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BW General Discussion - Page 497

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Magic Powers
Profile Joined April 2012
Austria4471 Posts
Last Edited: 2025-10-10 22:17:33
9 hours ago
#9921
On October 11 2025 03:09 RogueTheGOAT wrote:
Show nested quote +
On October 11 2025 02:40 Magic Powers wrote:
On October 11 2025 01:45 RogueTheGOAT wrote:
On October 10 2025 23:48 Magic Powers wrote:
On October 10 2025 21:54 RogueTheGOAT wrote:
On October 10 2025 18:44 Comedy wrote:
On October 08 2025 18:00 Mizconout wrote:
On October 08 2025 17:55 [sc1f]eonzerg wrote:
On October 08 2025 17:49 Mizconout wrote:
I thing is with the advent of sc2 evo I'm not really sure what's the point of playing brood war anymore. We literally get new balance updates with the old iconic units. It's just better.

Cool story


literally the most low-effort post you could have here. I know you're a legend here, but seriously, being so dismissive of my attempts to gain hype for the new era of sc2 and sc1 communities coming together to save rts after sg's fall.

Starcraft needs some wins right now. We got a sc2 update from officially from blizzard. GGG has quit rts altogether. Help me and excited in this moment. Don't shut me down.


I guess noone really pointed it out so you really might not know. But BW units need the old engine and client to function properly - sc2 client takes away all micro and control that makes BW 'art'. You can't do the same trickshots or have the same micro skill in that client.

Most of what you're talking about would be worth sacrificing if you could remove all of the jank without impacting balance.

On October 10 2025 21:54 RJBTVYOUTUBE wrote:
On October 10 2025 18:44 Comedy wrote:
On October 08 2025 18:00 Mizconout wrote:
On October 08 2025 17:55 [sc1f]eonzerg wrote:
On October 08 2025 17:49 Mizconout wrote:
I thing is with the advent of sc2 evo I'm not really sure what's the point of playing brood war anymore. We literally get new balance updates with the old iconic units. It's just better.

Cool story


literally the most low-effort post you could have here. I know you're a legend here, but seriously, being so dismissive of my attempts to gain hype for the new era of sc2 and sc1 communities coming together to save rts after sg's fall.

Starcraft needs some wins right now. We got a sc2 update from officially from blizzard. GGG has quit rts altogether. Help me and excited in this moment. Don't shut me down.


I guess noone really pointed it out so you really might not know. But BW units need the old engine and client to function properly - sc2 client takes away all micro and control that makes BW 'art'. You can't do the same trickshots or have the same micro skill in that client.

very true. BW just has everything fall just right into place, by chance or by design.

By chance. There is 0% chance that Blizzard intended even half of the shit that has resulted in a "balanced" game.


People keep calling it "jank", but it's not jank. It's limitations. And limitations aren't inherently bad. When you remove limitations, you add other limitations. In SC:R more fluidity often means less complexity. Substituting the lost complexity is often impossible.

Brood War's lack of fluidity is a major part of its balance and Starcraft 2's fluidity plays a huge part of why it is hard to balance, but pretending that the game handling like it came out in 1998 adds some impossible to mimic level of complexity is nonsense. Complexity is also not a virtue; Strategic depth is. Goliaths and Dragoons stumbling around like drunken sailors does not add strategic depth. Being able to only select a single building at a time does not add strategic depth.

Combat in Brood War is a lot slower than SC2 which leads to fewer extremely grating moments of losing the game because you looked away from your army for 2 seconds right as 900 banelings rolled in. The janky movement plays a part of that, but as we can see from Warcraft 3, you can have slower paced combat without the game handling like you're stuck in the mud.


You say these things don't add strategic depth, but I disagree. Please substantiate your argument with evidence.

Strategic depth in the context of an RTS is the ability to take the game in different directions while still having a fair chance of winning. The need to babysit your units or to make macro comparably more difficult only serves to limit the breadth of strategies available to players.


Against protoss I can take the game in a different direction by abusing the illogical pathing of scarabs, and with protoss I'm forced to use my reavers optimally to minimize the illogical pathing so that I will be abused less.
This is a tactical element of the game and a good example of how clunky units can create strategic depth by increasing the tactical breadth. There are countless other examples.
If you want to do the right thing, 80% of your job is done if you don't do the wrong thing.
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