Moment of clarity, what the alcoholics refer to. I get them usually when I've just woken up.
This one was about SC2. I woke up and became convinced that SC2 is a game of gimmicks. Cliffjumper harassers, RPG slowers, kiting flamethrowers, high damage shields, antigrav anti air, anti air robotech-into-goliath harassers, the fucking voidrays, the fucking mothership, the medievac, roach regen, and that I think is the list.
I liked BW, so I take my leaf out of its book. There weren't alot of gimmicks in it. There were no designated harass units. There were no units specifically pigeonholed to do any specific task. There were subtle differences, like range, damage, damage type and speed, that was it. They just shot at the enemy, and eventually people settled for favorite units for certain tasks. There were no cliffjumpers with "harasser" written in caps on its forehead, or a unit that was only good vs units with high health. Or a Dragoon that was specifically designed to be good vs mech and bad vs bio. Or an arbiter that for some reason was deemed too good to have more than one of. I mean really, is that really gonna turn the tide in the lategame?
Then I played a couple of games and it was still alot of fun. I just dunno if that's gonna last if Blizzard keeps telling me how to play. I personally feel the units in SC2 need a de-gimmifycation. Frankly, I think a removal of all passive abilities would be enough. No more marauder slow, no more immortal shields, etc, and axe the void ray completely. Forgetting to get anti air should be an expensive blunder, but a succesfully proxied stargate shouldn't be an automatic win. The cliffjumping/walking I can live with, but I don't like it, I think its a redundant gimmick. It only matters early game anyway (as all units can be dropped from ships or nydus later on), so what is the point?
Also, make viking landing a research and ground the medievac. Why should someone getting anti-air get a harasser for free, and why should someone getting a medic get a dropship for free? Elimination of choice? For what reason?
On a totally different topic, like completely different, Zergs are supposed to swarm. Why is it that they made the roach, a tier1 tank, and turned the previously plentiful hydralisk into small-number hulks? The whole point of the Zerg was that they were supposed to have three times as much stuff as you that died twice as fast. So far only the zerglings swarm, but they still seem to take too long to die.
I wanna see a zillion hydralisks melt to tank fire damnit, and I want the zerg to send a zillion more within the next minute!
Might as well squeeze in some extra whining while I'm at it; the hellion, the marauder, the reaper and the viking are boring. And is there a reason why units have to stop completely before they can fire besides making microing redundant?
I know, I'm nitpicking, but I hope you won't blame me for wanting a game I've waited over 10 years for to be exactly as I want it.