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Mechanics IS Strategy

Blogs > Falling
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Falling
Profile Blog Joined June 2009
Canada11340 Posts
Last Edited: 2012-09-08 17:08:40
March 20 2012 00:02 GMT
#1
My original title was "Why I hate SC2" and then I was going explain why I hate Supreme Commander 2... maybe if I wasn't a banling. I don't want to start fires

Anyways, every time a thread comes up on how SC2 could improve, there is a certain line of thinking that really frustrates me. It frustrates me because there is a fairly common misunderstanding of the sort of strategic options available in BW that simply don’t exist in SC2 in a meaningful way as of yet. And this is despite some fairly big names including the ever positive Day9 stating the contrary.

This is not SC2 vs BW. This is not how I want SC2 be another BW. (I don’t. I want it to be better.) This is trying to correct a false idea of mechanics and strategy by looking at Broodwar, Supreme Commander 2, and Starcraft 2.


The problem:
These are a selection of quotes that I could easily find much more. I couldn’t find the most egregious which compared BW actions to having to perform 30 pushups before completing an action.

The Micro aspect overall is a smaller portion of the gameplay as in BW, so is the Macro aspect.
Meaning that strategy is what will win the game.


And at the end of the day, I want to play a strategy game where I have to think about how to win. Not one where I won because solely I clicked faster and microed so godly that I didn't have to put any thought into it.


the mechanical skill required may be less than BW, but that only results in the strategical aspect of Sc2 being more important in the skill cap. And strategy has most certainly not hit a skill cap yet. For a strategy game, strategy is where the skill cap should be, not in the mechanics necessary to pull it off.


Players shouldn't have to fight against the game engine or deal with arbitrary mechanics.



The common idea is that BW has all these extra/ unnecessary steps that SC2 streamlines. Therefore, SC2 is the more cerebral game where the person with the best strategy wins.


Premise:
If we disagree at this stage, then we have a more fundamental disagreement of what a strategy game should be about.

I play lots of strategy board games: Settlers of Catan, Axis and Allies. I’ve combined Settlers with Axis and Allies and Monopoly with Stock Ticker and I’ve created a giant Star Wars strategy game with different sized ships. using poker chips for pieces.

[image loading]
[image loading]
Fun games in their own right, but have you ever tried combining them?



All of those games are strategy combined with luck (dice). It’s all cerebral- choose the best strategy, buy the right stuff, attack at the right time and hope the dice are with you.

I have also played Civ 2, 3, and 4 which are massive turn based strategy games. And I’m really into all those games. But that’s not what I like about RTS.

When I play an RTS, I want to be able to build the right stuff, but when it comes to a battle, I want to be the significant factor in influencing the battle. I don’t want to simply send my troops into battle and worry about something else. At the same time as I’m building new units, I want to be making snap decisions that require quick reaction time on the battle field.

One of my biggest frustrations with Age of Empires 2 is once the battle started, the troops would run amuck and there was really no proper attack move, but at least units responded fairly quickly. Battle for Middle Earth was extremely dull because the units were so sluggish. It was impossible to properly control the units.

So my starting premise is I want to be able to precisely control my troops rapidly- pre-battle, mid-battle, post-battle. Or more simply, it’s not just what I make, but how well I use it.

This is not Civilization armies and fleets sprawling across continents where I have all the time in the world to plan and strategize.

[image loading]
This is a game of no mechanics and all strategy


Defining our Terms
To make sure we are on the same page, we’re dealing with Real Time Strategy.
Strategy
Generally being a plan of action designed to achieve a vision. And being in Real Time (not Blizzard time), time is a valuable commodity. If there are things to do and a limited time to do it, multi-tasking and prioritizing becomes part of your strategy.

Mechanics
From Liquidpedia:
When someone refers to a players mechanics they are referring to the non strategical aspects of a players game. Aspects of mechanical skill include:

* Micro
* Macro
* Multitasking

Mechanical skill in StarCraft is closely related with a players handspeed (APM), good mechanical players will generally have higher APM.

Of that, what I’m most interested in for this thread is Micro and Multitasking.

Argument.
Now while Liquidpedia defines Mechanics as non-strategical, I would make the argument that Mechanics is Strategy. It isn’t the whole of Strategy and so I wouldn’t say Strategy is Mechanics. But rather my Mechanics is a subset of Strategy. Or perhaps that Mechanics opens up new options for Strategy. With our Mechanics, we can plan new actions to fulfill our vision (Ultimately winning, but it could also apply to smaller goals along the way.)

See, what the people I quoted are arguing is that they want this great cerebral game. Where whoever thinks up the best strategy, is the one that wins. Rather than the one that clicks the fastest.

This very argument is one used by Supreme Commander 2 forum fans that dislike Starcraft 2. I’ve read several places where Starcraft 2 is referred as an APM spamfest. Once again the idea is, if only we can cut out the mechanical requirements, then we can have even more time to devise ingenious plans.

However, the problem then becomes, what can you do? What strategy is there really? Granted, I’m pretty newbie at SupCom2- I hate it too much to play much after figuring it’s mechanical limitations.

Using the arguments I quoted, Supreme Commander 2 should be THE most strategic game.
There is very mechanical requirement for production or resource collection. (Unless you can get to mass conversion.) Build an extractor and it will continue extracting for the rest of the game. You can queue of a cycle of units in a factory to endlessly produce units without ever going back to your base- though you may need to pause production to free up resources.

[image loading]
The RTS game I regret buying the most.


And army control! The army fights for you. Never mind smartcasting. How about an army that requires no commands in the middle of a battle? All that time to plan devious plots... or the other way of saying this...

You cannot control your armies.
Or rather the control you have is in pre-planning. Units have a gigantic turn radius, which means there is no rapid action control (premise). In fact, trying to target firing units proves a difficult challenge because the AI is so smart that only half will actually obey your commands. No amount of clicking will change their mind from their auto fighting.

You can set up attack runs for bombers, but the flight paths are so circuitous so as to prevent any rapid response retreat mid flight.

[image loading]
You can really zoom out in SupCom2. When I’m in a bad mood, I sometimes feel this is the only view you need.


So in the end, it’s all about composition. With my friends, I made the second most units in the game and killed 10 units, lost 300 or so- that’s simply not possible in Starcraft unless you make pure workers and medivacs I simply made the wrong composition (1:1 air to air and air to ground) and was hard countered. There wasn’t any more use I could get out of the units, they just died. And once they were committed to battle, they were committed, the attack run is so lengthy, there is little hope of rapidly retreating. And even in retreat they have their own smart pathing that prevents me from microing them away from combat in the shortest route.

That’s the strategy. Scout the right tech path and counter with correct counter. Kill resource extractors. Kill commander. Kill whatever objective you happen to want. Multiple front engagements. Very little mechanical requirements.

And yet I feel I have nothing to do. I feel like my strategy options are limited. I can’t change the tide mid-battle.

Mechanics actually create strategic options.
I will grant you MBS and auto-mining. I don’t really care about those. I don’t want them in BW, but it’s not what I feel is holding back SC2 as a game.

Consider BW Mutalisk micro:

This is a mechanical skill as defined at the beginning. And it is a very difficult one. I can micro (sort of) but I can’t do that and build stuff at my base at the same time. It’s very demanding.

But it helps fulfill my premise- once I have mastered the mechanical skill of right click forward, h, right click back, then I can use this deadly pack of mutalisks like dagger point. I jab in and out of the base, hitting wherever there’s a weak spots. I can absolutely pick apart my friends with my muta micro and on iCCup, I get absolutely picked apart as my crisis management is often not up to the task.

It’s the same thing with dragoon micro.

It’s a mechanical skill to master hold position moving, attacking and retreating dragoons to keep them alive, doing damage. However, once the skill is learned, then you can use your new found mechanical skill as a tool to attack or defend aka strategy.

Last Friday I practiced game after game trying to beat an early push against vs marines, vultures with mines and a tank. It was all about unit control, while trying to continually build more units. And I needed that repetition because I hadn’t really ever built up the skill to defuse or avoid mines, snipe tanks, attack retreat back, gathering more troops and maybe sneaking out a shuttle to zealot bomb.

But once I have that skill, I will suddenly be able to use that very same skill for early game pushes. New strategic options can open up and not just early game. At any point, I can dragoon micro to get a little extra effectiveness out of the goons.

Or Reaver control

Difficult as anything. Mechanical skill. But once learned, it’s a tool that can pick apart an enemy. It is a mechanical skill that opens up entirely new strategy. It’s not just what you make, but how well you use it.

And this is where my frustration comes in. People dismiss the mechanical difficulty as getting in the way of strategy. That you need to do 30 pushups before you can click a unit forward. That it’s only about who clicks the most and not about who thinks the most.

Certainly Dragoons are kinda buggy and we don’t really need their bugginess in a new game. But they also have tremendous potential to be microed. In fact they can be quite precise and extremely effective. You need to know how to handle them, but once you do, they are yours to control. As opposed to auto-clumping that actively thwarts your micro efforts every step of the way. About as ‘smart’ ai as the SupCom2 flight paths.

Another example is something like smart-casting. I hate this because it has led to the nerfing one of one of my favourite units- high templar (well that and unit auto-clump.) But I guess we’re hoping that this will make things more strategic. We will have more time to do... what exactly?

Why stop there. Why not have autocast? Age of Mythology has auto cast for its Medusas. This would lessen the mechanical skill and allow the more cerebral player to win. Just make the right amount of high templar at the right time. Pre-position them before battle and let them do their work.

Or marines splits vs banelings and shoot and scoots. That’s all about who is the fastest. If we just auto-mated that, we would have even more time for strategy.


You know what would make this video even better? If marine splits were automated. More time to think up cool strategies don’t you know.


And even harassment. Just give some medivacs and some marines the orders “Harass” and they’ll auto fly/ split up to the 3 spots you indicated, auto-harass and then retreat when it becomes too dangerous. Assign units to their respective roles and let them act independently. You have more important, strategic things to think about.

Maybe a little extreme, but I’m trying to highlight this unfortunate idea that getting rid of mechanical requirements, the game will suddenly have more strategy because we will have more time to ponder. I feel like people arguing for a game, where if they think the right thoughts, they will win. That mechanics get in the way of their strategy. When in fact, the mechanics open up entirely new arsenal that will now inform your strategy.

So you use, your muta micro to keep them back on their back feet while you expand behind it. Or you use you vulture micro to drop their worker and zergling count while you reinforce your army behind it.

Conclusion:
RTS strategy (of the kind I prefer) is not simply what you make and when you attack and from what angle, but how well you use your units during the entire battle. Mechanics are not an arbitrary hindrance that prevent you from doing what you want to be doing. Often mechanics is what you want to be doing. Free up macro time with MBS so you have MORE time to cast storms like Jangbi, muta micro like Jaedong, etc.


And I REALLY loathe SupCom2

Addendum:
Vulture micro



Marines vs Lurkers


Mutalisks vs Scourge/ Chinese Triangle




****
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...
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
March 20 2012 00:09 GMT
#2
I couldn't agree more. This is why I play real time rather than turn based.
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
March 20 2012 00:10 GMT
#3
I sincerely hope Dustin Browder reads this.
EternaLLegacy
Profile Blog Joined December 2011
United States410 Posts
March 20 2012 00:13 GMT
#4
Pretty much sums up my biggest gripes with SC2. Great read.

I find it fascinating how a game with minimal macro and a completely different gameplay style, Warcraft 3, managed to not suffer from the horrific oversimplification that SC2 does. I swear, if the map pool was properly maintained in war3, it would've been bigger than BW. What a good game... Always more to do.

SC2 suffers way way way too much from "well I made the wrong units/attacked at the wrong time/didn't scout the hidden tech" into GG.
Statists gonna State.
Leeoku
Profile Joined May 2010
1617 Posts
March 20 2012 00:15 GMT
#5
i loved this post super insightful etc
CaucasianAsian
Profile Blog Joined September 2005
Korea (South)11575 Posts
March 20 2012 00:16 GMT
#6
Very well written!
Calendar@ Fish Server: `iOps]..Stark
Ktk
Profile Blog Joined May 2010
Korea (South)753 Posts
Last Edited: 2012-03-20 00:21:16
March 20 2012 00:20 GMT
#7
This is why Starcraft is a good game.

EDIT:
The best game
ShadeR
Profile Blog Joined December 2009
Australia7535 Posts
March 20 2012 00:24 GMT
#8
Nice arguement completely agree.
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
March 20 2012 00:35 GMT
#9
On March 20 2012 09:13 EternaLLegacy wrote:
Pretty much sums up my biggest gripes with SC2. Great read.

I find it fascinating how a game with minimal macro and a completely different gameplay style, Warcraft 3, managed to not suffer from the horrific oversimplification that SC2 does. I swear, if the map pool was properly maintained in war3, it would've been bigger than BW. What a good game... Always more to do.

SC2 suffers way way way too much from "well I made the wrong units/attacked at the wrong time/didn't scout the hidden tech" into GG.


Yea.. it's not like wc3 died 1 year after release in Korea or anything >_< also while people tried to make it like bw
Lim Yo Hwan forever!
a176
Profile Blog Joined August 2009
Canada6688 Posts
March 20 2012 00:37 GMT
#10
its interesting because MBS is in a way like supcom endless queue; while BW forced you to return to the base to build units and break your strategy flow / "unit control mechanics", with MBS, a few presses of the keyboard in the littlest of seconds enables you to stay focused in the battle at hand. so by that account, sc2 would enable the player to be more micro orientated than bw was.

but is that the case?
starleague forever
Falling
Profile Blog Joined June 2009
Canada11340 Posts
Last Edited: 2012-03-20 00:48:03
March 20 2012 00:41 GMT
#11
I don't know too much about WC3. WC2 is my true nostalgia game that isn't as good in retrospect although I like to play the campaign every now and then. I recently bought WC3 and am playing through the expansion campaign for the first time.

I'm not sure. On one hand, I found it very good practice for army control groups- one of the bad habits I picked up going to SC2 was not hotkeying any army. It's fun, but not quite the same. Ultimately, I want to have the giant armies that WC3 and even SC2 can't offer (because of so many supply heavy units), but still have the micro potential.

Regarding SC2 having more time for micro and therefore would be more micro oriented. You would think so, but I don't think it is. Mind you, I'm no pro-gamer. But from my perspective, many units don't have that same micro potential- or it remains undiscovered.

Smart-casting for instance is the opposite direction. MBS should free up APM to have more time to do regular casting- and therefore spells would still be allowed to be super powerful. The easier it is to do, the less strong it can become. If smart casting was changed to autocasting, storms would have to be nerfed even further because it would be too easy to blanket the entire army.
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...
Gheed
Profile Blog Joined September 2010
United States972 Posts
March 20 2012 00:42 GMT
#12
I also think it's wrong to say that mechanics are not fun. Even though I was never good at BW (or even knew that there was a pro scene until much later), every match felt like an epic struggle against the game. It was fun having to do everything yourself.

Imagine if in SC2 queens could be set to autocast larva inject on the nearest hatchery. Imagine if you could script your CC to produce an SCV every time 50 minerals became available. Things like that would eliminate mechanical elements, but it wouldn't make the game any more fun.
Tipany
Profile Joined November 2010
United States368 Posts
March 20 2012 00:42 GMT
#13
Yes! Exactly. SC2 is sitting on the wrong side of the spectrum.
wat.
Hesmyrr
Profile Blog Joined May 2010
Canada5776 Posts
March 20 2012 00:46 GMT
#14
Starcraft should have been turn-based strategy.
"If watching the MSL finals makes you a progamer, then anyone in Korea can do it." - Ha Tae Ki
ShadeR
Profile Blog Joined December 2009
Australia7535 Posts
March 20 2012 00:48 GMT
#15
On March 20 2012 09:46 Hesmyrr wrote:
Starcraft should have been turn-based strategy.

Loved Final Fantasy Tactics.
sam!zdat
Profile Blog Joined October 2010
United States5559 Posts
March 20 2012 00:50 GMT
#16
What about the recent Gumiho vs. DRG series, though? Gumiho showed us a glimpse of what people are going to be able to do with all that extra apm in sc2...

I'm not trying to argue your point; I agree with you. But I think there's a happy medium between bw and the way sc2 is today.
shikata ga nai
Falling
Profile Blog Joined June 2009
Canada11340 Posts
Last Edited: 2012-03-20 00:59:16
March 20 2012 00:53 GMT
#17
On March 20 2012 09:42 Gheed wrote:
I also think it's wrong to say that mechanics are not fun. Even though I was never good at BW (or even knew that there was a pro scene until much later), every match felt like an epic struggle against the game. It was fun having to do everything yourself.


Oh I agree. I don't know why, but I find something extremely fun when I'm hopping from Nexus to Nexus or powering through my gateways. It becomes so rote and so fast and now I'm finding more and more time to focus on my shuttle or probe scouting now that early base building is so fast. And there's something to that rhythm of 5sz6sz7sd8sh9sh0sz.

But it's an argument I'll concede for the sake of other arguments.

On March 20 2012 09:50 sam!zdat wrote:
What about the recent Gumiho vs. DRG series, though? Gumiho showed us a glimpse of what people are going to be able to do with all that extra apm in sc2...

I'm not trying to argue your point; I agree with you. But I think there's a happy medium between bw and the way sc2 is today.


In all my past debates, I don't think I've ever argued there isn't micro potential. Rather there's not enough. It's the reason why, for these arguments, I will always bring up marines splits, shoot and scoot, or stalker micro pre-concussive shell upgrade. It exists, but not to the same level as BW had. But whenever this argument comes up, what I hear back is that people are 'fighting against the computer' and that it's all about 'who's the fastest rather than who's the smartest.'

Whereas, I think RTS involves both speed and intellect and right now there's not quite enough possibilities to separate mice from men. To some extent yes, but not what it could be.
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...
Bobo_XIII
Profile Blog Joined October 2003
United States429 Posts
Last Edited: 2012-03-20 00:58:10
March 20 2012 00:55 GMT
#18
Did anybody find this difficult to read? I might just be getting old and less willing to mold my brain to new things, but this whole thing is worded and paced like you're trying to be too profound in your message. It read like some philosophical piece that was translated five times over before finally being published in English.

Anyway, I agree with the premise of your message, but I feel people oversimplify SC2 too much. While you aren't being taxed physically with all the keyboard pressing and mentally burdened with the more menial things like assigning workers to mineral fields at each base, the game is still very fast-paced and unforgiving. Microing in this game has gone more from small-scale squads of units being individually microed to split-decision positioning with mid- to large-sized forces. The necessity to micro individual units with the subsequently large payoffs still exist, but the shift is off that a little more in this game.

That said, if Blizzard felt compelled enough to simplify things any further I might just lose my faith in their ability to make the right decisions :[

edit: there is also the issue of design philosophy with some units. The ratio of effectiveness to work put in is too skewed for some units, IMO (collosus, maurader with concussive shells, and infestors come to mind immediately).
There's a hole in the world like a great black pit, and the vermin of the world inhabit it... and its morals aren't worth what a pig could spit, and it goes by the name of Reddit.
HardlyNever
Profile Blog Joined July 2011
United States1258 Posts
March 20 2012 00:56 GMT
#19
I know I'm going to get flamed to shit for this, but what the hell, why not.

Pro players have not fully utilized/mastered micro in SC2. Yeah, I said it.

No, sc2 doesn't have air unit stacking. No, it doesn't have patrol/attack micro. Even the stop command micro is largely limited to terran bio. It is probably worth mentioning that ALL of these things were, by every indication, complete accidents/flukes in the sc1 engine, and the game was not designed with these things to be purposely used.

If there was one thing I took away from the "Starcraft Master" minigame, it that Blizzard was trying to say "most of you still aren't doing this." Maybe I'm reading too much into it, but that is what I saw. How often do you see a pro player drop micro like is required on the 30th challenge? Basically never (I know someone is going to link a youtube video of some immortal drop, but guess what, that rarely occurs at that level on a regular basis). Even simpler stuff like the banshee "moving shot" is rarely executed flawlessly. ForGG probably has the best SC2 banshee micro I've seen, and he still gets hit by marines.

I know what people are going to say. Micro in BW was more rewarding. Micro in BW had a lot more depth than sc2 micro. Maybe (and only maybe) those things are true. But don't tell me that micro is meaningless in SC2. Not a single pro player has come even close to executing the consistent, top tier micro that the game engine allows for.
Out there, the Kid learned to fend for himself. Learned to build. Learned to break.
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
March 20 2012 00:58 GMT
#20
The thing that you miss, I think, is that the general distaste towards micro-oriented play stems from the early life of SC2 where everything was 1base all-ins all day. People wanted "strategic" games and not "twitch" games. Now that SC2 has matured and a wider breadth of strategy can be employed, This attitude is not warranted, but micro still carries baggage from before.


That said, everyone knows (or should) that a lot of the "mechanical" tasks in BW were just technical limitations. Blizzard didn't arbitrarily make the game more difficult. Things like worker rally, smart casting and cohesive unit movement aren't "training wheels", they are just the benefit of having a modern game engine. As much as you love BW, honestly, the game was buggy as shit, poorly maintained and poorly designed (from a code perspective, not a comment about the game itself).

I also disagree with the idea that SC2 doesn't have enough mechanical tasks, it certainly does. The fact that terrans can queue up drops without microing them isn't the game's fault, its the receptive player's fault. Most people are still running around with the majority of their army in 2-3 control groups. Also build order doesn't play into it as much as people say either - Mechanically superior players get out of those situations almost every time. If anything, I'd say the SC2 AUDIENCE and PLAYERBASE is the problem - we blame things on build orders, coin flips, and gimmicks. Once the SC2 audience matures and has years upon years of experience with every nuance of the game, this QQ will fade away.
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