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We don't know yet how trees and other forms of cover will work in Starcraft 2. In starcraft BW trees and other sprite doodads give a 70% hitschance when shot at. The trees also break up enemy formations possibly reducing splashdamge done to the. This gives an advantage of melee over ranged ground and Ranged over Air. However this advange is upset. The pathing of the assaulting troops gets messed up there is less room to take up attacking positions and place to make contact with the enemy. In BW the area with cover is only a little bigger then the inpassable area. So does cover outweigh the disadvantage of breaking up the formations. AFAIK is the reason we see so lttle doodad on battlefields. I think the room a coverdoodad takes up at its base should be a 1X1 area or make it completely passable to make it an actual tactical element rather then just an ornamentation.
Discuss edit 70% hitchange not mischange. Poor formulaion
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in the early days trees and stuff got more tactical attention didnt they? i remember a post mentioning an early tournament finals, grrr vs someone, where grrr's opponent was careful to place tanks under trees during a push.
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On September 05 2007 03:55 KaasZerg wrote: In starcraft BW trees and other sprite doodads give a 70% misschance when shot at.
Discuss
OrlY ?????
LOL i didnt know it.
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Cover is useless in SC, it's too small to matter, when you're dealing with large armies, which often move back and forth, e.t.c. Terrain height differences are the useful "cover" and that's what SC2 expands upon.
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On September 05 2007 04:11 lololol wrote: Cover is useless in SC, it's too small to matter, when you're dealing with large armies, which often move back and forth, e.t.c. Terrain height differences are the useful "cover" and that's what SC2 expands upon. So you're saying the lesson is, make cover less of a gimmick in sc2? I like this thinking.
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Sweden33719 Posts
I always used trees in micro arena ;D And I think I've used them in real games, but most maps don't have trees.
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Today i learned something, that's cool. I will try to use it in micro maps now
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I noticed an opponent of mine yesterday put a lurker under a tree. It's the only time I've ever seen someone actually use one for cover in a proper game.
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On September 05 2007 03:55 KaasZerg wrote: In starcraft BW trees and other sprite doodads give a 70% misschance when shot at.
Discuss
Really? I thought it was a 30% miss chance, 70% hit chance. Same goes for up cliffs.
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yea its 30% miss for cliff or doodad. Also its like .0001% chance to just miss in general without any cover at all (probably some programming glitch).
I use trees and cliffs a lot in melee and UMS...
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On September 05 2007 05:46 CharlieMurphy wrote: yea its 30% miss for cliff or doodad. Also its like .0001% chance to just miss in general without any cover at all (probably some programming glitch).
I use trees and cliffs a lot in melee and UMS...
Your right.
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Shouldn't a game like SC have no chance at all? Ie shouldn't cover just reduced damage taken by 25% or something. I always wondered why high ground vs low ground had chance involved in a game like SC.
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How the fuck is this possible in a 3D game? "Behind the tree" is only behind the tree from the viewer's perspective. I'm really curious if such a thing (70% hitchance or w/e) is possible, and how much of a pain will it cost to implement?
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If a unit has to shoot through a tree to hit another unit, that should count as cover. It's not difficult.
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On September 05 2007 06:58 minus_human wrote: How the fuck is this possible in a 3D game? "Behind the tree" is only behind the tree from the viewer's perspective. I'm really curious if such a thing (70% hitchance or w/e) is possible, and how much of a pain will it cost to implement? Look at company of heroes, they did a pretty advanced coversystem with just a lot of algorithms. Many people are tricked and think the shots have real traveling paths but in reality its just a % to hit and if it rolls a hit the shot always hits even if it have to go through a wall, or cannon shots homing unto infantry etc.
So its not hard at all with modern game engines, eventhough it would just make melee units stronger in forests since the ranged units would just have the same miss out as others have in on them.
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I've frequently used trees and such as covers, but it was more common back in the days when more maps were played and there still were doodads on the map. Nowadays the maps just doesn't have them where it matters, probably because of the mentioned pathing. But personally I think it gives good tactical possibilities, and it's much more fun to outplay your opponent by using witty manouvres like hiding and such rather than just plain flanking. I hope they have good covers in SC2, and that map makers utilize them.
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On September 05 2007 08:33 Klockan3 wrote:Show nested quote +On September 05 2007 06:58 minus_human wrote: How the fuck is this possible in a 3D game? "Behind the tree" is only behind the tree from the viewer's perspective. I'm really curious if such a thing (70% hitchance or w/e) is possible, and how much of a pain will it cost to implement? Look at company of heroes, they did a pretty advanced coversystem with just a lot of algorithms. Many people are tricked and think the shots have real traveling paths but in reality its just a % to hit and if it rolls a hit the shot always hits even if it have to go through a wall, or cannon shots homing unto infantry etc. So its not hard at all with modern game engines, eventhough it would just make melee units stronger in forests since the ranged units would just have the same miss out as others have in on them.
What if units that fired projectiles in a parabolic arc didn't get a penalty for being behind cover? Actually, the only unit that I can think of that does this is the Siege Tank. Well, you could also make it so the unit that is close to the 'cover' does not receive a %hit penalty.
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Belgium6766 Posts
I actually remember pusan hiding a probe behind a tree on R-point
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<3 the old snipers ums w/ lotsa trees
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Reminds me of TMA, when Trees are really useful. I don't think they matter that much in a real game. Unless the pro-map team starts to make maps full of trees (sounds like an interesting idea actually)...
And as someone already mentioned, SC2 is 3D, hard to implement a tree concept into a 3D game.
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