• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:27
CEST 19:27
KST 02:27
  • 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
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Balance hotfix patch 5.0.16b (July 16)26Reynor: GSL Loss Wasn't About Preparation Format16[IPSL] Spring 2026 Grand Finals - This Weekend!5Weekly Cups (July 6 - 12): Protoss strike back12BSL Season 22 Full Overview & Conclusion8
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) [D] Wireframe Casting Removed Clem: "I don't have that much hope in Blizzard" Reynor: GSL Loss Wasn't About Preparation Format Is the larve respawn broken?
Tourneys
Master Swan Open (Global Bronze-Master 2) WardiTV Summer Cup 2026 GSL CK #5 Race War RSL Revival: Season 6 - Qualifiers and Main Event HomeStory Cup 29
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together Mutation # 532 Nuclear Family
Brood War
General
BW General Discussion Recent recommended BW games Recommended FPV games (post-KeSPA) Etiquete rules in Asl? Pros Debate: Zerg Unfairly Nerfed? (ASL S22 map)
Tourneys
Escore Tournament - Season 3 Small VOD Thread 2.0 [IPSL] Spring 2026 Grand Finals - This Weekend! [Megathread] Daily Proleagues
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies
Other Games
General Games
General RTS Discussion Thread Path of Exile Nintendo Switch Thread Beyond All Reason Stormgate/Frost Giant Megathread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Series you have seen recently...
Sports
2024 - 2026 Football Thread MLB/Baseball 2023 McBoner: A hockey love story Tennis[sport] Formula 1 Discussion
World Cup 2022
Tech Support
Simple Questions Simple Answers FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard?
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
Poker (part 2)
Nebuchad
The Experiences We Want and …
TrAiDoS
An Exploration of th…
waywardstrategy
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8058 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
#122
SHIN vs Elazer
Percival vs Nicoract
Reynor vs Lambo
RotterdaM908
Liquipedia
Epic.LAN
13:00
Epic.LAN 48 Group Stage
epiclan54
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 908
UpATreeSC 118
mouzHeroMarine 110
Livibee 80
BRAT_OK 62
RushiSC 36
MindelVK 12
StarCraft: Brood War
GuemChi 2013
Rain 1917
Mini 802
EffOrt 683
BeSt 457
ZerO 264
Rush 216
Larva 201
firebathero 152
ggaemo 144
[ Show more ]
Dewaltoss 112
hero 82
Sharp 58
Free 46
soO 43
Sexy 41
sorry 32
Hm[arnc] 28
Terrorterran 26
Rock 19
NaDa 14
ajuk12(nOOB) 10
Yoon 9
Dota 2
qojqva3737
Fuzer 95
Counter-Strike
fl0m1500
ScreaM1074
byalli858
allub375
Heroes of the Storm
Trikslyr140
Other Games
singsing2002
Beastyqt538
B2W.Neo502
XaKoH 181
ToD98
QueenE64
Grubby46
ZerO(Twitch)17
Organizations
Other Games
gamesdonequick2294
StarCraft 2
TaKeTV402
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Michael_bg 6
• 80smullet 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• TFBlade1215
Other Games
• imaqtpie472
• Shiphtur403
Upcoming Events
Replay Cast
6h 34m
RSL Revival
15h 34m
Clem vs Lambo
Scarlett vs Cure
CranKy Ducklings
16h 34m
Epic.LAN
19h 34m
IPSL
22h 34m
Dragon vs Hawk
RSL Revival
1d 15h
Classic vs Trap
herO vs SHIN
Sparkling Tuna Cup
1d 16h
OSC
1d 19h
IPSL
1d 22h
Bonyth vs Ret
WardiTV Weekly
2 days
[ Show More ]
Monday Night Weeklies
2 days
PiGosaur Cup
4 days
The PondCast
4 days
Replay Cast
5 days
CrankTV Team League
5 days
Replay Cast
6 days
CrankTV Team League
6 days
Liquipedia Results

Completed

Proleague 2026-07-13
HSC XXIX
Eternal Conflict S2 E2

Ongoing

IPSL Spring 2026
Acropolis #4
YSL S3
CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
Escore Tournament S3: W3
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026

Upcoming

ASL S22 SEASON OPEN Day 1
Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
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.