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3 Important Topics You Should Know For LotV

Blogs > Superiorwolf
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Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
Last Edited: 2014-11-17 19:24:39
November 15 2014 19:56 GMT
#1
Blizzcon last week was particularly exciting for me because Blizzard really seems much more intent on improving the game by listening to the community, having active discussions, and incorporating changes based on that feedback than they have in the past. Times of change are always very exciting and this could be a very pivotal moment for StarCraft II and its future. I'm thinking that if the Blizzard is willing to listen and willing to work with the community, a resurgence of SC2 is definitely possible.

While writing this, all I can think of is CounterStrike: Global Offensive, and how absolutely abysmal it was when it first came out. Although I'm not an expert on its history, I do know that for the first year or so pros absolutely hated it, and even casual players disliked it quite a bit (I don't think it even had basic things like a ranking system) - there was pretty much no eSports scene for the game. However, Valve started listening to the community and incorporating changes, and within a year or two transformed CS:GO into the eSports juggernaut it is today. The reason for all of this success is Valve's willingness as a developer to listen to the community and let the community actually hold the reins somewhat. We all know how much power is in the hands of the community, simply let them work together and they can create masterpieces like DotA. By that same logic, you can let a community work together and make vast improvements to an already existing game, to the point of raising it from the depths of oblivion to one of the biggest eSports today. Occasionally I have browsed the Reddit for CS:GO and seen all the awesome suggestions that are made by people who are attempting to improve the game, and it is so immensely refreshing to see that almost without fail, Valve staff are actively participating in the discussion in those very Reddit threads. Not only that, but often times a few weeks later, the idea is incorporated into the game, or the bug is fixed. This quick turnaround time really makes the community feel super involved and vested in the health of the game.

Blizzard's recent attitude towards LotV has given me a little bit of that feeling I get when I see Valve working with the community to improve their games. It seems Blizzard, after all this time, has been listening to us, and working hard to incorporate our feedback into the game. In particular, Psione, who is quite active in the Starcraft Reddit, is really making me draw analogies to Valve and their participation with the CS:GO community. This is really the best opportunity Blizzard has to make some huge changes and really turn this game from something great to something absolutely amazing.

If that is the case, and Blizzard really is willing to work with the community to improve StarCraft, I would like to present three important topics that everyone should know about. These are topics that are possible improvements that could be made to Legacy of the Void, and I am calling for the community to have active, constructive discussion on these topics (and all the other topics as well). I truly believe that if we are loud enough, this new Blizzard that seems to have learned a page or two from companies like Valve and Riot may very well work towards incorporating some of these changes.

Of course everyone wants to talk about things like the new units and how they will be balanced, adding skins, the automated tournaments, additional game modes, improving the sound effects, improving the arcade, etc. etc. And all of these are EXTREMELY important topics (I could spend a whole other blog talking about the arcade and urging Blizzard to make some changes that the community has been calling for for a while now). However, for me, I think the three biggest changes are the ones that will fundamentally affect gameplay, as this is the most opportune time to incorporate them and they have the potential to completely change how the game is played and observed.

The first topic: Depth of Micro by LaLush

In this video, LaLush goes over all the problems with the current micro in StarCraft II, such as inconsistencies and poor handling and responsiveness - all of these which limit the ability of a player to make the most out of a unit through micro and differentiate their skill level in comparison to other players.

I think this is one of the most well thought, well put-together videos in the entire community. Not only does LaLush go over problems with current units, but he also provides quick and EASY fixes that could greatly improve microability. This is one topic which I find incredibly important because the micro in Broodwar was so awesome and exciting to watch, and a lot of that has really been lost in the transition to Starcraft II. Blizzard could easily implement a lot of these changes and make a huge difference in how the game can be played at the high levels, vastly improving the spectator experience and keeping the casual player's experience completely intact (with the exception that they will be able to see highlight video's of pros doing amazing things with the same units, and thus spur these casual players to improve and try to micro like the pros themselves).

David Kim has previously addressed this video, stating that he would not like to incorporate these changes because he feels like the complexity of the micro would be too difficult for the casual viewer to understand. However, this point is one that frustrates me a lot. I don't know the subtleties of basketball very well, or the complex strategies that go into American football and allow amazing plays to happen . . . but does that detract from my viewer experience at all? I can still very easily appreciate and get excited when I see something amazing happen, even if I don't really know all the nuances of how a certain play was executed or performed. When Kobe spins past 3 guys and does a sick behind the back layup or when Tom Brady makes a sick pass to the wide receiver to score a touchdown - there are many small things that my eye missed, but I still recognize that it was a sick play. It's like with Super Smash or any fighting game too. I suck at all of them and I am the most casual of casuals when it comes to those types of games. All I know is that there is combos that are immensely difficult to pull off in games like Street Fighter that come down literally to single frames, and that there's a bunch of techniques in Super Smash like wave dashing and directional influence and what-not, but I have no idea how to perform them. That still doesn't stop me from being amazed when I see the pros play, and doesn't stop me from seeing that there is a huge difference from when I play Smash and when a pro plays Smash. Players in Smash literally move around twice as fast as I can. I gain a huge amount of appreciation in knowing that such a huge skill gap exists. Thus, when it comes to Starcraft, it doesn't matter if someone knows if the damage point of a banshee is 0 or 0.167 or whatever and how that effects the attack animation or WHATEVER of a banshee. They will still be able to tangibly see how much better a pro player can control a banshee and do amazing, clutch plays with it, and they will get excited and appreciate how good the play was. THAT is what we should be aiming for, and thus I feel it is a completely moot point to say that "a viewer wouldn't understand all the complexities of the micro."

I think this segue's quite well into my second topic, which is based off a blog recently posted here on Teamliquid and another that was posted a while ago but I have been wholeheartedly supporting ever since.

The second topic:
Prolonging Battles and Increasing Opportunities for Micro by Reducing DPS and/or Incorporating Dynamic Unit Movement

The Downfall of Starcraft 2
Dynamic Unit Movement

Although I don't necessarily agree with how pessimistic the first writer's view is, I do very much like his point that battles simply do not last long enough nowadays. The improved pathing and huge damage bonuses that units get against certain unit types leads to 5-second battles that are not as engaging or thrilling to watch and don't allow enough time for players to differentiate themselves by the skill of their micro. In addition, the battle is often the most fun and exciting part of both a casual and competitive player's game, by reducing it to such a short battle the game becomes much less engaging for a big majority of the player base, as the game becomes much more about build order and composition rather than actually interacting with units.

Funnily enough, Husky made a IMBA LEAGUE - All Units Do Half Damage video that was supposed to make the game silly to watch. However, what resulted was an unintended effect in that the battle's lasted longer and actually to many people were much more interesting to watch than in normal Starcraft! Now I'm not calling for a WarCraft 3-esque ten-minute battle where all the units have ten million HP and do 5 damage, but I do think that the game could benefit a lot from a battle that lasted a slightly more moderate amount of time. Battles in Broodwar lasted much longer than in Starcraft II but not as long as in Warcraft, which begs the question - what happened?

Well as I pretty much pointed out already, the first change was that units seem to be dealing slightly more DPS in general. We see many units doing 15, 20, 30, 50, even 125 damage in quick bursts. Compare that to the slow attacking, bulky dragoon which did 20 damage but explosive (so often it only did 10 damage) which often made up the bulk of the Protoss army (there were no void rays, tempests, immortal, and colossus that did insane amounts of damage with little micro. Only the reaver and high templar). The easily mass-able roach that does 16 damage to the 10 attack (5 damage to small units since it was explosive) hydralisk, or slow-attacking, positional lurkers to the high impact burst damage of the banelings. All of the buffs in unit damage contribute to battles that are simply way too short. An across the board reduction in DPS could help a lot in increasing the time battles take and thus increasing amount of micro opportunities and excitement when you see an epic engagement that actually lasts for longer than a split second.

Secondly, units nowadays simply move too intelligently. They "hug" each other while moving, meaning that almost as soon as you enter an engagement, all of your units are able to shoot at once. Before, it took a lot of skill to make sure your units were positioned correctly and in flanking positions in order to get your army to all attack at the same time, whereas tactical positioning has very much taken a backseat in Starcraft II to composition and timing windows. This is where dynamic unit movement comes in. Obviously we don't want to dumb down the Starcraft II AI to the point that they are bumping into each other and getting stuck on ramps like in Broodwar. However, there are minor tweaks to how units path that can bring back some of the skill required to take good engagements. I will let you read the thread itself to see what I am talking about, but here are the key points I'd like to say about it.

1. It's simply aesthetically a lot more pleasing. No longer will you have giant balls of units walking around until they finally slam into each other. It will look a lot more like a real army that is traveling across the map. Battles will potentially stretch across several screens and be much more epic.
2. Battles will last longer as units take longer to get in range of their enemy. This makes tactical positioning and flanking much more important as otherwise your units will simply arrive to the battle too slowly. As mentioned before, this also increases micro opportunity.
3. Splash can be buffed instead of nerfed to oblivion as it was in SC2, making it more impactful in battles and exciting to watch. Skilled usage of splash can very much lead to comebacks. A common argument against Dynamic Unit Movement is that "it will make splitting easy mode since you are already split against banelings and don't have to split anymore." This is countered by the fact that you can buff splash damage so that splitting is still very much necessary. Overall this will make splash much more exciting - remember guys storms used to be a huge deal and now they are pretty much just an afterthought, something you see in every battle anyways.
4. Ranged units take longer to reach that "critical mass" where melee units simply can't deal with them anymore. This is an indirect buff to melee units since there is more surface area for them to attack ranged units, but this creates a micro dynamic where a player using ranged units will actively have to get into better positioning and push his units closer together rather than already having them in the ideal "ball" formation.

The only real argument I remember that I encountered when I posted on that thread was really that "oh, clumping is a part of SC2." Well now is the perfect time to change that!

Also, here is a great related point brought up in the thread on page 3 by ledarsi.

On November 17 2014 20:09 ledarsi wrote:
An absolutely critical sub-point to the economy and micro issues is the problem of inflation of supply costs.

Starcraft 2 supply costs are much higher than Brood War supply costs across the board. The result is far fewer actual units, and a much higher ratio of workers to military units, and less total investment in military on the same amount of supply.

One of the simplest and most direct ways to create more micro opportunities is to simply put more units on the board, allowing more units to be spread across more locations. Most of the interesting types of micro also involve multiple units working in concert, such as rotating which units are taking damage, positioning, splitting, and so on. Adding more military units will very organically create more micro opportunities as there are more units that can accept commands for advantage.

Also, this will result in a slower hard max, which will mean there will be a lot more fighting when armies aren't both at the supply limit, which is very good. Trading at less than the supply maximum usually involves continuous reinforcements, skirmishing and maneuvering in the field. Maxed armies tend to just ball up to engage an enemy army doing the same, since it is not possible for the enemy to show up with more supply.


That brings me to the third and final topic.

The third topic: LotV Economy Discussion

This thread has already gotten quite a bit of attention, but I felt like it is one of the most important discussions that needs to be had during this period before LotV. Although most of us are already quite pleased with the direction Blizzard is heading in LotV for economy, this thread details some of the problems that will still exist even with lower resources per base and outlines some ways to improve the economy even further heading into Legacy of the Void. The author explains his suggestions far better than I could, so I suggest you all go over and take a look and join in on the discussion, and perhaps Blizzard will consider an even more significant and all-encompassing change to the economy in StarCraft II!

Alright, well I wasn't planning on writing something so long (I was mostly just intending to make a quick blog where I highlighted three topics that I thought were interesting) so if my thoughts were rambling or disorganized I hope it wasn't too bad! I really hope this can inspire some good discussion about these potential changes, and hopefully Blizzard will take an active role in participating with us! I really think LotV has the potential to be absolutely huge, it will take a lot of patience and thinking from both sides as well as open mindedness to change, but be excited for the change! We can make Starcraft II one of the best again, I believe!

Also Blizz fix sounds pls lurker sounds so weak and same with all the other unit attacks I cry evrytim :'(

****
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
OutlaW-
Profile Blog Joined July 2010
Czech Republic5053 Posts
November 15 2014 20:34 GMT
#2
I don't know what else to say other than express my great hope that Blizzard reads this post and seriously makes some changes towards this. Not to beat a dead horse, but I really don't understand why they haven't done some of these things. Thanks for this great post.
Delete your post underage b&. You're incestuous for you're onee-chan so you're clearly not a bad guy, but others might not agree
Lumi
Profile Blog Joined August 2009
United States1612 Posts
Last Edited: 2014-11-15 22:16:12
November 15 2014 20:41 GMT
#3
Here's to hoping
twitter.com/lumigaming - DongRaeGu is the One True Dong - /r/onetruedong
SC2Towelie
Profile Joined July 2014
United States561 Posts
Last Edited: 2014-11-15 20:47:28
November 15 2014 20:47 GMT
#4
Awesome stuff! Hopefully Blizzard will listen. Also, I would be okay with them using the lurker sound from BW. It's such a satisfying sound :D
Don't forget to bring a towel! (Towelie.635)
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
November 15 2014 21:48 GMT
#5
On November 16 2014 05:41 Lumi wrote:
Blizzard is not Valve or Riot. I think that most of us have already accepted this, and with ample reason.

I don't think so. Whenever people talk about Blizzard they always add: "recently they have shown more promise in listening to the community", usually after they've thrown some pittance to the community like putting tournament maps on the ladder. It's like a universal truth, I've heard it for like five years during my time playing WoW, now it repeats itself in SC2.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
Last Edited: 2014-11-15 21:55:35
November 15 2014 21:55 GMT
#6
Regardless of whether or not Blizzard is listening more to the community now, they've at least shown that they are willing to make bigger risks in changing SC2 going into Legacy of the Void, which means this is the perfect time to be talking about big fundamental changes to the game like the above three topics. At the very least, I was merely hoping to troduce these topics to people who may have not seen them before and could learn a lot about what many progamers/spectators are hoping for when they are in discussions about SC2's future.
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
November 15 2014 22:13 GMT
#7
On November 16 2014 06:55 Superiorwolf wrote:
Regardless of whether or not Blizzard is listening more to the community now, they've at least shown that they are willing to make bigger risks in changing SC2 going into Legacy of the Void, which means this is the perfect time to be talking about big fundamental changes to the game like the above three topics. At the very least, I was merely hoping to introduce these topics to people who may have not seen them before and could learn a lot about what many progamers/spectators are hoping for when they are in discussions about SC2's future.

On the topic of the LotV economy, have you seen this post?

http://www.teamliquid.net/forum/starcraft-2/470856-lotv-economy-discussion?page=19#362

I think it would be nice if pros could test a few games themselves and give us their opinion. ^_^
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Lumi
Profile Blog Joined August 2009
United States1612 Posts
Last Edited: 2014-11-15 22:17:49
November 15 2014 22:15 GMT
#8
On November 16 2014 06:55 Superiorwolf wrote:
Regardless of whether or not Blizzard is listening more to the community now, they've at least shown that they are willing to make bigger risks in changing SC2 going into Legacy of the Void, which means this is the perfect time to be talking about big fundamental changes to the game like the above three topics. At the very least, I was merely hoping to troduce these topics to people who may have not seen them before and could learn a lot about what many progamers/spectators are hoping for when they are in discussions about SC2's future.


Hey, I actually agree, if there was ever a time to talk about fundamental change, it's definitely now. Fixed my post.
twitter.com/lumigaming - DongRaeGu is the One True Dong - /r/onetruedong
Daumen
Profile Joined July 2011
Germany1073 Posts
Last Edited: 2014-11-15 22:26:36
November 15 2014 22:26 GMT
#9
On November 16 2014 04:56 Superiorwolf wrote:
Also Blizz fix sounds pls lurker sounds so weak and same with all the other unit attacks I cry evrytim :'(


seconded! 1 of the resons why StarBow is freaking awesome ;D
(although i think the Lurker sound is the sc2 one, but the Zergling sound omg :O)
President of the ReaL Fan Club.
Pino
Profile Joined June 2013
1032 Posts
November 15 2014 22:30 GMT
#10
I feel like battle in SC2 are too short because units are really clumped up which lead to a lot of burst damage.

Actually the only matchup where this truly doesn't happen is TvZ because aoe on both sides prevent players from being able to just a move or try to maximize directly the surface area of their army.

This thing combined with the very high DPS makes it for very short battles.

Also, blizzard is willing to force the players into fighting more. But in SCII, units have so much mobility that once you've destroyed your enemy army you've got a lot of chances to just find yourself across the map and do critical damages. Well I generalize a lot on that last point but that's pretty much my feeling.
EJK
Profile Blog Joined September 2013
United States1302 Posts
November 15 2014 22:51 GMT
#11
agree lotv economy makes the problem worse. Huge facepalm
Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
Split.
Profile Joined September 2011
Switzerland234 Posts
November 15 2014 22:52 GMT
#12
Concerning the lotv economy: I feel Blizzard isn't actually responding to community concerns. If you read the very indepth posts about the starcraft economy and compare it to blizzards changes it doesn't match up. Their design philosophy for lotv was just more action throughout the game. That's why they made the mineral change. Also the worker change comes out of nowhere, I don't remember anybody asking for that (not judging this one yet, just saying).
metroid composite
Profile Joined February 2007
Canada231 Posts
November 15 2014 23:19 GMT
#13
Good topic.

I'm coming at this from a bit of a mixed perspective (game developer/involved in lots of competitive communities).

Point 3 (Economy changes) I absolutely agree stuff being changed is excellent.

Point 2 (reduced unit clumping) I could take or leave. In BW as a newbie with about 1/5 my current APM I spent most of my time....well macroing, but then the rest of my time I spent gathering my units together so that they wouldn't attack single file. This is assuming that I used ground units at all. (There's a reason why noobs in BW liked carriers--carriers mean that pathing isn't too big of an issue for you...granted, the fact that carriers required very few army hotkeys helps too).

I'm going to disagree on Lalush's depth of micro, however, and agree with David Kim. Hear me out on this.

Suppy, I know you're familiar with SSBM, so I'm going to use that as an example here. My first time at a real SSBM tournament, I literally spent the whole tournament not understanding what SHFFLC was. And bear in mind I had read the mechanics overview written by Mew2King. I had a vague sense of how the mechanic worked, I just didn't notice when people were doing it. It wasn't until I saw a low tier tournament, and then tried to replicate a combo I saw with Mr Game & Watch (a bottom tier character with massive landing lag) that I realized "ohhh, that was L-cancelling the whole time."

Take this L-cancelling tutorial video, for instance, and look at the section on Fox. The way it recommends telling if you L-cancelled or not with Fox is to go into training mode and check whether a combo is listed as connecting or not.



This is what I would call invisible skill, which is to say, anyone below the SSBM equivalent of mid-masters can't tell if someone missed their L-cancel or not. And actually, even SSBM casters will very rarely point out "ooh, he missed his L-Cancel". They'll notice bad DI, but not bad L-cancelling.

Now, so far, I haven't said anything about whether this is good or bad, I've just been describing a mechanic and how noticeable it is.

Why I think invisible skill mechanics are bad for an esport is that to an outsider they don't look impressive. A SHFFL Nair in SSBM is about five inputs in half a second with with narrow input timing on all of them. 5 inputs in 0.5 seconds is 600 APM. Want to know what it looks like to an outsider? It looks like a jump kick. It doesn't look like five inputs with very narrow timing windows. It looks like two inputs with loose timing windows. Street Fighter players look at that, and say "Huh? Why is this supposed to impress me? All he did is a jump kick." And smash, in fact, was looked down upon by most of the rest of the fighting game community for...about 10 years. People called it not a real fighting game. People would say stuff like "you don't even have to do fireball motions! All the inputs are so easy! Why should I be impressed by someone playing something like that?" Which is clearly just factually incorrect; they should be impressed.

This is the problem with invisible skill. People don't notice it.

Now let me provide another video, this one from a Japanese bullet hell game called Touhou:



This level is actually pretty easy. Like...actually, all the bullets are really slow and easy to dodge, and your hitbox is like...one pixel, so there's actually quite a bit of room to dodge. And even if you do get hit, you have a massive timing window in which to "death bomb" which causes you to not actually die. But if I open up my laptop and play Touhou in a public area, people come by and say "wow, holy crap, that looks sooooo hard. How are you even doing that??? That looks insane!!!!"

When designing a spectator esport, you should make something that looks hard. I don't think you should be designing something that looks easy but actually is actually very hard (ex: invisible skill).

Ideally, for Starcraft, what you want to design is something that looks hard to a casual audience AND is hard.
Cats land on their feet. Toast lands peanut butter side down. A cat with toast strapped to its back will hover above the ground in a state of quantum indecision
Falling
Profile Blog Joined June 2009
Canada11349 Posts
November 15 2014 23:42 GMT
#14
Thing is typically the micro moves people are talking about are not invisible at all. Sure people may not be sure as to the specific button inputs the pro is doing, but the result is VERY visible. A move vultures in or do a bit of surround and back up micro is the norm. Then a pro suddenly pulls out patrol micro- the vulture is suddenly moving back and forth very quickly, taking pot shots every time it faces back towards the enemy. It's pretty obvious what is going on even if you don't know the right-click, patrol left-click key combination.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
metroid composite
Profile Joined February 2007
Canada231 Posts
Last Edited: 2014-11-16 00:09:55
November 16 2014 00:06 GMT
#15
On November 16 2014 08:42 Falling wrote:
Thing is typically the micro moves people are talking about are not invisible at all. Sure people may not be sure as to the specific button inputs the pro is doing, but the result is VERY visible. A move vultures in or do a bit of surround and back up micro is the norm. Then a pro suddenly pulls out patrol micro- the vulture is suddenly moving back and forth very quickly, taking pot shots every time it faces back towards the enemy. It's pretty obvious what is going on even if you don't know the right-click, patrol left-click key combination.


It's obvious that it's different if you watch a good amount of SC. It's not obvious that it's hard.

And sometimes these techniques are not hard. I thought stacked mutas were the coolest thing I had ever seen when I first saw them used in a pro match. Like, Stacked mutas made JulyZerg (the first pro I saw using them) into my personal hero, and by far my favourite BW pro. But once magic boxes were described to me, I was able to hotkey an overlord with my mutas in SC1. Stacked mutas, no problem, very minimal extra inputs. I had 30 APM at that point as I was just learning SC1 and had played very few RTS--I was slow as hell back then, and played almost strictly against a few friends. Still able to stack mutas.

Different ways of moving your units? Sure, that sounds great! Some of those ways of moving your units being incredibly hard to pull off in ways that a casual observer is not going to understand? No, I don't think that's a good design choice.

There are lots and lots of ways to make tricky micro in a way that is visible to a casual audience. Dodging skillshots. Splits. Picking up a unit at the last moment. Timely use of a grappling hook. Redirecting raven shots onto the enemy army. Warping in such that the enemy army can't escape. Cloning your mutas to fly them in 8 different directions so that corsairs can't kill them all. We don't need things to be hard in a way that looks like it might just be an alternate movement mode, but requires a lot more inputs.
Cats land on their feet. Toast lands peanut butter side down. A cat with toast strapped to its back will hover above the ground in a state of quantum indecision
metroid composite
Profile Joined February 2007
Canada231 Posts
Last Edited: 2014-11-16 00:08:01
November 16 2014 00:07 GMT
#16
double post-- not sure how to delete
Cats land on their feet. Toast lands peanut butter side down. A cat with toast strapped to its back will hover above the ground in a state of quantum indecision
SixStrings
Profile Blog Joined August 2013
Germany2046 Posts
November 16 2014 00:18 GMT
#17
Wow, what a quality OP.

Strange that I never noticed yours posts before, you're a poster I should look out for.
metroid composite
Profile Joined February 2007
Canada231 Posts
Last Edited: 2014-11-16 00:25:00
November 16 2014 00:24 GMT
#18
On November 16 2014 09:18 SixStrings wrote:
Wow, what a quality OP.

Strange that I never noticed yours posts before, you're a poster I should look out for.


That is (Z)Suppy's account.
Cats land on their feet. Toast lands peanut butter side down. A cat with toast strapped to its back will hover above the ground in a state of quantum indecision
SixStrings
Profile Blog Joined August 2013
Germany2046 Posts
November 16 2014 00:27 GMT
#19
On November 16 2014 09:24 metroid composite wrote:
Show nested quote +
On November 16 2014 09:18 SixStrings wrote:
Wow, what a quality OP.

Strange that I never noticed yours posts before, you're a poster I should look out for.


That is (Z)Suppy's account.


Oh it is? Good to know.
2Pacalypse-
Profile Joined October 2006
Croatia9497 Posts
November 16 2014 00:29 GMT
#20
On November 16 2014 09:06 metroid composite wrote:
Show nested quote +
On November 16 2014 08:42 Falling wrote:
Thing is typically the micro moves people are talking about are not invisible at all. Sure people may not be sure as to the specific button inputs the pro is doing, but the result is VERY visible. A move vultures in or do a bit of surround and back up micro is the norm. Then a pro suddenly pulls out patrol micro- the vulture is suddenly moving back and forth very quickly, taking pot shots every time it faces back towards the enemy. It's pretty obvious what is going on even if you don't know the right-click, patrol left-click key combination.

Some of those ways of moving your units being incredibly hard to pull off in ways that a casual observer is not going to understand? No, I don't think that's a good design choice.

So you would remove any depth from the game that a casual observer is not going to understand? That seems like an awful idea for a competitive game.
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