• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:37
CEST 22:37
KST 05:37
  • 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
[ASL21] Ro4 Preview: On Course12Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16
Community News
Code S Season 1 (2026) - RO8 Results1Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !11Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12
StarCraft 2
General
Team Liquid Map Contest #22 - The Finalists Code S Season 1 (2026) - RO8 Results MaNa leaves Team Liquid Weekly Cups (May 4-10): Clem, MaxPax, herO win Code S Season 1 - RO8 Preview
Tourneys
2026 GSL Season 2 Qualifiers Maestros of The Game 2 announcement and schedule ! $5,000 WardiTV Spring Championship 2026 SC2 INu's Battles#16 <BO.9> Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 525 Wheel of Misfortune The PondCast: SC2 News & Results Mutation # 524 Death and Taxes Mutation # 523 Firewall
Brood War
General
Pros React to: TvT Masterclass in FlaSh vs Light vespene.gg — BW replays in browser BGH Auto Balance -> http://bghmmr.eu/ ASL21 Strategy, Pimpest Plays Discussions Flashes ASL S21 Ro8 Review
Tourneys
[ASL21] Semifinals B [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 [ASL21] Semifinals A
Strategy
Fighting Spirit mining rates [G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers Muta micro map competition
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Warcraft III: The Frozen Throne Starcraft Tabletop Miniature Game PC Games Sales Thread
Dota 2
The Story of Wings Gaming
League of Legends
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 Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread European Politico-economics QA Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1836 users

Unit Clumping, AoE and Control Groups

Forum Index > SC2 General
Post a Reply
1 2 Next All
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
March 02 2010 19:28 GMT
#1
This was something that was discussed a lot some time ago - namely i'd like to keep an open mind towards control groups.

At the current time we're seeing a lot of people complaining about a lot of AoE effects. Without a doubt this is because units stack so close together now and all armies are in a huge ball being attack moved into each other.

Am i the only one who feels kind of cheap, having 150 food on 1 control group? Could the quarrel with armies being always clumped up in balls be partly due to the majority of players having all of their army on 1 control group? It's my experience most players do, especially the zerg players.

Now - there are certainly some issues to be solved with glitching ground units, when you have alot of (ground)units they seem to be able to stack together and bug out a bit.

As an example take a look at these screenshots where a zerg players stacks up a lot of speedlings and somehow glitches them through Zealots on hold position.

Unit stacking to glitch through a blocked ramp

Now - there are some issues with the density of armies, this is not only making some AoE abilities too strong, but it is also making a large army less impressive aesthatically.

Somehow the mechanic of units seem to be changed - but in addition, i'd like some cap on control groups.. It doesn't have to be a whole lot, i'm thinking 24 or something in the likes of that, i don't know, i've logged soon 200 games and well, it just feels sort of cheap that 1a2a3a is now 1a.

So, what could be the solution to these issues? I have my reservations about SC2 if this is not addressed somehow.
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
green.at
Profile Blog Joined January 2010
Austria1459 Posts
March 02 2010 19:34 GMT
#2
maybe this will just make room for a new "skill". if you want to play better you have to decide what and how much of it you group together. i wouldn't remove the "unlimited" unit selection because it may come in handy during play.

+its much easier to flank with more groups than just 1 containing all units.
Inputting special characters into chat should no longer cause the game to crash.
Paperkat
Profile Joined July 2009
United Kingdom47 Posts
March 02 2010 19:41 GMT
#3
i dont get why you want blizzard to insert a cap to unit control when splitting your army yourself gives you an advantage over some one who doesnt, like not getting raped by 2 emps/storm/fungal growth on all your units and getting a concave on his units faster
lololol
Profile Joined February 2006
5198 Posts
March 02 2010 19:56 GMT
#4
Units in general should have larger collision sizes.
The models can remain the same size, they'll just have a bit of breathing room.
I'll call Nada.
MorroW
Profile Joined August 2008
Sweden3522 Posts
March 02 2010 19:58 GMT
#5
On March 03 2010 04:56 lololol wrote:
Units in general should have larger collision sizes.
The models can remain the same size, they'll just have a bit of breathing room.

i agree to 100 )
when u clump marines the merge if u zoom in, its lol
Progamerpls no copy pasterino
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
March 02 2010 19:59 GMT
#6
On March 03 2010 04:56 lololol wrote:
Units in general should have larger collision sizes.
The models can remain the same size, they'll just have a bit of breathing room.


I agree, the unit collision size should be a bit larger.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
bendez
Profile Joined February 2010
Canada283 Posts
March 02 2010 20:02 GMT
#7
LOL the only argument that op presented was that it's cheap because it is convenient. 1a is cheap but 1a2a3a is not.

Sad pathetic complaint.
Spawkuring
Profile Joined July 2008
United States755 Posts
March 02 2010 20:09 GMT
#8
I also agree with those proposing an increase in unit collision size. So far I have yet to see any real benefit towards having units cluster up so much.

On the plus side:
- It makes unit pathing a little smarter.

But on the negative side:
- It makes units harder to select, thus negatively impacting micro.
- It hurts visual clarity. Hard to tell units apart when they have no sense of personal space. The fact that explosion effects are even fancier only worsens the problem, since instead of explosions being spread out, they're all concentrated on the unit "ball".
- Makes battles seem less epic. I don't know about you guys, but I loved how battles in SC1 could span across 2-3 screens with mass destruction strewn across the whole battlefield. I'm not a big fan of the whole "two tightly packed balls attacking each other in only one screen" thing that SC2 has going for it.
- Makes spells seem less epic. Since units cluster up, AoE spells have to be nerfed to make up for it, so you end up with smaller psi storms, smaller nukes, and so on. Even if the damage is similar, it makes units "feel" weaker.

So yes, big thumbs up towards anything that would make unit collision size bigger.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
March 02 2010 20:20 GMT
#9
Ewwww the clumping!!!! Its awful and terrible. If there is less clumping, micro will be more prominent as smart players will have to handle thier units more carefully more maximum dps. On the other hand, aoe spells will probably need a bit of a buff to make sure that players who dont split thier armies are not getting rewarded ^_^.
Freezard
Profile Blog Joined April 2007
Sweden1021 Posts
March 02 2010 21:18 GMT
#10
Definitely need more spacing between units. Hard to micro and see clearly, bad for both playing and watching. Put 30 tanks in a clump and siege half of those, then try to distinguish the unsieged ones from the rest. Good luck!

Hint: Sieged turrets are somewhat green, so try look for green stuff.
PredY
Profile Joined September 2009
Czech Republic1731 Posts
March 02 2010 21:23 GMT
#11
yeah i'd like to see more spaces between units too... on the other hand splitting your units and not leave them in a clump requires more skill micro management.
http://www.twitch.tv/czelpredy
julealgon
Profile Joined December 2008
Brazil120 Posts
March 02 2010 21:26 GMT
#12
I think the collision size complaint really has merit here. The way it's now is just too crowded as pointed out, and I have nothing more to say but to agree with every point made after it was brought up here in this thread.

Can some beta player who has access to the official forums post this suggestion there?
Here is hoping God implements save/load in the next version of life
-fj.
Profile Blog Joined April 2009
Samoa462 Posts
Last Edited: 2010-03-02 21:33:16
March 02 2010 21:32 GMT
#13
I wouldn't say that the collision sizes need to be increased so much as the group pathing code needs fixed - units need to try to spread out a bit on thier own.
0rbit
Profile Joined March 2010
Canada15 Posts
March 02 2010 22:05 GMT
#14
Instead of getting rid of unlimited unit selection, which can be really useful, there should be an easy way to create "sub-control groups". I would like to be able to press TAB while I have a control group selected to switch between sub-groups of units that I have previously defined.

For example, while I have some units of a control group selected I could press SHIFT+1 to create "sub-group 1" within that control group. So the units within that control group have now been divided into two groups. Now when I have the main control group selected and hit TAB I get the first sub-group of units that I had defined and if I hit TAB again I get the remaining units. Similarly if I press SHIFT+2 (etc.) I would define subsequent sub-groups.
what
Simple
Profile Blog Joined February 2009
United States801 Posts
March 02 2010 22:13 GMT
#15
the aspects play in with each other.

we get better unit pathing and unit control, but that also means clumping of units. AoE and splash have a smaller role in this game it seems, so clumping isnt as big a problem. especially since most of the time i throw all my units into one control group anyway
starcraft911
Profile Blog Joined July 2008
Korea (South)1263 Posts
March 02 2010 22:16 GMT
#16
I've had a game where I had about 100 3-2 marines and the damage they put out is pretty nuts. They move like a river and do considerably more damage than SC1 marines due to the much improved AI. They are also much more vulnerable to splash though. I think it helps the marines more, however.
LaughingTulkas
Profile Joined March 2008
United States1107 Posts
Last Edited: 2010-03-02 23:49:20
March 02 2010 22:17 GMT
#17
Hadn't seen something like this posted yet, seems like a topic people might care to collect opinions on.


EDIT: SHOULD READ INCREASE!! I'm a moron.
[image loading]

Poll: Should Blizzard increase the collision size of most sc2 units?
(Vote): Yes, they clump up a little too much.
(Vote): No, things are fine as they are.


"I love noobies, they're so happy." -Chill
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
March 02 2010 22:20 GMT
#18
the unit size complain i think is huuuugely valid, being able to block a ramp shouldnt be a strenuous task of placing 4 zealots perfectly, 2 zealots with a few little gaps between them should not be able to fit 2 limbo lines of zerglings thru as it is in the current patch, just by the visuals it appears like they shouldnt be able to do this.
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
lololol
Profile Joined February 2006
5198 Posts
March 02 2010 23:43 GMT
#19
On March 03 2010 07:17 LaughingTulkas wrote:
Hadn't seen something like this posted yet, seems like a topic people might care to collect opinions on.

[image loading]

Poll: Should Blizzard reduce the collision size of most sc2 units?
(Vote): Yes, they clump up a little too much.
(Vote): No, things are fine as they are.




It should be "increase the collision size".
I'll call Nada.
LaughingTulkas
Profile Joined March 2008
United States1107 Posts
March 02 2010 23:49 GMT
#20
On March 03 2010 08:43 lololol wrote:
Show nested quote +
On March 03 2010 07:17 LaughingTulkas wrote:
Hadn't seen something like this posted yet, seems like a topic people might care to collect opinions on.

[image loading]

Poll: Should Blizzard reduce the collision size of most sc2 units?
(Vote): Yes, they clump up a little too much.
(Vote): No, things are fine as they are.




It should be "increase the collision size".


You are correct. I am dumb.
"I love noobies, they're so happy." -Chill
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 6h 23m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ByuN 343
mouzHeroMarine 250
ProTech131
JuggernautJason74
Railgan 67
Livibee 42
EmSc Tv 16
StarCraft: Brood War
Calm 3186
firebathero 86
Noble 49
Dota 2
monkeys_forever298
Counter-Strike
fl0m6768
Fnx 1566
Super Smash Bros
Mew2King62
Heroes of the Storm
Liquid`Hasu324
Other Games
Grubby18945
summit1g4805
singsing2020
FrodaN1380
Beastyqt939
B2W.Neo571
RotterdaM248
C9.Mang0190
KnowMe128
XaKoH 124
UpATreeSC75
Trikslyr58
ToD35
elazer30
ZombieGrub24
ViBE8
sas.Sziky2
Organizations
Other Games
BasetradeTV75
StarCraft 2
angryscii 25
EmSc Tv 16
EmSc2Tv 16
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 19 non-featured ]
StarCraft 2
• 3DClanTV 58
• Adnapsc2 28
• Reevou 3
• mYiSmile13
• Kozan
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Other Games
• imaqtpie1255
• Scarra546
• WagamamaTV281
• Shiphtur250
• tFFMrPink 15
Upcoming Events
Korean StarCraft League
6h 23m
RSL Revival
13h 23m
Clem vs Rogue
Bunny vs Lambo
IPSL
19h 23m
Dewalt vs nOmaD
Ret vs Cross
BSL
22h 23m
Bonyth vs Doodle
Dewalt vs TerrOr
GSL
1d 11h
Cure vs herO
SHIN vs Maru
IPSL
1d 19h
Bonyth vs Napoleon
G5 vs JDConan
BSL
1d 22h
OyAji vs JDConan
DragOn vs TBD
Replay Cast
2 days
Monday Night Weeklies
2 days
Replay Cast
3 days
[ Show More ]
The PondCast
3 days
GSL
4 days
Replay Cast
5 days
GSL
5 days
Replay Cast
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2026-05-14
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
Heroes Pulsing #1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 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

Upcoming

YSL S3
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
WardiTV Spring 2026
2026 GSL S2
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 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.