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DPS in SC2 and its effect on the game

Blogs > Masayume
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Masayume
Profile Blog Joined March 2011
Netherlands208 Posts
Last Edited: 2012-07-12 11:59:13
July 10 2012 16:26 GMT
#1
After receiving good feedback from posters in this blog, I altered examples, recalculated values, added examples and streamlined the content into a thread in the SC2 general forum. You can find it in the link below.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=352100

Thank you for all the good feedback! <3


****
Balance. Enjoy the process instead of focusing on musts.
Blazinghand *
Profile Blog Joined December 2010
United States25550 Posts
Last Edited: 2012-07-10 16:37:40
July 10 2012 16:37 GMT
#2
On July 11 2012 01:26 Masayume wrote:
It is time to check out the Siege Tank from BW. When it is in siege mode, it will deal 70 damage per shot, with a cooldown of 7,5 seconds. This means that the frontload damage of the BW Siege tank is extremely high, but it takes a while before consecutive shots are fired.


There's actually no way this is correct. A siege tank fires much, much quicker than once per 7.5 seconds, even in siege mode. I'm not some amazing pro BW player but I'm 100% sure a sieged tank fires more often than this.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Masayume
Profile Blog Joined March 2011
Netherlands208 Posts
July 10 2012 16:46 GMT
#3
I was not too sure about the firing rate of the BW Siege Tank, as I cannot play BW on my computer anymore. I thought it was 6 seconds in BW but then I checked Liquipedia and it said 7.5 sec cooldown. But once again feel free to correct any value and I will edit them if needed.

It still does not change the nature of the argument though. Hopefully someone can verify your comment asap.
Balance. Enjoy the process instead of focusing on musts.
Blazinghand *
Profile Blog Joined December 2010
United States25550 Posts
Last Edited: 2012-07-10 16:48:51
July 10 2012 16:48 GMT
#4
Hm, It does say it has a cooldown of "75" on liquipedia, but I don't know if that's 10ths of a second or what. I seem to recall a seiged up siege tank attacking once every 4.5 real time seconds, but that could just be bad memory on my part.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Serpest
Profile Blog Joined February 2011
United States603 Posts
July 10 2012 16:53 GMT
#5
This reminds me of the "Terrible Terrible Damage" trope Browder was quoting non-stop in the first demos of starcraft II. Basically, the entire premise of sc2 is all units deal terrible terrible damage - which does not a good game make. :/
A person that attempts to diagnose themselves has a fool for a doctor and a bigger fool for a patient.
EienShinwa
Profile Joined May 2010
United States655 Posts
July 10 2012 16:54 GMT
#6
Great post. Not sure about the BW tank cooldown as well, but most of what you have written I was nodding in agreement.
I have a simple philosophy: Fill what's empty. Empty what's full. Scratch where it itches. Alice Roosevelt Longworth
XCetron
Profile Joined November 2006
5225 Posts
July 10 2012 17:20 GMT
#7
Maybe the posted firing rate for the tank is the regular rate, meaning for normal speed setting. Everyone plays in fastest so this makes it way faster than 7.5 seconds.
Masayume
Profile Blog Joined March 2011
Netherlands208 Posts
July 10 2012 17:27 GMT
#8
The same holds true for Starcraft 2 though, where the time is in Blizzard seconds and units fire way faster in the "faster" setting than in real time. But yeah you are probably right!
Balance. Enjoy the process instead of focusing on musts.
Woj
Profile Blog Joined May 2011
United States133 Posts
July 10 2012 17:35 GMT
#9
Very intersting read! Thank you very much!

Difficult to say if I agree or not but your point makes sense and held my attention :D
HardlyNever
Profile Blog Joined July 2011
United States1258 Posts
July 10 2012 17:54 GMT
#10
"Terrible, terrible damage" syndrome (as its come to be known) has been discussed since beta. This is a known and beaten to death topic, to be honest.

You have to consider the other affects as well, though. While most of what you said is true, it means that planning ahead/positioning for battles is more important, preventing harass/drops in the first place are even more important, scouting is more important, things like this. Because things can happen so fast, being proactive and having good map awareness become much more valuable and important.

Whether this is "good game design" or not is up for debate, but you have to consider the abilities/skills that the dps increases rewards, besides just moving deathballs around.
Out there, the Kid learned to fend for himself. Learned to build. Learned to break.
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
Last Edited: 2012-07-10 17:57:06
July 10 2012 17:56 GMT
#11
i think you should look at this chart, OP. dps between bw and sc2 actually hasn't changed too much.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=318019

a stimmed marine in both brood war and sc2 has 10.5 dps, for example.

the 75 cooldown in bw is 75 frames. Not exactly sure how that translates to second, exactly. Might figure out a little more from: http://www.teamliquid.net/forum/viewmessage.php?topic_id=12115 From what i see i think it's 20 frames per second, meaning a siege tank with 75 cooldown attacks 75/20 = every 3.75 seconds, which is pretty close to every 3 seconds of sc2.

-edit- methinks the actual overall dps increase is from the improved ai and the bunching up of units.
aka ChillyGonzalo / GnozL
Demonhunter04
Profile Joined July 2011
1530 Posts
Last Edited: 2012-07-10 18:16:24
July 10 2012 18:15 GMT
#12
The cooldown listed on Liquipedia is probably based on normal game speed, strange as it is.

EDIT: Never mind, the guy above me is probably right.

SC2 has a lot higher dps per area due to unit clumping, though.
"If you don't drop sweat today, you will drop tears tomorrow" - SlayerSMMA
Masayume
Profile Blog Joined March 2011
Netherlands208 Posts
July 10 2012 18:17 GMT
#13
Thank you for linking that post. Just keep in mind that the "faster" game speed in StarCraft 2 also differs from real time. As an example, a Siege Tank in Siege Mode in SC2 fires once every 2.175 seconds in real time seconds,

I don't have the strength to calculate everything right now but I am pretty sure that this still speeds the game up enough to create all the situations outlined in my post. And it's true that higher dps can reward certain plays as well. But in most cases, it seems to limit options. Thank you for giving good feedback though. It is good to have proper discussions about the game close to the release of a Beta.
Balance. Enjoy the process instead of focusing on musts.
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
July 10 2012 18:27 GMT
#14
Hmm, I'm surprised, I was certain there was a thread on this exact topic (high dps making battles boring in SC2). Thought I would see like 100 pages when I clicked this O.o

Anyway, yes, the high dps of SC2 is IMO the main reason why the game isn't as interesting as BW was in its prime. When fights end in a few seconds, there's very little potential for micro and tactics and it just comes down to composition, position and reaction time.
Brandhor
Profile Joined January 2012
482 Posts
July 10 2012 18:36 GMT
#15
great post, although I never really played bw this is exactly what I think it's one of the biggest problem in sc2, especially in pvt, if you have colossi and the terran doesn't have vikings yet you can easily kill him in a few seconds, if he has vikings they'll shoot down the colossi so fast that the stimmed mmm ball will evaporate your army, with ghost and ht is even worse, if the protoss click storm or feedback faster the terran is pretty much dead, if the terran emp or snipe the ht before the storm the protoss is dead
Narcind
Profile Blog Joined May 2010
Sweden2489 Posts
July 10 2012 18:43 GMT
#16
Psi storm actually lasts closer to 3 seconds in BW, not 8 seconds
Blazinghand *
Profile Blog Joined December 2010
United States25550 Posts
Last Edited: 2012-07-10 19:14:02
July 10 2012 18:53 GMT
#17
On July 11 2012 01:26 Masayume wrote:
Here is where the comparison to BW Psi storm comes in.

In BW, a Psi Storm deals 112 damage over ~8 seconds in ticks of 14 damage. It deals this damage over a larger radius as well but deals its damage a lot slower than a Psi Storm from SC2. Because of the lower DPS, there is more time to move out of the affected area before critical damage is reached. For the player using the Psi Storm, it controls a larger area of the playing field for a longer time than a SC2 Psi Storm would.

Battles that involve Psi Storm last longer now and allow for more control for both the casting and receiving player. There is more time for production waves of units to finish and for reinforcements to arrive, further increasing the duration of fights and their aftermaths. Comebacks are also slightly easier to be made when more production waves can finish before the enemy stands at your doorstep.


I'd like to say I think your basic point, which is that "armies in sc2 destroy each other too quickly and easily", is correct, but again I think that psi storm in BW was devestatingly strong, like amazingly strong, with a massive AoE and huge burst damage, the likes of which perhaps you have never experienced. The Sc2 psistorm is but a pale shadow of the BW psistorm.

Anyone who's played BW extensively HAS seen fights turn very quickly when certain units were brought into play, such as vessels, tanks, storms, reavers, lurkers, etc. The reason armies destroyed each other more slowly in BW wasn't that there was somehow less dps or spells and units were slower at dealing damage-- in fact, most units, such as the tank, reaver, storm, etc, dealt massive, massive burst damage to many units.

No, the reason armies destroyed each other more slowly in BW has to do with the way they are controlled, the lack of smartcast, the pathing, and the low unit selection delimiter. You want to know why Jangbi's storms are legendary? Because properly used, storms rip though everything, and BW is a damn hard game to play. Go play BW against your friend, and try doing ANYTHING the pros do.

The reason Sc2 seems boring and flat to some has to do with the fundamental mechanics of the game. Does the colossus or marine have too much dps? sure, maybe. But that's definitely not the problem. The problem of overpowered units haunts BW as well. That just makes things hilarious. The problem is that Sc2 is a game where you can control 255 units at once, and you can command your army to attack as easily as your opponent can defend.

I used to accuse my cousin, a protoss player, of 1a2a3aing me. You know why? Because even with 70 food of army, 1a2a3a is the FASTEST he can get his whole army to move. Even 1aing was harder in that game.

BW is a monumental struggle to have enough apm to get everything done. Every race has ridiculous overpowered units and spells of all varieties, and it's all impossible to use.

I may not be explaining things well, and who knows, maybe I'm wrong, I was a shitty BW player and still am. But the idea that making all the units kill each other slower will get rid of deathballing is preposterous. As long as its' as easy to control 255 units as it is to control 12, and as long as the game doesn't get exponentially more difficult as you add more units and bases and try to keep everything running, Sc2 will never be BW.

And that's okay.

They're different games.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Masayume
Profile Blog Joined March 2011
Netherlands208 Posts
July 10 2012 19:00 GMT
#18
I agree with you on the fact that just lowering DPS will not change a thing and it is not my conclusion either. But combining the in Real-time DPS of SC2 with all the other factors I mentioned increases the incentive to play a "deathball" centric style since it is simply most rewarding.
Balance. Enjoy the process instead of focusing on musts.
Blazinghand *
Profile Blog Joined December 2010
United States25550 Posts
July 10 2012 19:07 GMT
#19
You can change the time values to try to give the players more time to micro, but that doesn't change the fundamentals of the game, which (besides pathing) include things like smarter unit AI, the ability to send an arbitrarily large army somewhere with just a click, SMARTCASTING, MBS, etc.

I'm gonna take a look at your example of muta harass. Regardless of whether or not they deal more damage (since it's unclear how the dps mechanism works), in BW, your muta stack capped out at 11 and it was hard as hell to use. You'd swing it around and do some harass, but eventually you'd be getting your lurkers and making more hatches or whatever. Fundamentally, you will not be building some massive death mutalisk force, and even if you did, it'd be enormously difficult to use in any real fashion.

In Sc2, however, during their time of popularity people would make like 30 mutalisks and harass with them and shit on turrets and marines and mineral lines. Was this because mutalisks had more dps? No, of course not, it's because in BW you literally couldn't harass with more than a certain number of mutalisks unless... I guess if you were literally insane and had 9 hands you could control 2 stacks at once, but good luck trying to macro while doing it.

The issue isn't DPS, it's not how long it takes for mutas to shit on a mineral line (they've always been good at that).

The issue is the fundamental mechanics of the agme.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
chambertin
Profile Joined August 2011
United States1704 Posts
Last Edited: 2012-07-10 19:11:50
July 10 2012 19:11 GMT
#20
[QUOTE]On July 11 2012 03:53 Blazinghand wrote:
[QUOTE]On July 11 2012 01:26 Masayume wrote:

No, the reason armies destroyed each other more slowly in BW has to do with the way they are controlled, the lack of smartcast, the pathing, and the low unit selection delimiter. You want to know why Jangbi's storms were legendary? Because properly used, storms rip though everything, and BW is a damn hard game to play. Go play BW against your friend, and try doing ANYTHING the pros do.

[QUOTE]

ahem, are. For just a tick longer... are. T_T
"I know one thing, that I know nothing" - Socrates?
Blazinghand *
Profile Blog Joined December 2010
United States25550 Posts
Last Edited: 2012-07-10 19:13:41
July 10 2012 19:13 GMT
#21
On July 11 2012 04:11 chambertin wrote:
Show nested quote +
On July 11 2012 03:53 Blazinghand wrote:
No, the reason armies destroyed each other more slowly in BW has to do with the way they are controlled, the lack of smartcast, the pathing, and the low unit selection delimiter. You want to know why Jangbi's storms were legendary? Because properly used, storms rip though everything, and BW is a damn hard game to play. Go play BW against your friend, and try doing ANYTHING the pros do.



ahem, are. For just a tick longer... are. T_T


Ah yes, my apologies. I'll go fix that. The point still stands though: storms are good, but hard to use. like most things in bw.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
ScythedBlade
Profile Joined May 2010
308 Posts
July 10 2012 20:09 GMT
#22
Finally someone outright says that Protoss early-mid game armies are ridiculously cost and supply inefficient. It's so friggen hard to play an underpowered Protoss army. Late game is finally when it evens out, and by evens out, I mean that it's still on bad footing, especially when counting a disadvantages early-mid game, and a late game that is only marginally better than Terran late game.
archonOOid
Profile Blog Joined March 2011
1983 Posts
July 10 2012 20:13 GMT
#23
Another interesting and similar stat you could argue is higher in sc2 compared to bw is that the dps intensity (=units are dying too fast) is a lot higher. This is due to the fact of clumping, macro mechanics (units comes out faster) and average dps. HotS will make tvp "mechable" which means that terran units will be more spread out due to tank lines and auxiliary forces dispatched in tactical positions as well. ZvP will have to anti clump units in the viper and the tempest will take out the highest dps dealers. Swarmhosts might work as bouncers for certain passages in all matchups.
I'm Quotable (IQ)
Arcane86
Profile Blog Joined November 2011
United States68 Posts
July 10 2012 20:26 GMT
#24
Comparison to BW are attractive, but perhaps it would be more instructive to compare SC2 matchups to each other. TvX matchups seem to come the closest to being skirmishy, whereas in ZvP it is almost impossible to find a game that isn't either turtle-deathball v turtle-deathball or all-in v. turtle. Perhaps a direct SC2 MU-comparison would be enlightening.

In a recent interview, Dustin Browder made it a point to note that simply porting over Psi-Storm into SC2 was broken as hell because the AI is better at clumping units together. They spent a ton of time tinkering with it to make it balanceable, and still wound up having to remove Khaydarin Amulet. It may be worth considering how these changes that made the game "smarter" plays into not only "skirmish" v. "deathball" but also game design to begin with.
There is no Cow Level
Asday
Profile Joined November 2010
United Kingdom388 Posts
July 10 2012 20:30 GMT
#25
I don't like you. Everything I've seen you post, (which isn't much), just comes off as you wishing SC2 was BW, when it really really shouldn't me. Last I checked, SC2BW was pretty good. Try that out, instead, if you want an HD remake.
Masayume
Profile Blog Joined March 2011
Netherlands208 Posts
Last Edited: 2012-07-10 20:42:59
July 10 2012 20:40 GMT
#26
I am sorry but I do not want SC2 to be BW in High Definition. I used to think that a year back or so, but I gained more and more appreciation for SC2 over the 2 years it's been out.

What I do want is for StarCraft 2 to grow in depth and options. The only reason I reference to BW most of the time is because it is always easier to use an existing example of something to try to explain something.

I think Starcraft 2 is at a good place right now, but as HotS is drawing closer I wanted to take the time to write about things that I personally think held WoL back from being even more enjoyable. The new units are a step in the right direction, but I simply wanted to share my thoughts in order to help figure out what the underlying causes of the sometimes limited gameplay options are in the matchups.

And if you want to reread my posts, you will see that I simply drew comparisons, and didn't actually advocate we go back to the BW mechanics or anything of that nature. That is not the intention and point of discussion for this blog either.

Balance. Enjoy the process instead of focusing on musts.
larse
Profile Blog Joined March 2012
1611 Posts
Last Edited: 2012-07-10 20:51:49
July 10 2012 20:48 GMT
#27
Two solutions to save SC2:

1, reduce the Faster Game Speed by 10%. This gives players the reaction time you mention, and thus the incentive to micro.

2, add a button to allow modified movement. That is, units will move in their original formation with different speed.
See here for more details: http://www.teamliquid.net/forum/viewmessage.php?topic_id=349968

Because when HOTS comes out, they will have to rebalance the game. So why not just add these two changes--they are going to rebalance the game anyway.
jeeneeus
Profile Blog Joined September 2010
1168 Posts
July 10 2012 21:15 GMT
#28
If DPS is seriously an inherent issue with the game, it's not something that can be easily fixed. FRB and dynamic movement are fairly easy to do and requires almost no rebalancing of the game (well maybe with dynamic movement, you may have to tweak some numbers for splash units). Altering the DPS, changing production times, or adjusting macro mechanics would basically have to be a complete rehaul of the entire game. So I don't see this happening.
Roe
Profile Blog Joined June 2010
Canada6002 Posts
July 10 2012 21:41 GMT
#29
On your point about the siege tank from BW, and a player being punished for bad positioning going against the tank line: isn't it true that tanks used to overkill (all target the same unit and fire at it)? so wouldn't spreading out your units in a flank or in an arc would be worse than sending them in a line, because then the tanks would all be firing at different targets, not overkilling?
AzureD
Profile Joined September 2010
United States320 Posts
July 10 2012 21:42 GMT
#30
Most of your data seems to be wrong. I think all of it actually. Go back and check the SC1 values again.

Real reason splash is more effective in SC2 is due to clumping not any dps difference which is tiny.
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
July 10 2012 21:52 GMT
#31
On July 11 2012 05:30 Asday wrote:
I don't like you. Everything I've seen you post, (which isn't much), just comes off as you wishing SC2 was BW, when it really really shouldn't me. Last I checked, SC2BW was pretty good. Try that out, instead, if you want an HD remake.


I don't like you either.

Last time I checked SC2 was a mediocre game that could be SO much better. Game quality is objective.

BW is better than SCII as both a spectator sport and competition wise. SCII just has more funding b/c it is rendered on a modern engine and has Blizzard's backing. But as a game it's inferior.

SCII should take things from its predecessor, if it's so busy killing it off.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
WolfintheSheep
Profile Joined June 2011
Canada14127 Posts
July 10 2012 21:53 GMT
#32
Anyone saying SC2 DPS is too high and then saying BW was better loses all credibility immediately.
Average means I'm better than half of you.
Masayume
Profile Blog Joined March 2011
Netherlands208 Posts
July 10 2012 21:56 GMT
#33
Roe, that's a great point. You are completely right, the old BW tank did not have smart fire. Players would often send a few units ahead to tank volleys and take spider mine damage. For the rest you still really wanted to spread your units out properly over the side that wouldn't be hit by stasis.

AzureD, the DPS as a pure value expressed in game time is close to the same yes, but the DPS in Real-time is delivered faster in SC2. This is what makes deathballs more favourable in SC2 combined with the high density of DPS (read clumped and more DPS uptime).
Balance. Enjoy the process instead of focusing on musts.
AzureD
Profile Joined September 2010
United States320 Posts
July 10 2012 23:32 GMT
#34
Masayume, then what is the difference in time between SC1 fastest and SC2 fastest?
Narcind
Profile Blog Joined May 2010
Sweden2489 Posts
July 10 2012 23:42 GMT
#35
On July 11 2012 06:56 Masayume wrote:
Roe, that's a great point. You are completely right, the old BW tank did not have smart fire. Players would often send a few units ahead to tank volleys and take spider mine damage. For the rest you still really wanted to spread your units out properly over the side that wouldn't be hit by stasis.

AzureD, the DPS as a pure value expressed in game time is close to the same yes, but the DPS in Real-time is delivered faster in SC2. This is what makes deathballs more favourable in SC2 combined with the high density of DPS (read clumped and more DPS uptime).


People do this in sc2 too, throwing out a couple of well spaced out infested terran eggs to draw fire from tanks while lings run in, for example?
And people simply have deep tank lines so they get completely raped by every tank firing at 1 ling.
L3gendary
Profile Joined October 2010
Canada1470 Posts
July 10 2012 23:55 GMT
#36
Individual units in BW had higher dps. You use the mutalisk as an example when it is actually an outlier. The dps was increased because they couldn't stack anymore. Mutalisks in low numbers (~11) were deadly in bw even against marines whereas in sc2 its mostly hit and run and no micro, where you ignore the AA unless u have superior numbers. The reason overall dps is higher in ground units is cause of the way the AI bunches units together allowing for many units to fire at once.
Watching Jaedong play purifies my eyes. -Coach Ju Hoon
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
July 11 2012 00:03 GMT
#37
Siege Tank fire is much faster in SC2 than BW.

However the cooldown on BW siege tank is faster than 7.5 seconds.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Blazinghand *
Profile Blog Joined December 2010
United States25550 Posts
July 11 2012 00:10 GMT
#38
On July 11 2012 09:03 sluggaslamoo wrote:
Siege Tank fire is much faster in SC2 than BW.

However the cooldown on BW siege tank is faster than 7.5 seconds.


Yeah after some research I can confirm both of these. Also, the kinds of damage units deal works a bit differently in BW in terms of bonus damage-- tanks deal less damage against small units, but always deal full damage to shields, making them modestly more effective against zealots and intensely more effective against archons than their Sc2 counterparts.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Psychobabas
Profile Blog Joined March 2006
2531 Posts
July 11 2012 00:17 GMT
#39
Guys guys...

Yes dps is higher in sc2 BUT hitpoints are also quite a bit higher.

Marauders, thors, ultralisks, roaches, immortals, colossus, queens, broodlords, even the Archon is a lot tankier due to being a purely massive/psionic unit. So it kind of balances out in generally.

But looking into specific matchups you see questionable stuff like the tank being appalling versus protoss units, hence the battle hellion and warhound.
MNdakota
Profile Joined March 2012
United States512 Posts
July 11 2012 00:30 GMT
#40
Great read.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
Darkomicron
Profile Joined November 2010
Netherlands216 Posts
July 11 2012 00:59 GMT
#41
Great read and excellent race-specific observations. Well written!
"Night will fall, and so will you"
Bwenjarin Raffrack
Profile Joined November 2008
United States322 Posts
Last Edited: 2012-07-11 01:22:06
July 11 2012 01:21 GMT
#42
Just to clarify for everyone, the cooldowns for BW units on Liquipedia are listed in frames. Normal game speed is 15 frames per second, and fastest is 24 frames per second. Thus, sieged tanks fire every 5 seconds on normal game speed. Extrapolate accordingly.

Also, the duration of psionic storm in BW isn't 8 seconds, but the damage is delivered in 8 steps of 14 damage every 8 frames. Thus, after the 8 frame casting animation, the total duration of damage for psionic storm is 64 frames. That's 42 damage per second on fastest game speed.
I'm not as thunk as dreople pink I am.
pique
Profile Joined August 2011
143 Posts
July 11 2012 04:42 GMT
#43
I'm still not convinced that the raw DPS of SC2 units is the problem. More and more it seems to me the pathing and delimited control group size is the reason for death balls/snowballing advantages/lack of defenders advantage. When it's an effortless job to have all your units attacking simultaneously it seems likely that these undesirable game states will arise.
ShadeR
Profile Blog Joined December 2009
Australia7535 Posts
Last Edited: 2012-07-11 07:18:28
July 11 2012 07:18 GMT
#44
Maybe DPS isn't the issue but rather that in SC2 is too "easy" to extract the maximum possible DPS.
DPS is a complete non-issue in BW, I've never heard of it coming up ever.
Edit: Pique is spot on.
Masayume
Profile Blog Joined March 2011
Netherlands208 Posts
July 11 2012 10:48 GMT
#45
I agree that the higher density of DPS plays a big role right now. I did some calculations with the frame info from BW and for most units the DPS in SC2 is still between 10 and 20% higher it seems. That might not sound like much but in combination with said higher density and cost and supply efficiency/distribution seems to limit the bounds of where good players can take the game.
Balance. Enjoy the process instead of focusing on musts.
bourne117
Profile Joined May 2010
United States837 Posts
July 12 2012 05:27 GMT
#46
On July 11 2012 03:53 Blazinghand wrote:
Show nested quote +
On July 11 2012 01:26 Masayume wrote:
Here is where the comparison to BW Psi storm comes in.

In BW, a Psi Storm deals 112 damage over ~8 seconds in ticks of 14 damage. It deals this damage over a larger radius as well but deals its damage a lot slower than a Psi Storm from SC2. Because of the lower DPS, there is more time to move out of the affected area before critical damage is reached. For the player using the Psi Storm, it controls a larger area of the playing field for a longer time than a SC2 Psi Storm would.

Battles that involve Psi Storm last longer now and allow for more control for both the casting and receiving player. There is more time for production waves of units to finish and for reinforcements to arrive, further increasing the duration of fights and their aftermaths. Comebacks are also slightly easier to be made when more production waves can finish before the enemy stands at your doorstep.


I'd like to say I think your basic point, which is that "armies in sc2 destroy each other too quickly and easily", is correct, but again I think that psi storm in BW was devestatingly strong, like amazingly strong, with a massive AoE and huge burst damage, the likes of which perhaps you have never experienced. The Sc2 psistorm is but a pale shadow of the BW psistorm.

Anyone who's played BW extensively HAS seen fights turn very quickly when certain units were brought into play, such as vessels, tanks, storms, reavers, lurkers, etc. The reason armies destroyed each other more slowly in BW wasn't that there was somehow less dps or spells and units were slower at dealing damage-- in fact, most units, such as the tank, reaver, storm, etc, dealt massive, massive burst damage to many units.

No, the reason armies destroyed each other more slowly in BW has to do with the way they are controlled, the lack of smartcast, the pathing, and the low unit selection delimiter. You want to know why Jangbi's storms are legendary? Because properly used, storms rip though everything, and BW is a damn hard game to play. Go play BW against your friend, and try doing ANYTHING the pros do.

The reason Sc2 seems boring and flat to some has to do with the fundamental mechanics of the game. Does the colossus or marine have too much dps? sure, maybe. But that's definitely not the problem. The problem of overpowered units haunts BW as well. That just makes things hilarious. The problem is that Sc2 is a game where you can control 255 units at once, and you can command your army to attack as easily as your opponent can defend.

I used to accuse my cousin, a protoss player, of 1a2a3aing me. You know why? Because even with 70 food of army, 1a2a3a is the FASTEST he can get his whole army to move. Even 1aing was harder in that game.

BW is a monumental struggle to have enough apm to get everything done. Every race has ridiculous overpowered units and spells of all varieties, and it's all impossible to use.

I may not be explaining things well, and who knows, maybe I'm wrong, I was a shitty BW player and still am. But the idea that making all the units kill each other slower will get rid of deathballing is preposterous. As long as its' as easy to control 255 units as it is to control 12, and as long as the game doesn't get exponentially more difficult as you add more units and bases and try to keep everything running, Sc2 will never be BW.

And that's okay.

They're different games.

If anyone wants to know the main problem with SC2 it is this right here. I use to not fully realize just how hard BW is but after playing it with a friend of mine I fully understand. Playing as zerg it can be a challenge just to attack with your army together and becomes harder the longer the game goes. Everything in the game was more difficult especially unit control.This creates a situation where the level you can play at and maximize your units is almost limitless. (Day9 did a video about game design where he discusses this a little bit worth checking out)
After playing more BW and watching it more I understand the gripes about SC2 and really hope that Blizzard can figure out some way to bring back this feeling of almost limitless potential in units again.
QO Feasting
Masayume
Profile Blog Joined March 2011
Netherlands208 Posts
Last Edited: 2012-07-12 12:00:33
July 12 2012 12:00 GMT
#47
After receiving good feedback from posters in this blog, I altered examples, recalculated values, added examples and streamlined the content into a thread in the SC2 general forum. You can find it in the link below.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=352100

Thank you for all the good feedback! <3

Also updated the original post to refer people to the thread!
Balance. Enjoy the process instead of focusing on musts.
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