• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:12
CEST 13:12
KST 20:12
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
HomeStory Cup 27 - Info & Preview17Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6Code S RO8 Preview: herO, Zoun, Bunny, Classic7
Community News
FEL Cracov 2025 (July 27) - $8000 live event13Esports World Cup 2025 - Final Player Roster12Weekly Cups (June 16-22): Clem strikes back1Weekly Cups (June 9-15): herO doubles on GSL week4Firefly suspended by EWC, replaced by Lancer12
StarCraft 2
General
How does the number of casters affect your enjoyment of esports? The SCII GOAT: A statistical Evaluation Hybrid setting keep reverting. HomeStory Cup 27 - Info & Preview Esports World Cup 2025 - Final Player Roster
Tourneys
SOOPer7s Showmatches 2025 HomeStory Cup 27 (June 27-29) FEL Cracov 2025 (July 27) - $8000 live event $200 Biweekly - StarCraft Evolution League #1 RSL: Revival, a new crowdfunded tournament series
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers [G] Darkgrid Layout
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady Mutation # 476 Charnel House
Brood War
General
Unit and Spell Similarities BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion ASL20 Preliminary Maps NaDa's Body
Tourneys
[Megathread] Daily Proleagues [BSL20] ProLeague LB Final - Saturday 20:00 CET Small VOD Thread 2.0 [ASL19] Grand Finals
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread Korean Music Discussion
Sports
NBA General Discussion 2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Blog #2
tankgirl
Game Sound vs. Music: The Im…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Customize Sidebar...

Website Feedback

Closed Threads



Active: 775 users

Cover and camouflage in Starcraft 1&2

Forum Index > SC2 General
Post a Reply
Normal
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
Belgium6768 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 States2933 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
5226 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
5226 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
Normal
Please log in or register to reply.
Live Events Refresh
HomeStory Cup
11:00
XXVII: Day 3
sOs vs uThermal
Lambo vs ShoWTimE
Zoun vs HeRoMaRinE
Ryung vs Babymarine
CranKy Ducklings87
3DClanTV 45
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Rex 78
IndyStarCraft 61
MindelVK 5
StarCraft: Brood War
Britney 6160
Calm 5298
Sea 5074
Horang2 1406
Flash 524
BeSt 479
Shuttle 412
EffOrt 329
Stork 250
Leta 225
[ Show more ]
Last 213
ToSsGirL 131
Hyuk 128
Soma 120
Soulkey 103
Shinee 73
Killer 55
TY 52
Mind 44
sas.Sziky 36
sorry 23
Yoon 23
scan(afreeca) 20
ajuk12(nOOB) 19
Barracks 16
Noble 15
zelot 12
SilentControl 12
IntoTheRainbow 11
Movie 10
Icarus 9
ivOry 7
Sea.KH 5
eros_byul 0
Dota 2
Gorgc5810
XaKoH 504
XcaliburYe381
Fuzer 306
Counter-Strike
x6flipin541
Super Smash Bros
Mew2King107
Westballz60
Heroes of the Storm
Khaldor310
Other Games
singsing1741
DeMusliM410
B2W.Neo387
Pyrionflax286
Organizations
Dota 2
PGL Dota 2 - Main Stream19881
StarCraft 2
TaKeTV 1865
ComeBackTV 312
StarCraft: Brood War
CasterMuse 24
lovetv 18
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 11 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 4855
Upcoming Events
BSL: ProLeague
6h 48m
Replay Cast
1d 12h
Replay Cast
1d 22h
WardiTV European League
2 days
The PondCast
2 days
RSL Revival
3 days
WardiTV European League
4 days
RSL Revival
4 days
FEL
5 days
Korean StarCraft League
5 days
[ Show More ]
CranKy Ducklings
5 days
RSL Revival
5 days
FEL
6 days
Sparkling Tuna Cup
6 days
RSL Revival
6 days
Liquipedia Results

Completed

Rose Open S1
2025 GSL S2
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
HSC XXVII
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.