[D] What changes could help with death balls? - Page 4
Forum Index > StarCraft 2 HotS |
benzcity07
United States79 Posts
| ||
Alex1Sun
494 Posts
On October 09 2012 05:29 benzcity07 wrote: Really love the attention brought to this thread, definitely think a better high ground advantage mechanic is necessary. If this happens then hopefully comes units and balances that can take advantage of it (ie tank buff). And finally hopefully opens up the options map makers have, ideally shifting towards the requirement to take more expansions than just 2 or 3 in a single game. benzcity07, I'm just curious, what do you think would be the best way to implement high ground advantage? | ||
XenoX101
Australia729 Posts
If you really want to change the way units path in a predictable manner, then just let the player draw a line with the attack move command that scales the units existing position against the line. This way players can choose between a small or large amount of spread simply by drawing a small or large line. Obviously this reduces the skill gap of spreading your units, but that is no different than the unit pathing suggestion. Also as a reminder you can still get a good spread of units by box selecting small groups of units and attack moving in a shape that mimics this kind of line; though it is obviously less effective and precise, it does require considerably more micro and thought in how your units are going to line up than any unit pathing automation suggestions. Here's a picture of what I mean by all this. | ||
Zanno
United States1484 Posts
On October 09 2012 14:45 XenoX101 wrote: The unit pathing suggestion is a bad idea. That's basically asking the game to move your units in an illogical manner, because the units will no longer be trying to move precisely to the point you click, but only to the general area of the destination; I can only see this causing frustration among players about their units not going precisely where they want to go. If you really want to change the way units path in a predictable manner, then just let the player draw a line with the attack move command that scales the units existing position against the line. This way players can choose between a small or large amount of spread simply by drawing a small or large line. Obviously this reduces the skill gap of spreading your units, but that is no different than the unit pathing suggestion. Also as a reminder you can still get a good spread of units by box selecting small groups of units and attack moving in a shape that mimics this kind of line; though it is obviously less effective and precise, it does require considerably more micro and thought in how your units are going to line up than any unit pathing automation suggestions. Here's a picture of what I mean by all this. that's exactly what the variable in the data editor i posted does it controls the size of the "magic boxes" which determine if your army is going to converge on one spot or move parallel to each other apparently the size of the magic boxes are the same from sc1 to sc2, but the thing is when box selecting more than 12 units at once in sc1, the game would do the best it could to pick a chunk of units that all existed within a single magic box furthermore because of the widescreen, and 3d angle, the game feels a lot more zoomed out. so a 6x6 grid feels a lot smaller even if the game engine considers it the same length of space so they should really bump the magic boxes up so that they feel proportionately the same to sc1. if you just 1a your army across the map, it will still ball up, but right now as engagements currently go, because of how fast you can hit max in this game, you could easily have all 10 keys bound to a small control group and your units will still be converging | ||
XenoX101
Australia729 Posts
| ||
NATO
United States459 Posts
Really the best change would just be replacing the colossus with something. Reaver is the obvious answer, but Blizzard has shown they can actually add back the mechanics needed in new ways (i.e., swarm host and the new widow mine are surprisingly dynamic units). | ||
NATO
United States459 Posts
On October 09 2012 14:45 XenoX101 wrote: The unit pathing suggestion is a bad idea. That's basically asking the game to move your units in an illogical manner, because the units will no longer be trying to move precisely to the point you click, but only to the general area of the destination; I can only see this causing frustration among players about their units not going precisely where they want to go. If you really want to change the way units path in a predictable manner, then just let the player draw a line with the attack move command that scales the units existing position against the line. This way players can choose between a small or large amount of spread simply by drawing a small or large line. Obviously this reduces the skill gap of spreading your units, but that is no different than the unit pathing suggestion. Also as a reminder you can still get a good spread of units by box selecting small groups of units and attack moving in a shape that mimics this kind of line; though it is obviously less effective and precise, it does require considerably more micro and thought in how your units are going to line up than any unit pathing automation suggestions. Here's a picture of what I mean by all this. It's actually quite intuitive, and you get the capabilities of both bunching and keeping formation in sensible fashions. If you click far away, they move in formation, but within the magic box they bunch up. This actually matches more intuitively of what you want your army to do, while also adding core tactical mechanics to the game. | ||
Alex1Sun
494 Posts
On October 09 2012 19:43 NATO wrote: As is indicated in the highest thing in the poll, the new widow mine is doing surprisingly well in at least partially fixing the deathball problem. Though once colossus are out it kind of becomes worthless. Really the best change would just be replacing the colossus with something. Reaver is the obvious answer, but Blizzard has shown they can actually add back the mechanics needed in new ways (i.e., swarm host and the new widow mine are surprisingly dynamic units). I fully support this notion. Actually I like how colossus looks (it seems to fit protoss lore and style much better than reaver). I dislike how it plays, but there are quite a few ways to make colossus much more interesting and less death-bally unit and still retain its looks and style: for example change their attack to be stronger, slower, semi-dodgable and follow a figure different from the horizontal line. | ||
Alex1Sun
494 Posts
On October 09 2012 14:45 XenoX101 wrote: The unit pathing suggestion is a bad idea. That's basically asking the game to move your units in an illogical manner, because the units will no longer be trying to move precisely to the point you click, but only to the general area of the destination; I can only see this causing frustration among players about their units not going precisely where they want to go. If you really want to change the way units path in a predictable manner, then just let the player draw a line with the attack move command that scales the units existing position against the line. This way players can choose between a small or large amount of spread simply by drawing a small or large line. Obviously this reduces the skill gap of spreading your units, but that is no different than the unit pathing suggestion. Also as a reminder you can still get a good spread of units by box selecting small groups of units and attack moving in a shape that mimics this kind of line; though it is obviously less effective and precise, it does require considerably more micro and thought in how your units are going to line up than any unit pathing automation suggestions. Here's a picture of what I mean by all this. + Show Spoiler + Thanks, it sounds kinda reasonable. I would be happy to see such an option | ||
MasterCynical
505 Posts
Someone made a custom map where they implemented this a few months ago, just seach modified movement. http://www.teamliquid.net/forum/viewmessage.php?topic_id=349968 All that was different was that units tended to move in lines when going through chokes and around corners rather than a blob. This change would require for you to pre-split your ball in order for it to be effective, most players tend to ball their units up on purpose. Although it was a good idea, it turned out to have little impact on the protoss deathball. Also, put a damn spoiler tag on that big image. | ||
Don.681
Philippines189 Posts
Linking the video so everyone sees. Much better unit movement if the game setting "Formation Diameter" is set to 50. Yes! This is not a mod, just one setting in the game! Easily put in one patch and just as easily reverted. Might not even need a patch download! If you like it, +1 and request for sticky this Bnet Thread. | ||
Alex1Sun
494 Posts
On October 15 2012 18:57 Don.681 wrote: + Show Spoiler + http://youtu.be/vgkCx-1VUtU Linking the video so everyone sees. Much better unit movement if the game setting "Formation Diameter" is set to 50. Yes! This is not a mod, just one setting in the game! Easily put in one patch and just as easily reverted. Might not even need a patch download! If you like it, +1 and request for sticky this Bnet Thread. Wow! That's a really cool video! Thank you, Don.681! | ||
Christ the Redeemer
Brazil161 Posts
| ||
bokeevboke
Singapore1674 Posts
More or less I don't think the problem is the deathball itself, rather what forces us to use deathball. Answer being very simple: There is no workaround to deathball in sc2, the only answer to deathball is a bigger deathball or lose the game. Everyone agrees on that. My opinion OP's suggestions: + Show Spoiler + 1.Stronger positional units for better space control: game will become a 1-hour turtlefest. Which will boring be positioning and repositioning. 2. Different unit pathing: Meaning artificially mess up AI, not a good solution. But less clumping would help a bit. 3. New units with huge AOE and low DPS: HT, Infestors, Tank, Ghosts are all AOE, but they all got NERFED! why? because they were op, kill stuff too fast. 4. Stronger existing units with AOE: Make HT, Infestors, Tank, Ghosts op again, no pls. 5. Different map pool: 2,5 years with vast amount of different sets of maps didn't change deathballs. I doubt it'll help ever. 6.Highground advantage: Not sure about this, plus it puts lots restrictions on mapmaking. 7. Reduced unit supply costs / larger armies: Even bigger death ball!!! LOL! 8. Limited unit selection: Again, artificially limiting players capabilites? Lets remove unit ctrl binding that will be fun. NO. 10. More overkill: Change design of attack projectiles and animation timings? This is a bit too extreme. 11. Improved targeting AI for AOE units: this is ambigous. Plus it will make Colossi even more deadly. Before I throw my theory at you, lets break down deathball. What makes deathball a DEATHBALL? Here are factors: 1. Its invincible, it can't be weakened by anything, except another deathball (which is by far our problem). 2. It doesn't need sustain. Simply put when you get your 200/200 army with 3/3 upgrades you don't care if you have any income. you can walk over entire map and kill everything the enemy has. In the above listing factor 1 greatly contributes to factor 2. So we can narrow it down to one problem: INVINCIBILITY. Its very simple, once you get some sort of deathball (say 4 colossi+gateway units) you don't take any damage unless opponet throws same amount of units at you. Now imagine this: what if opponent could wear your ball down, with less but frequent attacking army (Everytime he attacks, he kills some gateway units). Obviously your ball weakens and you need too pour some fresh blood in it, therefore you need a healthy economy. What if, the opponent who was wearing down your deathball was dropping in to your base and killing workers same time. You lose. This is pretty much all we need, make balls less invincible and it should require sustain. So one and only problem is: why balls can't be weakened by constantly attacking forces in todays' sc2??? Because they kill stuff too fast. Everything you throw at the ball gets vaporized in seconds with no damage done. Simply put, balls have too much damage output a.k.a Terrible damage syndrome (the term we used to use back in the days). But seriously when you think of terrible damage output all problems start to make sense: You can't fight enemy ball if you have less supply army, if you do you outright lose the game, because your damage to ball is minimal. Hence you have to keep your army together all the time. And only option is ball to ball fight. If you look through SC2 patching history damage has always been nerfed, you can see the pattern, but maybe its only tip of the iceberg, did we nerf them enough? All we know is we found some balance between units, but they still do too much damage to each other. Blizzard just left it there. TL DR My solution is to lessen overall damage of all units, so that: Death balls won't be invincible, and can be weakened with lesser forces. Harassing economy will be more impactful, since deathballs will require sustain. Big fights are microable, and positioning is very much relevant. Breaking up your army and attacking multiple locations will be much better option, since attacking with a single ball could be inefficient, ball will be weakened and slowed down by constant skirmishes. | ||
osiris17
United States165 Posts
| ||
bole
Serbia164 Posts
| ||
Holy_AT
Austria978 Posts
* If you want to void it for the casual gamer, meaning lowmasters to bronce, just let the camera zoom out more so these people have an easier strategic view. * Increase the sight range and make offensive and defensive scouting easier. * Armies have to have the options to retreat faster from a battle. So you can fait an attack somewhere while attacking with a smaller amount of units somewhere else. The distance between bases has to increase (in correspondance with the scouting options). Have you ever seen a terran building a forward base meaning production facilities to feinforce his army faster ? No because the distances are to small to even matter. More supplier, greater distances between bases, lesser chokes and more open ares between the bases and better scouting options would decrease the deathball likelyness in my opinion. If you have a small map where you just need to scroll half a screen or a screnn to the side to be in your second base, that encourages a huge deathball that just sweeps to all your bases. Spacial control is only important if there is really space to beginn with. | ||
Alex1Sun
494 Posts
On October 16 2012 04:47 Holy_AT wrote: The question remains for what kind of players do you want to avoid the deathball syndrome ? * If you want to void it for the casual gamer, meaning lowmasters to bronce, just let the camera zoom out more so these people have an easier strategic view. * Increase the sight range and make offensive and defensive scouting easier. * Armies have to have the options to retreat faster from a battle. So you can fait an attack somewhere while attacking with a smaller amount of units somewhere else. The distance between bases has to increase (in correspondance with the scouting options). Have you ever seen a terran building a forward base meaning production facilities to feinforce his army faster ? No because the distances are to small to even matter. More supplier, greater distances between bases, lesser chokes and more open ares between the bases and better scouting options would decrease the deathball likelyness in my opinion. If you have a small map where you just need to scroll half a screen or a screnn to the side to be in your second base, that encourages a huge deathball that just sweeps to all your bases. Spacial control is only important if there is really space to beginn with. Thanks, that's interesting. I didn't think about better scouting before. So this can be easily realized via bigger open maps with more xel-naga towers, right? | ||
Alex1Sun
494 Posts
On October 15 2012 22:54 bokeevboke wrote: I was in the process of creating this topic (death ball problem) for week now. Seems I wasted my time I'll just summarize it here. More or less I don't think the problem is the deathball itself, rather what forces us to use deathball. Answer being very simple: There is no workaround to deathball in sc2, the only answer to deathball is a bigger deathball or lose the game. Everyone agrees on that. My opinion OP's suggestions: + Show Spoiler + 1.Stronger positional units for better space control: game will become a 1-hour turtlefest. Which will boring be positioning and repositioning. 2. Different unit pathing: Meaning artificially mess up AI, not a good solution. But less clumping would help a bit. 3. New units with huge AOE and low DPS: HT, Infestors, Tank, Ghosts are all AOE, but they all got NERFED! why? because they were op, kill stuff too fast. 4. Stronger existing units with AOE: Make HT, Infestors, Tank, Ghosts op again, no pls. 5. Different map pool: 2,5 years with vast amount of different sets of maps didn't change deathballs. I doubt it'll help ever. 6.Highground advantage: Not sure about this, plus it puts lots restrictions on mapmaking. 7. Reduced unit supply costs / larger armies: Even bigger death ball!!! LOL! 8. Limited unit selection: Again, artificially limiting players capabilites? Lets remove unit ctrl binding that will be fun. NO. 10. More overkill: Change design of attack projectiles and animation timings? This is a bit too extreme. 11. Improved targeting AI for AOE units: this is ambigous. Plus it will make Colossi even more deadly. Before I throw my theory at you, lets break down deathball. What makes deathball a DEATHBALL? Here are factors: 1. Its invincible, it can't be weakened by anything, except another deathball (which is by far our problem). 2. It doesn't need sustain. Simply put when you get your 200/200 army with 3/3 upgrades you don't care if you have any income. you can walk over entire map and kill everything the enemy has. In the above listing factor 1 greatly contributes to factor 2. So we can narrow it down to one problem: INVINCIBILITY. Its very simple, once you get some sort of deathball (say 4 colossi+gateway units) you don't take any damage unless opponet throws same amount of units at you. Now imagine this: what if opponent could wear your ball down, with less but frequent attacking army (Everytime he attacks, he kills some gateway units). Obviously your ball weakens and you need too pour some fresh blood in it, therefore you need a healthy economy. What if, the opponent who was wearing down your deathball was dropping in to your base and killing workers same time. You lose. This is pretty much all we need, make balls less invincible and it should require sustain. So one and only problem is: why balls can't be weakened by constantly attacking forces in todays' sc2??? Because they kill stuff too fast. Everything you throw at the ball gets vaporized in seconds with no damage done. Simply put, balls have too much damage output a.k.a Terrible damage syndrome (the term we used to use back in the days). But seriously when you think of terrible damage output all problems start to make sense: You can't fight enemy ball if you have less supply army, if you do you outright lose the game, because your damage to ball is minimal. Hence you have to keep your army together all the time. And only option is ball to ball fight. If you look through SC2 patching history damage has always been nerfed, you can see the pattern, but maybe its only tip of the iceberg, did we nerf them enough? All we know is we found some balance between units, but they still do too much damage to each other. Blizzard just left it there. TL DR My solution is to lessen overall damage of all units, so that: Death balls won't be invincible, and can be weakened with lesser forces. Harassing economy will be more impactful, since deathballs will require sustain. Big fights are microable, and positioning is very much relevant. Breaking up your army and attacking multiple locations will be much better option, since attacking with a single ball could be inefficient, ball will be weakened and slowed down by constant skirmishes. I don't see how it would help at all. If damage is decreased for all units, units in a deathball will always be able to kill any smaller groups without losses via a bit more micro (pull damaged units behind your deathball etc). You suggestion increases micro potential, but it also magnifies the death ball problem greatly. With lower damage overall only death balls will be used in this game without any exception. | ||
sona
Canada52 Posts
| ||
| ||