Because there is no unit overlap in SC1; there is in SC2. Because they're using a perspective projection, there are lots of cases where a unit is partially or fully obscured. If you're going to bias the depth value of a tentacle (and depth values are non-linear, so how much you have to bias them to move it in front of something else has to be computed), then you have to know how much to stop biasing the depth, so that the tentacle doesn't show through something that's obscuring the unit. This is based on the unit's model size, and even position on the screen. And then you have to deal with how it interacts with non-entity models (corpses) and so forth.Why? Because the tentacle is just drawn in front of the unit? What stops the tentacle doing the same in the 3D space? It's just a matter of drawing the tentacle closer to the camera.
Or, you know, they could avoid all of this and simply change the look of the attack. Which they have done. There's really no point in doing something as complicated as depth biasing the tentacle when you can just redesign the attack so that it actually works properly in 3D. It even looks better.




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