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IK system, cliffs and ledges

Forum Index > SC2 General
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1 2 Next All
treckin
Profile Joined June 2007
United States85 Posts
Last Edited: 2007-07-16 10:21:47
July 16 2007 09:32 GMT
#1
I was wondering what people's thoughts on the strategic implications of the new 'IK' system implemented with the colossus will be on gameplay were, in addition to the reapers jump ability, and the rumors of the hopping ability rumored to be upgradeable for the zergling.

My person opinion on the subject it that this will be the singular most impacting element as far as strategy is concerned which we have see to date. Especially seeing as all the evidence currently points to the fact that colossus/reaper/ling(?) can only traverse a single level at a time, I feel that geographic's and even geologic's are going to play an even more integral part in professional star craft strategy (if possible) than they do now. For example:

Imagine a base in which the North side has a +2 level up cliff/wall. That side, should an manage to entrench siege tanks there, would be defenseless until adequate air reinforcements were procured and placed, as one's reapers/colossus' would be unable to scale the necessary 2 levels.

Now imagine that the South side of the same base has only a 1 level rise to it, with no ramp leading easily to that face. This side would be prone to harassment by enemy colossus' and reapers. Also, should the Lings actually have the ability to 'hop' down levels (yet not up), would be prone to attack on that front by waves of Lings.

The Zerg player, as well, would need to fully commit when hopping zergling down faces as well, as they could very well find themselves in a position where they cannot return without sustaining considerable losses.


As fare as the level hopping is concerned, the Protoss are at an advantage currently, with two units making use of this talent (colossus and stalker(blink))

Meh, just my brainstorm, Im sure Ill get flamed for it.
If corn oil comes from corn, and vegitible oil comes from vegitibles, where does baby oil come from?
Gokey
Profile Joined November 2006
United States2722 Posts
July 16 2007 09:44 GMT
#2
wtf is IK
tec27
Profile Blog Joined June 2004
United States3696 Posts
July 16 2007 09:46 GMT
#3
On July 16 2007 18:44 Gokey wrote:
wtf is IK

I've been wondering that since they first named it at WWI...

Also, its not Immortals that have blink, its Stalkers
Can you jam with the console cowboys in cyberspace?
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
July 16 2007 09:47 GMT
#4
its not a big deal

they have comparable mobility to air units but they're shot at as ground units

it doesn't make that much of a difference
Moderatormy tatsu loops r fuckin nice
treckin
Profile Joined June 2007
United States85 Posts
Last Edited: 2007-07-16 09:57:44
July 16 2007 09:54 GMT
#5
mmm. My bad on confusing the stalkers and the immortals. And, no they are not basically air, as they cant fly, and they can only teleport anywhere they can see, and the ability has a recharge (which im sure will be tweaked like crazy for imba before even beta). large enough gaps on the map with impassible terrain will render the stalkers blink null.

I would have thought that if you read the fucking post Gokey you would know what 'IK' is. If your still to stupid, its at 11:50 in the gameplay vid, after the banalings almost killed the last colossus
If corn oil comes from corn, and vegitible oil comes from vegitibles, where does baby oil come from?
tec27
Profile Blog Joined June 2004
United States3696 Posts
July 16 2007 10:06 GMT
#6
On July 16 2007 18:54 treckin wrote:
I would have thought that if you read the fucking post Gokey you would know what 'IK' is. If your still to stupid, its at 11:50 in the gameplay vid, after the banalings almost killed the last colossus

Settle down, I think Gokey was wondering exactly what I was: not what IK meant gameplay-wise, but what it was an acronym for.

I agree with Fakesteve. While it does seem to provide many new harassment options, all its really doing when you think about is adding a 'half-air, half-ground' unit class.
Can you jam with the console cowboys in cyberspace?
sc0rchedst0rm
Profile Blog Joined June 2007
Ireland176 Posts
Last Edited: 2007-07-16 10:14:26
July 16 2007 10:13 GMT
#7
IK stands for Inverse Kinetics. Or maybe its Inverse Kinematics. One of the two!

It's in all the soccer games to map the actual kicking of the ball and whatnot. It's basically how the game maps the "feet" of the colossus onto the cliff without having them clip through, so it looks natural. It's just a glitzy graphics effect at the end of the day. The colossus / reaper / lings could still pass up and down the cliffs without it, it just wouldn't look so clean and whatever.

As for gameplay implications, it just adds a different depth of strategy, which will be fun to learn/master. Yay.

EDIT: Yeah, its Inverse Kinematics, and you can read more about it by clicking on the link. It explains the technical side of it much better than I did!
Kill a man, you're a murderer. Kill 100 men, you're a hero. Kill 1000 men, LVL UP!!!
nofAcedAgent
Profile Blog Joined July 2007
United States952 Posts
Last Edited: 2007-07-16 10:15:02
July 16 2007 10:13 GMT
#8
This is just a guess on my part, but after doing a quick search (wiki) for IK it seems reasonable that it means this:

Inverse kinematics is the process of determining the parameters of a jointed flexible object (a kinematic chain) in order to achieve a desired pose. Inverse kinematics are also relevant to game programming and 3D animation, where a common use is making sure game characters connect physically to the world, such as feet landing firmly on top of terrain. (taken from Wiki)

EDIT: Beaten to it ;p
havok
Profile Joined June 2007
United States27 Posts
July 16 2007 10:14 GMT
#9
Turtlers are going to shit their pants that's for sure. Imagine having spread out cannons in a toss base, you drop some units and their cannons start dematerializing then all the sudden off another cliff come your reapers or colossi that rape the cannons in transit, or better yet the undefended section of the base.

There's going to be a great need for long vision around each base, or else flanking will be the default base raiding strategy, whereas before you needed some good shuttle micro skills, now you have tons of units that climb levels and teleportation and god knows what the terran and zerg have up their sleeve. It's going to be frantic when basically chokepoints are non existant and bases are vulnerable to everything.
sc0rchedst0rm
Profile Blog Joined June 2007
Ireland176 Posts
July 16 2007 10:15 GMT
#10
We must have been reading that wiki at exactly the same time... Heh.
Kill a man, you're a murderer. Kill 100 men, you're a hero. Kill 1000 men, LVL UP!!!
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
July 16 2007 10:16 GMT
#11
On July 16 2007 19:14 havok wrote:
Turtlers are going to shit their pants that's for sure. Imagine having spread out cannons in a toss base, you drop some units and their cannons start dematerializing then all the sudden off another cliff come your reapers or colossi that rape the cannons in transit, or better yet the undefended section of the base.

There's going to be a great need for long vision around each base, or else flanking will be the default base raiding strategy, whereas before you needed some good shuttle micro skills, now you have tons of units that climb levels and teleportation and god knows what the terran and zerg have up their sleeve. It's going to be frantic when basically chokepoints are non existant and bases are vulnerable to everything.


no its not

its gonna be like units in dropships or air units
Moderatormy tatsu loops r fuckin nice
LazySCV
Profile Blog Joined September 2003
United States2942 Posts
Last Edited: 2007-07-16 10:26:41
July 16 2007 10:17 GMT
#12
--- Nuked ---
Gokey
Profile Joined November 2006
United States2722 Posts
July 16 2007 10:27 GMT
#13
On July 16 2007 18:54 treckin wrote:
I would have thought that if you read the fucking post Gokey you would know what 'IK' is. If your still to stupid, its at 11:50 in the gameplay vid, after the banalings almost killed the last colossus

my mom seys I are smart?
Gokey
Profile Joined November 2006
United States2722 Posts
July 16 2007 10:30 GMT
#14
On July 16 2007 19:14 havok wrote:
Turtlers are going to shit their pants that's for sure. Imagine having spread out cannons in a toss base, you drop some units and their cannons start dematerializing then all the sudden off another cliff come your reapers or colossi that rape the cannons in transit, or better yet the undefended section of the base.

yeah, it really increases the amount of vulnerable areas in a base in the mid-game... changes the geography of the map gameplay-wise

treckin
Profile Joined June 2007
United States85 Posts
Last Edited: 2007-07-16 11:09:58
July 16 2007 11:06 GMT
#15
cool, well im glad that other people see this coming as well. If you can just imagine how the real pros are going to utilize that function. I mean, at first it will just be the simple stuff. But then one person will do some neat trick with it, and it will be the chicago fire all over again.

gokey: I was just kidding...
If corn oil comes from corn, and vegitible oil comes from vegitibles, where does baby oil come from?
TheOvermind77
Profile Blog Joined March 2007
United States923 Posts
July 16 2007 11:17 GMT
#16
If zerglings can hop, then Starcraft has achieved Nirvana.

Zerglings are, by far, my favorite unit and any bonuses or upgrades or nifty features they get make me squeal with joy.

+ Show Spoiler +
[image loading]

I LOVE ZERGLINGS!!!!!1!1!!!!11!
Awaken my child, and embrace the glory that is your birthright. Know that I am the Overmind; the eternal will of the Swarm, and that you have been created to serve me.
treckin
Profile Joined June 2007
United States85 Posts
July 16 2007 11:23 GMT
#17
hah nice pic. off topic, I hope they do something about the swarming thing as well. zerg should be able to actually have a 'swarm'. The 200 food cap currently limits them conceptually the most.
If corn oil comes from corn, and vegitible oil comes from vegitibles, where does baby oil come from?
TheOvermind77
Profile Blog Joined March 2007
United States923 Posts
July 16 2007 11:34 GMT
#18
Yeah, we can give protoss the mothership and the zerg can have a population count of INFINITY! BWAHAHHAHAHAHAH!

5215215362346236 lings omfG!

The sad thing is, I have never reached the zerg pop cap in an actual, real, 1v1 game against a good opponent...bah.

Backup plan: Insta-lings. Just add water and POOF! 60 lings! Rechargeable in 2 minutes...autocasts as well...
Awaken my child, and embrace the glory that is your birthright. Know that I am the Overmind; the eternal will of the Swarm, and that you have been created to serve me.
nofAcedAgent
Profile Blog Joined July 2007
United States952 Posts
Last Edited: 2007-07-16 11:46:39
July 16 2007 11:44 GMT
#19
Yeah it does seem logical that the zerglings wings would enable them to jump to higher tiers. On top of that Ive read more then once that zerlings have "multiple" mutations - something other then the banelings. I wonder what that will be..

But I doubt it will happen. Zerglings can already overun land en mass it would seem IMBA for that many small units to be able to scurry up tiers and kills units too.

Aside from that terrans already have the reaper that 'jump' tiers. Contrasting the toss who can teleport. I think continuing the differences in the races the zerg will have some other - very unique way of traversing tier heights. Do you think Nydus worms will have the ability to unload on any tier or will that be limited to the lowest one? Hum..

But hey who knows, just my 2cents
Gokey
Profile Joined November 2006
United States2722 Posts
Last Edited: 2007-07-16 11:49:03
July 16 2007 11:48 GMT
#20
On July 16 2007 20:44 nofAcedAgent wrote:
Yeah it does seem logical that the zerglings wings would enable them to jump to higher tiers.

yeah, i guess kind of like how chicken wings can make chickens fly (but they sure make them delicious)

slightly off-topic, but I still haven't gotten used to the 3D zerglings in SC2... I know that the wings were there in SC/BW too (they just don't look prominent in the 2D sprites), but right now the zerglings look too much like little winged ants and not like the ferocious dogs-with-claws that we've all come to envision...
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