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Active: 12045 users

Cover and camouflage in Starcraft 1&2

Forum Index > SC2 General
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KaasZerg
Profile Joined November 2005
Netherlands927 Posts
Last Edited: 2007-09-04 21:00:41
September 04 2007 18:55 GMT
#1
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
IdrA
Profile Blog Joined July 2004
United States11541 Posts
September 04 2007 19:00 GMT
#2
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.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
Boblion
Profile Blog Joined May 2007
France8043 Posts
Last Edited: 2007-09-04 19:02:01
September 04 2007 19:01 GMT
#3
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.
fuck all those elitists brb watching streams of elite players.
lololol
Profile Joined February 2006
5198 Posts
September 04 2007 19:11 GMT
#4
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.
I'll call Nada.
fight_or_flight
Profile Blog Joined June 2007
United States3988 Posts
September 04 2007 19:19 GMT
#5
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.
Do you really want chat rooms?
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
September 04 2007 20:12 GMT
#6
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.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Boblion
Profile Blog Joined May 2007
France8043 Posts
September 04 2007 20:16 GMT
#7
Today i learned something, that's cool. I will try to use it in micro maps now
fuck all those elitists brb watching streams of elite players.
H
Profile Blog Joined July 2007
New Zealand6138 Posts
September 04 2007 20:17 GMT
#8
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.
[iHs]HCO | のヮの | pachi & plexa ownz | RIP _
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
September 04 2007 20:17 GMT
#9

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.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
September 04 2007 20:46 GMT
#10
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...
..and then I would, ya know, check em'. (Aka SpoR)
KaasZerg
Profile Joined November 2005
Netherlands927 Posts
September 04 2007 21:01 GMT
#11
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.
ImgGartok
Profile Joined August 2007
United States216 Posts
September 04 2007 21:08 GMT
#12
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.
minus_human
Profile Blog Joined November 2006
4784 Posts
September 04 2007 21:58 GMT
#13
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?
Tiptup
Profile Joined June 2007
United States133 Posts
September 04 2007 22:28 GMT
#14
If a unit has to shoot through a tree to hit another unit, that should count as cover. It's not difficult.
So certain are you.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
September 04 2007 23:33 GMT
#15
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.
sushiman
Profile Joined September 2003
Sweden2691 Posts
September 05 2007 00:28 GMT
#16
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.
1000 at least.
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
September 05 2007 00:30 GMT
#17
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.
Xeofreestyler
Profile Blog Joined June 2005
Belgium6766 Posts
September 05 2007 20:56 GMT
#18
I actually remember pusan hiding a probe behind a tree on R-point
Graphics
oshibori_probe
Profile Blog Joined July 2006
United States2932 Posts
September 06 2007 00:14 GMT
#19
<3 the old snipers ums w/ lotsa trees
Fuck KeSPA.
Cambium
Profile Blog Joined June 2004
United States16368 Posts
September 06 2007 00:20 GMT
#20
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.
When you want something, all the universe conspires in helping you to achieve it.
XCetron
Profile Joined November 2006
5225 Posts
September 06 2007 00:23 GMT
#21
On September 06 2007 09:20 Cambium wrote:
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.


can just make it (if A unit attacks B unit and X is between them, increase chances of missing) where X is a doodad.

I'm not a programmer so that might be hard, idk.
Ziel
Profile Blog Joined May 2007
Malaysia241 Posts
September 06 2007 03:49 GMT
#22
Ranged ground units' missiles shouldn't be able to go over buildings (or certain big buildings like CC) to hit units on the other side of the building. Instead the building takes damage. This is probably more easier to impliment since doodad cover is quite situational. But if this is implimented then it'll be very useful in base skirmishes. Hide your SCVs behind the CC fortress so ranged enemy units gotta move around the CC to attack. Makes more more micro perhaps? Plus maybe it'll encourage more strategic base placements.
TheLittleOne Fan Club! Best game to date -> TLI RO4 TLO v Naz http://www.youtube.com/watch?v=91XjX59O-VQ
Cambium
Profile Blog Joined June 2004
United States16368 Posts
September 06 2007 04:00 GMT
#23
On September 06 2007 09:23 XCetron wrote:
Show nested quote +
On September 06 2007 09:20 Cambium wrote:
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.


can just make it (if A unit attacks B unit and X is between them, increase chances of missing) where X is a doodad.

I'm not a programmer so that might be hard, idk.


Yea that makes sense... I was just thinking about how the "height" element could be incorporated..

A lot of physics probably
When you want something, all the universe conspires in helping you to achieve it.
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2007-09-06 14:37:11
September 06 2007 14:35 GMT
#24
Too much realism = bad

Cover in SC2:
[image loading]
I'll call Nada.
sc2rocks
Profile Joined August 2007
Singapore79 Posts
September 07 2007 02:21 GMT
#25
It's good for hiding burrowed ultralisks.
XCetron
Profile Joined November 2006
5225 Posts
September 07 2007 04:07 GMT
#26
On September 07 2007 11:21 sc2rocks wrote:
It's good for hiding burrowed ultralisks.


lol
burrowed ultra would be so imba.

*rines formation moving by*
arggblablgablablalba *ultras unburrow*

scariest thing ever
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