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Balancing Terrain / Bash

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1. Take for example, two teams in a game. One of the teams is on a higher ground, eg cliff 10 and the other on lower ground, eg cliff 1. Do you think that there would be disadvantages and advantages in moving around, attacking etc?

2. My hero does bash only with the "slam" animation. In case you want to know which hero, its Grom Hellscream. Bash has been set to 20% chance, but he does not do any stunning with normal attack animations. Why is this so?
 
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1) Units in team on lower ground will have greater chance to miss (25% i think). U can change this in gameplay constants
2)I think that bash and critical will trigger the same animation
 
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1) Units in team on lower ground will have greater chance to miss (25% i think). U can change this in gameplay constants
2)I think that bash and critical will trigger the same animation
1> Without the missing chances, would it still be imbalanced in some way?

2> O? I never really noticed that. X)
 
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I was thinking that it would be a little harder for the lower terrain team to see the upper terrain team...

:?
 
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Aye, higher terrain grants greater vision, and I think it increases attack range.
 
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Oh yeah!! I just realised it.
I am thinking of raised ground, not cliffs. ><

Any disadvantages to either teams if there is a huge difference in raised ground level?
 
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So I guess the terraining problem is cleared. Decided to go for another kind, in case there are really unbalances and problems with the camera.

The bash question... Same as critical strike which plays the Slam animation?
 
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Oh yeah!! I just realised it.
I am thinking of raised ground, not cliffs. ><

Any disadvantages to either teams if there is a huge difference in raised ground level?

Cliffs influence the line of sight ... i dont think raised terrains do .. you should find a solution to that first..

Also the raised ground would give the units a large sigth but they cant see units that stand beneath it because they are obstructed by the hill itself and also the unit going up the hill walk slower then units going off
 
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Cliffs influence the line of sight ... i dont think raised terrains do .. you should find a solution to that first..

Also the raised ground would give the units a large sigth but they cant see units that stand beneath it because they are obstructed by the hill itself and also the unit going up the hill walk slower then units going off

Raised terrains give no advantages/disadvantages.

Cliffs:

- unit below cliff attacking unit on cliff gains 25% miss chance
- unit below cliff can't see anything on the cliff
- AI-controlled Keeper of the Grove don't cast Force of Nature on different cliff levels

what you said which is untrue:

- units on cliff have same sight range as unit below
- units moving on ramp have same movement speed, no matter if they go up or down
- units on cliff have same attack range as units below
 
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Rui

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BULLSHIT... LEARN TO MELEE, SERIOUSLY...
Please do not use this kind of vocabulary. You might have a point, but please don't express it that way. Edited.

The rest of your post is totally right.:thumbs_up:

Units on the lower cliffs cannot see what is on the upper levels unless:
  • The unit on the lower cliff is an air unit. In this case, the unit can see the surrounding area no matter what.
  • The unit on the lower cliff level is attacked. Even so, only a small radius (under 100, I believe) around the attacker will be shown.
 
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Mmm Okay. I think that I wouldn't have different terrain heights for different bases then.

So anyone answer the Bash question? Why does it play the "slam" animation upon activation and not activate on normal attacking animations?
 

Dr Super Good

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To get around the sight range trouble use a trigger to reveal the area around the hero since trigger map revealing IGNORES terane height.

Next to that and some minor pathing bugs (units some times refuse to move with cliffs too close together although they can) all other ballence troubles are easily changed and set.
 
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Never heard of the sight revealing trigger :eek:

My last beg:
So anyone answer the Bash question? Why does it play the "slam" animation upon activation and not activate on normal attacking animations?
 
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