implement a low-ground base without being abnormally abused by Blink?


A bunker just outside of range of a natural hatchery is a microcosm of what I mean by "aggressive" or "forward" defensible position (which as you can see does not necessarily involve high ground). When some lings come by you put the marines/reapers into the bunker, which suddenly becomes "defensive" under your definition. But you're still bunker rushing.. surely a bunker rush is not purely defensive.

Or maybe a creep+queen/crawler contain/push (again not necessarily with high ground). Is making spine crawlers on the enemy's side of the map really defensive (the creep and lack of need for supply for attacking units[buildings] would be the "defenders advantage" equivalent of a high ground here btw)?

The thing about contains is that they can easily turn into pushes if the defender (person who's side of the map most of the units are on) does not keep up with production. Being forced to make production is distinctly a quality of a defender's position.

I'm not claiming that a high-ground-benefiting forward defensible position has no defensive qualities. I am simply asking if it is only defensive and asserting that it isn't.

Consider the fact that there is still the "reinforcement" defender's advantage for the person who's side of the map is being entrenched upon; by simply crossing the halfway point between your opponent's production/bases and your own production/bases gives him a production advantage -- giving your opponent a production advantage isn't exactly my idea of "defensive".

Also consider how much the person who sets up a forward defensible position has to spread his forces out. As the person being contained, you can bypass the contain with air / drops / nydus / warp gates, forcing the opponent to act. When attacking someone with air/drops/nydus/warp, is it your opponent in a more defensive when he has his army near your base or near his own base?

Again, I'm not really saying that high ground can ever be purely offensive (but Reverse Temple example comes close).. I am challenging the idea that it is always purely defensive.

To be super clear on my definitions, I agree I should have done that in the OP:

Attacker - Someone who moves most of his forces closer to the enemy's bases than his own bases.
Defender - Someone who has more enemy units [by value] on his side of the map than the opponent's side of the map [1v1].


So you've chosen the former of the two definitions I've laid out.

Therefore it seems to me that you're really seeking is an improvement in positional play, and you probably think that if the high ground is stronger, positional play will be stronger.

In that I agree that positional play needs to be stronger. But it has been ruined by a multitude of spells and huge maps, not because the high ground advantage isn't strong enough. I pointed out a long time ago during the HOTS Beta that a Siege Tank in the middle of the map could hit the ramps of both naturals on Steppes of War, but on today's maps its at least 2 screen lengths away from the ramps. These huge maps have destroyed positional play, and nerfed the Tank into oblivion far more than Blizzard ever could.

Even worse is the amount of spells that make positioning of little concern. Spells like Blinding Cloud, Force Field, Vortex, Abduct, ect. What is the point of taking the high ground and gaining some great advantage when a bunch of Vipers just cover it in Blinding Cloud. The point and click of the spell replaces the micro and thought required when gaining a positional advantage.

For those reasons I believe the solution is to make maps smaller and remove abilities that destroy positional advantages. Positional play was more valid when we didn't have the Viper in the game, and when maps were smaller. So let's go back, especially with the improved Tanks and Immortal changes and see what happens.

If that isn't enough, perhaps some changes to the high ground are warranted but you have to be exceedingly careful, as making the advantage too strong will force people down certain paths and control the strategy of the game.
bluQ
Profile Blog Joined January 2011
Germany1724 Posts
Last Edited: 2015-05-19 17:45:27
May 19 2015 17:37 GMT
#86
On May 19 2015 14:06 BronzeKnee wrote:
Show nested quote +
On May 19 2015 06:06 Barrin wrote:
On May 19 2015 02:51 bluQ wrote:
On May 19 2015 02:22 BronzeKnee wrote:
On February 04 2013 23:59 Barrin wrote:
Is High Ground only Defensive?
...


Well you didn't exactly spell out definitions, so your argument is pretty easy to trash.

If person holding the high ground always has the advantage in battle, then it is advantageous to hold the high ground. If by attacking one must leave the high ground, then it is only useful for the defender. The vast majority of examples of high ground usage in SC2 are ones where someone traps someone else and forces them to attack the high ground.

They trap them by being aggressive and taking map control. But that doesn't necessarily mean they aren't the defender.

You really need to spell out the definitions of defender or attacker. Let's revisit Terran drop play on Lost Temple during the early WOL days. Let's say a Terran player drops and puts Siege Tanks on the high ground near my natural. I move out to expand and suddenly my Probe explodes.

Yet that drop was considered an offensive play.

But if I want to expand, I have to attack and get him off the high ground. Therefore, he is the defender.

Thanks for your post ... reading through the thread I was constantly wondering "how the hell should you be offensive by HOLDING a position".
To nurture this thread with some definitions:
+ Show Spoiler +
Wikipedia.com - Definition "offensive (military)"
An offensive is a military operation that seeks through aggressive projection of armed force to occupy territory, gain an objective or achieve some larger strategic, operational or tactical goal. Another term for an offensive often used by the media is 'invasion', or the more general 'attack'.[...]

DISCLAIMER: I know it is the definition for the noun "offensive". But I hope it makes my point clearer.
Going by this definition you can never be offensive by holding a position. You did your aggression/offensive to get to that position. You either put more immediate pressure onto your opponent or less, depending on the position but not necessarily the "highground".

What - I guess - Barrin tried to say is that by adjusting the mechanics (to get a bigger advantage off of high-grounds) you have more strategical options for the position or more positional option for strategies.
Highgrounds can and never will be "offensive".

That brings me to the next point. A highground is an advantage. It doesn't matter if it has miss-chance, non-vision or whatever effect. By adding effects you just make the advantage bigger or smaller. Now here is where a lot of people would start to argue if it creates stale-plays, more predictable outcomes etc. But I say; still the wrong point to discuss.

Before you start to adjust anything you should first elaborate on the concept of advantages in a RTS. And since it is a map-artifact; also about the positioning of said advantages.

Lost Temple was not bad because of a certain highground mechanic. It was bad because the highground was positioned in a way that especially Zergs had no answer to it. We could have had 50% miss-chance for the highground-defender and it would still have been imbalanced.
Same goes for BW. That BW had maps which created exciting play around highgrounds was not necessarily due to the fact of the highground mechanic but because of several game-mechanics benefiting from it.

Well .... I don't have an opinion about it because I think it is a way too complex mechanic to just theorycraft about. I would rather leave it as it is and put my thought-work into general map-design and general game-mechanics.

edit: Some thought-food; the principle of "high-ground"-Mainbase. Is there a map-design that can implement a low-ground base without being abnormally abused by Blink?


A bunker just outside of range of a natural hatchery is a microcosm of what I mean by "aggressive" or "forward" defensible position (which as you can see does not necessarily involve high ground). When some lings come by you put the marines/reapers into the bunker, which suddenly becomes "defensive" under your definition. But you're still bunker rushing.. surely a bunker rush is not purely defensive.

Or maybe a creep+queen/crawler contain/push (again not necessarily with high ground). Is making spine crawlers on the enemy's side of the map really defensive (the creep and lack of need for supply for attacking units[buildings] would be the "defenders advantage" equivalent of a high ground here btw)?

The thing about contains is that they can easily turn into pushes if the defender (person who's side of the map most of the units are on) does not keep up with production. Being forced to make production is distinctly a quality of a defender's position.

I'm not claiming that a high-ground-benefiting forward defensible position has no defensive qualities. I am simply asking if it is only defensive and asserting that it isn't.

Consider the fact that there is still the "reinforcement" defender's advantage for the person who's side of the map is being entrenched upon; by simply crossing the halfway point between your opponent's production/bases and your own production/bases gives him a production advantage -- giving your opponent a production advantage isn't exactly my idea of "defensive".

Also consider how much the person who sets up a forward defensible position has to spread his forces out. As the person being contained, you can bypass the contain with air / drops / nydus / warp gates, forcing the opponent to act. When attacking someone with air/drops/nydus/warp, is it your opponent in a more defensive when he has his army near your base or near his own base?

Again, I'm not really saying that high ground can ever be purely offensive (but Reverse Temple example comes close).. I am challenging the idea that it is always purely defensive.

To be super clear on my definitions, I agree I should have done that in the OP:

Attacker - Someone who moves most of his forces closer to the enemy's bases than his own bases.
Defender - Someone who has more enemy units [by value] on his side of the map than the opponent's side of the map [1v1].


So you've chosen the former of the two definitions I've laid out.

Therefore it seems to me that you're really seeking is an improvement in positional play, and you probably think that if the high ground is stronger, positional play will be stronger.

In that I agree that positional play needs to be stronger. But it has been ruined but a multitude of spells and huge maps, not because the high ground advantage isn't strong enough. I pointed out a long time ago during the HOTS Beta that a Siege Tank in the middle of the map could hit the ramps of both naturals on Steppes of War, but on today's maps its at least 2 screen lengths away from the ramps. These huge maps have destroyed positional play, and nerfed the Tank into oblivion far more than Blizzard ever could.

Even worse is the amount of spells that make positioning of little concern. Spells like Blinding Cloud, Force Field, Vortex, Abduct, ect. What is the point of taking the high ground and gaining some great advantage when a bunch of Vipers just cover it in Blinding Cloud. The point and click of the spell replaces the micro and thought required when gaining a positional advantage.

For those reasons I believe the solution is to make maps smaller and remove abilities that destroy positional advantages. Positional play was more valid when we didn't have the Viper in the game, and when maps were smaller. So let's go back, especially with the improved Tanks and Immortal changes and see what happens.

If that isn't enough, perhaps some changes to the high ground are warranted but you have to be exceedingly careful, as making the advantage too strong will force people down certain paths and control the strategy of the game.

I really want to highlight what bronzeknee stated: "Therefore it seems to me that you're really seeking is an improvement in positional play, and you probably think that if the high ground is stronger, positional play will be stronger."
This is what Í (and I guess also BronzeKnee) was hinting at. Does a debate about highground solve the issue of meaningless positional play? I don't think so and can just applaud to BronzeKnee for speaking my mind

On May 19 2015 06:43 Barrin wrote:
[...]
I would actually love it if like 4-7+ active mining bases were more viable/ideal (you get way too much income with this even in the Half Patch Model though) so that a "forward high ground defensible position" on YOUR side of the map was just strong enough to cover a certain area but could be bypassed even by ground. This is more like what combat and physical strategy is like in real life, btw.
This is getting way closer to the core problem than highgrounds imo. As you maybe noticed I way very careful with defining "strategic positions" because in SC2 there are essentially only 3 types:
- Cut the supply route to a "far" off base (4th or 5th).
- Pressure your opponent by claiming a good position right infront of his bases.
- Hold watchtowers.
The first of those does not even happen often and most of the times results in a quick a-click on the main building and MAYBE idle there to keep it from being retaken. With more spread bases (BW'ish style of expanding) you would naturally have way more strategic positions and by that positional play.
www.twitch.tv/bluquh (PoE, Starbow, HS)
wakitakiviewdue
Profile Joined May 2015
1 Post
Last Edited: 2015-05-19 19:31:51
May 19 2015 19:29 GMT
#87
Bot edit.

User was banned for this post.
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