• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:45
CEST 19:45
KST 02:45
  • 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
Team Liquid Map Contest #22 - The Finalists14[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy21
Community News
2026 GSL Season 1 Qualifiers11Maestros of the Game 2 announced32026 GSL Tour plans announced10Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid20
StarCraft 2
General
Team Liquid Map Contest #22 - The Finalists Weekly Cups (April 6-12): herO doubles, "Villains" prevail MaNa leaves Team Liquid Oliveira Would Have Returned If EWC Continued 2026 GSL Tour plans announced
Tourneys
2026 GSL Season 1 Qualifiers Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) SEL Doubles (SC Evo Bimonthly) $5,000 WardiTV TLMC tournament - Presented by Monster Energy
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 521 Memorable Boss The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power
Brood War
General
ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Pros React To: Tulbo in Ro.16 Group A RepMastered™: replay sharing and analyzer site BW General Discussion
Tourneys
Escore Tournament StarCraft Season 2 [ASL21] Ro16 Group A [ASL21] Ro16 Group B [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books [Manga] One Piece Movie Discussion!
Sports
McBoner: A hockey love story 2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Reappraising The Situation T…
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2568 users

It's over Anakin! - Page 10

Forum Index > SC2 General
Post a Reply
Prev 1 8 9 10 11 12 18 Next All
Audiohelper123
Profile Joined November 2009
80 Posts
Last Edited: 2010-03-04 17:50:37
March 04 2010 17:50 GMT
#181
On March 05 2010 02:32 Rho_ wrote:
Unpredictability (a random event) is key to making something enjoyable to watch. Prime example? March Madness. Would it be nearly as fun if an 11 seed didn't come out and upset a 1 seed every once in a while? No.

Without the threat of an upset, what is the point of watching, unless you're a fan of the favorite? If every win is a build order win, why don't players just declare their BO at the beginning and then decide who wins? The fact that randomness can overcome superior skill and strategy is a good thing, not a bad thing.

so you want 2 ppl to announce their BO and then we have them pick a ticket out of a hat to see the extra % they get for their build to win and we have refs decide if thats enough for the worse bo to win. Either that or we can have macro/macro/strategy come into play after both players do their BO
EGLzGaMeR
Profile Blog Joined February 2007
United States1867 Posts
March 04 2010 17:51 GMT
#182
100% agree Geoff..
Gem me that randomness~

DJEtterStyle
Profile Blog Joined October 2003
United States2766 Posts
March 04 2010 17:53 GMT
#183
I'd take things a step further. The high ground mechanic needs to be changed -- absolutely, and for me to agree so strongly with InControl is a bit jarring -- but in general, SC2 lacks the all-important defender's advantage you see in pretty much all strategy games. Static defense is too weak, buildings fall too quickly, unit AI and bunching are so good that choke points and ramps have little tactical significance, and too few units have abilities that reward a defensive posture, with the most obvious example being the siege tank. Lurkers and spider mines, reavers and high templar added a major tactical element to SC1 because of their distinct lack of mobility.

We're seeing Starcraft 2 reduced to a lot of one-base play because it only takes the most minute of opportunities to win a game. A meaningful defender's advantage would open up a wealth of new, viable openings and make the game vastly more competitive and fun.
Rho_
Profile Blog Joined January 2009
United States971 Posts
March 04 2010 17:54 GMT
#184
On March 05 2010 02:50 Audiohelper123 wrote:
Show nested quote +
On March 05 2010 02:32 Rho_ wrote:
Unpredictability (a random event) is key to making something enjoyable to watch. Prime example? March Madness. Would it be nearly as fun if an 11 seed didn't come out and upset a 1 seed every once in a while? No.

Without the threat of an upset, what is the point of watching, unless you're a fan of the favorite? If every win is a build order win, why don't players just declare their BO at the beginning and then decide who wins? The fact that randomness can overcome superior skill and strategy is a good thing, not a bad thing.

so you want 2 ppl to announce their BO and then we have them pick a ticket out of a hat to see the extra % they get for their build to win and we have refs decide if thats enough for the worse bo to win. Either that or we can have macro/macro/strategy come into play after both players do their BO



No, I'm saying that that is exactly what I don't want. I'm saying that there needs to be an element of unpredictability in addition to macro/micro/strategy. Sick mine drags, reaver shots, etc make the game more exciting, and they add another dimension to the game.
Pyrrhuloxia
Profile Blog Joined May 2008
United States6700 Posts
March 04 2010 17:55 GMT
#185
Taking out randomness is fine with me. Why can't they make things do 70% damage uphill instead of hitting 70% of the time?
Audiohelper123
Profile Joined November 2009
80 Posts
Last Edited: 2010-03-04 17:57:50
March 04 2010 17:57 GMT
#186
On March 05 2010 02:54 Rho_ wrote:
Show nested quote +
On March 05 2010 02:50 Audiohelper123 wrote:
On March 05 2010 02:32 Rho_ wrote:
Unpredictability (a random event) is key to making something enjoyable to watch. Prime example? March Madness. Would it be nearly as fun if an 11 seed didn't come out and upset a 1 seed every once in a while? No.

Without the threat of an upset, what is the point of watching, unless you're a fan of the favorite? If every win is a build order win, why don't players just declare their BO at the beginning and then decide who wins? The fact that randomness can overcome superior skill and strategy is a good thing, not a bad thing.

so you want 2 ppl to announce their BO and then we have them pick a ticket out of a hat to see the extra % they get for their build to win and we have refs decide if thats enough for the worse bo to win. Either that or we can have macro/macro/strategy come into play after both players do their BO



No, I'm saying that that is exactly what I don't want. I'm saying that there needs to be an element of unpredictability in addition to macro/micro/strategy. Sick mine drags, reaver shots, etc make the game more exciting, and they add another dimension to the game.

I know but you made it sound like without randomness its just BO vs BO which might actually be true in sc2 since they removed the majority of what was skill in bw
CowGoMoo
Profile Joined December 2006
United States428 Posts
March 04 2010 17:58 GMT
#187
I would love to see a more powerful high ground advantage especially for the mid-late game stages of the game.
Teejing
Profile Joined January 2009
Germany1360 Posts
March 04 2010 17:59 GMT
#188
On March 05 2010 02:55 Pyrrhuloxia wrote:
Taking out randomness is fine with me. Why can't they make things do 70% damage uphill instead of hitting 70% of the time?


The problem is that because of the armor system units with lower damage could become a lot more weakened than units with higher damage.
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
March 04 2010 18:01 GMT
#189
On March 04 2010 19:55 StormsInJuly wrote:
Randomness has no place in starcraft, never has and never will. This change is a big improvement over the original in my opinion, and gives you more options as a defender if you can take out the units giving your opponent vision uphill


Play him off, keyboard cat....
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
sushiman
Profile Joined September 2003
Sweden2691 Posts
March 04 2010 18:01 GMT
#190
The random element regarding cliffs worked fine in BW, I can't believe people would argue against this. And, as DefMatrixUltra mentioned, the randomness is something anyone who have played BW for some time will be able to take into consideration and adapt to; players with any experience will be able to know just how many goons are needed to take out a bunch of tanks on a cliff and when they should retreat. The amount of casualties may vary, but making an estimate isn't that hard.

Randomness can be gamebreaking of course, as with random items in WC3, but considering positional advantage in SC is all about the players getting in that situation in the first place, it really can't be compared to random things that really do break the game.
Hit% or some similar mechanic should be in the game - not rewarding positional advantage more than it currently does really takes away a lot of the strategic elements.
1000 at least.
mOnion
Profile Blog Joined August 2009
United States5657 Posts
March 04 2010 18:05 GMT
#191
On March 05 2010 02:58 CowGoMoo wrote:
I would love to see a more powerful high ground advantage especially for the mid-late game stages of the game.


COWGOMOO AGREES

/thread

but really i agree with inc, they really need to bring it back to the way it was.
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
talismania
Profile Blog Joined December 2007
United States2364 Posts
March 04 2010 18:15 GMT
#192
out of curiosity:

[image loading]

Poll: High ground advantage system
(Vote): Miss Chance
(Vote): Damage Reduction
(Vote): No Change
(Vote): Other
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
March 04 2010 18:16 GMT
#193
On March 05 2010 02:53 DJEtterStyle wrote:
I'd take things a step further. The high ground mechanic needs to be changed -- absolutely, and for me to agree so strongly with InControl is a bit jarring -- but in general, SC2 lacks the all-important defender's advantage you see in pretty much all strategy games. Static defense is too weak, buildings fall too quickly, unit AI and bunching are so good that choke points and ramps have little tactical significance, and too few units have abilities that reward a defensive posture, with the most obvious example being the siege tank. Lurkers and spider mines, reavers and high templar added a major tactical element to SC1 because of their distinct lack of mobility.

We're seeing Starcraft 2 reduced to a lot of one-base play because it only takes the most minute of opportunities to win a game. A meaningful defender's advantage would open up a wealth of new, viable openings and make the game vastly more competitive and fun.


This post pretty much sumarize the biggest issues with starcraft 2 at this point.
"trash micro but win - its marine" MC commentary during HSC 4
Undisputed-
Profile Blog Joined September 2008
United States379 Posts
March 04 2010 18:16 GMT
#194
In WoW pvp they took steps have RNG take less effect. I think that's what they were going for. Maybe instead of making shots miss uphill they should just reduce damage by the % of what the miss should be. Say if miss rate was 50% shooting uphill, instead of shots missing just reduce damage by 50%.
Underlying most arguments against the free market is a lack of belief in freedom itself.
GGQ
Profile Blog Joined July 2008
Canada2653 Posts
March 04 2010 18:20 GMT
#195
On March 05 2010 03:16 Senx wrote:
Show nested quote +
On March 05 2010 02:53 DJEtterStyle wrote:
I'd take things a step further. The high ground mechanic needs to be changed -- absolutely, and for me to agree so strongly with InControl is a bit jarring -- but in general, SC2 lacks the all-important defender's advantage you see in pretty much all strategy games. Static defense is too weak, buildings fall too quickly, unit AI and bunching are so good that choke points and ramps have little tactical significance, and too few units have abilities that reward a defensive posture, with the most obvious example being the siege tank. Lurkers and spider mines, reavers and high templar added a major tactical element to SC1 because of their distinct lack of mobility.

We're seeing Starcraft 2 reduced to a lot of one-base play because it only takes the most minute of opportunities to win a game. A meaningful defender's advantage would open up a wealth of new, viable openings and make the game vastly more competitive and fun.


This post pretty much sumarize the biggest issues with starcraft 2 at this point.


Yeah this is exactly what I've been thinking as I watch SC2.
RandomAccount#49059
Profile Blog Joined June 2009
United States2140 Posts
March 04 2010 18:22 GMT
#196
--- Nuked ---
lololol
Profile Joined February 2006
5198 Posts
March 04 2010 18:26 GMT
#197
On March 05 2010 03:22 stormtemplar wrote:
TO the person worried about extremes such as 20 goons not killing a tank in three shotss each the chances of this even in 1 out of over a trillion or nigh impossible if I calculate correctly.


It was Idra and he gave extreme examples to illustrate his case and not because there's a problem with the highly unlikely and extreme situations, the problem is that in fairly even situations luck will decide the outcome.
I'll call Nada.
Slow Motion
Profile Blog Joined July 2009
United States6960 Posts
March 04 2010 18:29 GMT
#198
On March 05 2010 03:22 stormtemplar wrote:
TO the person worried about extremes such as 20 goons not killing a tank in three shotss each the chances of this even in 1 out of over a trillion or nigh impossible if I calculate correctly.

This. Realize that there will be more "randomness" when there are only a few units firing a few shots, but in a large army engagement the miss percentage will probably be very close to whatever miss chance they set it at.

I really like that this forces you to approach attacking with a small number of units and a large army up high ground differently. And this avoids the issues with damage reduction that others already brought up. That's why I say keep the miss chance mechanic (but maybe tinker with the actual percentage).
Slow Motion
Profile Blog Joined July 2009
United States6960 Posts
March 04 2010 18:33 GMT
#199
On March 05 2010 03:26 lololol wrote:
Show nested quote +
On March 05 2010 03:22 stormtemplar wrote:
TO the person worried about extremes such as 20 goons not killing a tank in three shotss each the chances of this even in 1 out of over a trillion or nigh impossible if I calculate correctly.


It was Idra and he gave extreme examples to illustrate his case and not because there's a problem with the highly unlikely and extreme situations, the problem is that in fairly even situations luck will decide the outcome.

It depends on the situation. If you have a 1 on 1 goon tank battle, then yeah there will be a lot of "luck," or deviation from the miss chance. In an even engagement of lots of units firing lots of shots, "luck" will probably play a very small role. Think about flipping a coin 5 times as opposed to 50 times.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
March 04 2010 18:35 GMT
#200
On March 05 2010 02:59 Teejing wrote:
Show nested quote +
On March 05 2010 02:55 Pyrrhuloxia wrote:
Taking out randomness is fine with me. Why can't they make things do 70% damage uphill instead of hitting 70% of the time?


The problem is that because of the armor system units with lower damage could become a lot more weakened than units with higher damage.


You can easily fix that by reducing the damage after armor was subtracted.
If you have a good reason to disagree with the above, please tell me. Thank you.
Prev 1 8 9 10 11 12 18 Next All
Please log in or register to reply.
Live Events Refresh
Big Brain Bouts
16:00
#112
Scarlett vs SpiritLIVE!
Serral vs herO
RotterdaM1386
IndyStarCraft 191
Liquipedia
OSC
15:00
King of the Hill #244
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1386
IndyStarCraft 191
StarCraft: Brood War
Mini 432
Soma 385
actioN 171
Rush 141
Soulkey 125
Sexy 118
Dewaltoss 106
ToSsGirL 102
PianO 88
Aegong 70
[ Show more ]
Hyun 47
Rock 35
Terrorterran 26
Hm[arnc] 16
Noble 9
eros_byul 1
Dota 2
qojqva2452
Counter-Strike
fl0m4545
olofmeister1874
kRYSTAL_32
Super Smash Bros
Mew2King68
Heroes of the Storm
Liquid`Hasu4
Other Games
Gorgc3523
Grubby2199
FrodaN1467
Beastyqt486
ceh9479
ArmadaUGS176
C9.Mang0168
Trikslyr152
KnowMe78
QueenE61
sas.Sziky20
MindelVK19
Organizations
Other Games
BasetradeTV410
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• StrangeGG 74
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• FirePhoenix13
• HerbMon 8
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV471
League of Legends
• Nemesis3101
• TFBlade1548
Other Games
• imaqtpie627
• Shiphtur226
Upcoming Events
Korean StarCraft League
9h 16m
CranKy Ducklings
16h 16m
WardiTV Map Contest Tou…
17h 16m
IPSL
22h 16m
WolFix vs nOmaD
dxtr13 vs Razz
BSL
1d 1h
UltrA vs KwarK
Gosudark vs cavapoo
dxtr13 vs HBO
Doodle vs Razz
Patches Events
1d 4h
CranKy Ducklings
1d 6h
Sparkling Tuna Cup
1d 16h
WardiTV Map Contest Tou…
1d 17h
Ladder Legends
1d 21h
[ Show More ]
BSL
2 days
StRyKeR vs rasowy
Artosis vs Aether
JDConan vs OyAji
Hawk vs izu
IPSL
2 days
JDConan vs TBD
Aegong vs rasowy
Replay Cast
2 days
Wardi Open
2 days
Afreeca Starleague
2 days
Bisu vs Ample
Jaedong vs Flash
Monday Night Weeklies
2 days
RSL Revival
3 days
Afreeca Starleague
3 days
Barracks vs Leta
Royal vs Light
WardiTV Map Contest Tou…
3 days
RSL Revival
4 days
Replay Cast
5 days
The PondCast
5 days
WardiTV Map Contest Tou…
5 days
Replay Cast
6 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2026-04-16
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Escore Tournament S2: W3
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W4
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
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 © 2026 TLnet. All Rights Reserved.