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I feel Starcraft 2 is very passive. - Page 18

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Senx
Profile Blog Joined March 2008
Sweden5901 Posts
Last Edited: 2011-11-23 18:27:02
November 23 2011 18:26 GMT
#341
The passivity comes from the game being extremely volotile, a single battle usually decides the game so both players do everything to ensure that they come out on top for that 1 battle.

In sc1 you could have multiple battles before a game is decided because of how much longer each battle took you could reinforce and recover your defenses. It also had more board control with lurkers, siege tanks, vulture mines, reavers/hts/cannons etc.

"trash micro but win - its marine" MC commentary during HSC 4
HellionDrop
Profile Blog Joined June 2011
281 Posts
November 23 2011 18:27 GMT
#342
in BW, due to bad pathing/unit selection limit or both, you can't really engage the way you do in sc2. and you don't usually outright lose your max army. Because of that, both sides need to spend more time managing the units in the fights and that creates a more exciting game to watch. The problem i see in sc2 is that somehow the battle can turn out to be so one sided that one mistake is pretty much game ending. If you don't pay attention and lose 20~30 supplies due to bad positioning, its over. i think sc2 need to be more forgiving in this regard,
ImGonnaRideYou
Profile Joined July 2010
53 Posts
November 23 2011 18:29 GMT
#343
...I'm not the smartest man in the world, but maybe it's not that people are not sure when to pressure/harass or how to split up armies. Maybe it's because one ball army works? *GASP*

Blasphemy! We must all strive to play like we are pros!

(No offense)
Big J
Profile Joined March 2011
Austria16289 Posts
November 23 2011 18:35 GMT
#344
On November 24 2011 03:04 sleepingdog wrote:
Show nested quote +
On November 24 2011 02:28 deadmau wrote:
On November 24 2011 02:19 Switchy wrote:
Dustin Browder said SC2 is not broodwar, if you dont like it thats tough shit. These threads are pointless


Nobody wants SC2 to be BroodWar, I don't understand why individuals such as yourself don't let it sink in. People want certain aspects that make BroodWar a truly great game to be carried over to SC2, of course no one wants the same damn game. There are flaws in SC2 just like there are flaws in BW. SC2 can be improved a lot by carrying over some thing that made BW great, read Ver's post dammit, it's true. There is little in SC2 that can distinguish top players from another, the skill ceiling is quite low. Defense busting is too easy, positioning is about the only thing that can give you an advantage over another player (not in dirt/rocks leagues).

edit: removed a deserved insult


I don't get why so few people understand this either. I come from warcraft 3, NOT from BW and still I think that SC2 lacks dynamic - in warcraft 3 you at the very least had to constantly creep neutral camps and harass, in sc2 there are those times where the best thing you can do is just nothing at all (with "nothing" I mean producing probes, pylons, units).

Since SC2 has no heroes like warcraft 3, there HAS to be something to make it dynamic at each and every point in the game. BW had that gamedesign, that made constant harass/aggression a necessity. SC2 needs something similar, otherwise it will get boring. Maybe not today, maybe not tomorrow, maybe not even in the next couple of years. But at some point it will, and then people will be quick to leave the sinking ship.


yeah, I love that thing about starcraft2. You don't always have to be like:
"I must attack now. Unit X has no attack command, so it is useless..." The pure presence of stuff makes already sense. No need to always ne on the attack. No need to always use 100apm on micro. More time to make good decisions. More time to play creative!
Milvus
Profile Joined May 2010
Switzerland400 Posts
November 23 2011 18:38 GMT
#345
Sc2 has only just moved into the massive late game area. Alot of timings are still unexplored and the metagame still needs to develop quite a bit. However 200/200 balls are a bit too easy to use because of their raw ranged DPS and a lot of matches kinda stagnate pretty quickly and get boring to watch until they end all of a sudden.
castled
Profile Joined March 2011
United States322 Posts
November 23 2011 19:12 GMT
#346
On November 23 2011 13:19 sluggaslamoo wrote:
+ Show Spoiler +
On November 23 2011 13:10 HuHEN wrote:
I think this comes down in large part to skill level, I just dont think sc2 pros have learned to utilize agression to its full potential yet. That said, the game is clearly far more dynamic than it was in the eary days, and I think it will continue to progress and improve as players themselves improve and understand the game better.


On November 23 2011 12:52 FragRaptor wrote:
Little by little people are figuring out ways to poke at players. Until that research is completed people will be passive as the small pieces of aggression are not effective enough. But do not be mistaken it will come in time(And expansions).


Again this is not a matter of time, its inherent in the game design. Even the worst players on ICCUP have more action packed games than the highest level ladder players in SC2.

The time horse has been beaten to death. When you can just look at the game design and see how it's not possible. The reason TvZ is so developed is that it has Tanks, its a lot like TvP in BW. Where T is always jostling for position and point capture, while P is trying to look for opportunities to exploit Terran weaknesses. Similar applies to TvT, this is why Zerg and Protoss need strong immobile slow-shot siege units (Reaver, Lurker), it creates much better battle dynamics.


On November 23 2011 13:12 Nizzy wrote:
1. Bigger maps, bigger maps, bigger maps, bigger maps. Stuff like twice the size of metalopolis. A map like Tal darim alter should be one of the smallest maps out there. This way 'ball armies' will simply fail, because you can only hit one part of their base, while if they hit you at multiple locations at once you'll probably lose. Because of big maps you would bring back the seige/perimeter lines. You would have zergs placing burrow banelings in areas to block off paths/swarm hosts for this as well. Warp gate for Protoss would be great here for them to warp into any base to protect it. The game would be so much better.

2. Take away the mass multi section of units. You don't have to limit it to 12 like in BW, however everything is in one big ball/ 1-3 control groups only. Maybe cap it at like 24-32 units or something. Units/armies would be WAY harder to control if you had to use like 6 hotkeys for a 200/200 army. It would put more skill back into the game. Way more IMO. Being able to select all of your units in 1 control group is so noob-ish. Even bad players might even agree to that.

3. Like TT1 kind of said in his post. The less casting units the better. Take away that stupid "get over here" thing from the viper. Less spells actually = more action. Having just 2-3 total spells per race actually makes them more exciting. TT1 also said each race having few spells to support the army, even though they're strong. They won't be as strong with armies separated around the map instead of a big ball.

Dumb Dustin Browder fails to realize. Sorry I'm calling him dumb, it's just I feel a sense of ignorance with his logic of 'this is the game I made, not the game you want' Dustin, we don't want these changes because it will be like BW. We want these changes because it will make the game a better RTS. It's already not like BW. The units are so much more fast paced IMO.

He said he's looking at ways to split those balls up. Start with those basic ones.


His method for splitting those balls up doesn't make any sense though. Hes just trying to make gimmicky units that don't work well within the main army.

There is a fundamental problem to this, the core armies are going to become even SMALLER. In BW the core army looked HUGE, you would just look at an army like that on the minimap in absolute awe, and this is partly due to the huge supply units in SC2. A 200/200 bio ball in BW had a roughly 160 unit blob moving around the map, SC2 is less than half of this.

The second problem is it is the wrong way to tackle the issue. The problem is not synergy of the colossus or MMM or anything like that, its lack of units that benefit hugely from tactical situations. A zerg army with 1 defiler is 10x stronger than one without, you don't see that from the infestor. A lurker in a choke is 10x more powerful than in the open, this is not the same for the baneling. In fact the only thing close to this is split marines and tanks.

On October 31 2011 17:24 sluggaslamoo wrote:
Show nested quote +
On October 31 2011 17:10 ninini wrote:
On October 30 2011 23:30 Sandermatt wrote:

About the micro Ai comment, true nobody can ever reach that, but it is impressive how good certain players can do that and the skill is only going to rise:


That video just proves what a joke the SC2 graphics and pathing is. Big blobs of stuff shooting at eachother. What you guys also have to remember is that you can't compare BW in 2002 with SC2 today. SC2 today is dominated mostly by players with a lot of experience. MVP and MC trained BW for years on most of their free time. Their overall RTS skills are much better than Boxer's was in 2002, and they probably have double the APM, if not more. The top SC2 players today are really good and there's really not much Flash will be able to add. Whatever Flash did, Nada had already done a few years prior. The only thing Flash brought to the table was strategies, his ability to read games and adept and his flawless macro. If Flash switches, you might be able to see some creative strategies, or brilliant comebacks, but that's it. You will not see him change the standards on micro. Nada could match Flash easily on micro in BW, and what have he done for SC2 micro?

This is Nada's marine micro in BW. That group of mnm did around 10 times more damage than they was worth.
[image loading]

In similar situations, I have personally lost around 30 mnm to half of that amount of lurkers. The BW engagements are intense and requires your immediate attention so that you're not caught off guard. SC2 will never be able to offer that, and on top of that, SC2 will always be plagued by the blobby graphics.

The ppl who are saying it's a natural progression to go from BW to SC2 clearly have no clue what you're talking about since you can't see that there's a huge difference between the games.

The reason why we are angry is because we feel that SC2 is a downgrade. Tell us why our players should switch to a game that is worse? Also tell us why we should watch said game instead? Everybody would have questioned KESPA's sanity if they had transitioned into WC3 a few years ago, so how come BW -> SC2 is taken for granted? Blizzard games are not like Tekken, where there are little to no difference between each new version of the game. If a transition to SC2 is to take place, wouldn't you first have to ask yourself if SC2 actually is a better game? This is a question that the ppl who switched to SC2 never asked themselves. They just hyped it up blindly and assumed that the game would follow the same path as BW.

What happened with BW in Korea was a miracle and it would require a really awesome game if we are to ever see such a great scene again. The fact that KESPA seems open to just disband this scene in favor of SC2, who's future is very uncertain, is quite saddening. BW won't last forever, but I highly doubt that the korean viewers will accept SC2. As ppl have said, the SC2 scene is niched towards gamers. What will happen when the next big RTS is released? I remember WC3 was huge a few years ago, atleast among gamers. Now the game is pretty much dead. But more importantly, the mainstream non gamers in Korea couldn't care less about SC2. BW have transcended to another level. In Korea it's mainstream, a sport. I remember reading a recent interview with the young Samsung KHAN progamer Reality, where he said that the high school he attended was very understanding of his BW career, and that they let him follow a more personalized scheduling plan in school, so that he could more easily focus on both gaming and school. That's how mainstream BW is in Korea. Even grown up parents watch BW with their kids, and teenage girls follow the scene and their players as if they were K-pop stars. I don't think most SC2 fans really understand how huge BW is in Korea, and how many different groups of ppl that SC2 would have to appeal to for a transition to work.


1225 (7 lurker gas cost) / 25 (baneling gas cost) = 49

I think its even more sad that if you could actually micro 11 marines and 1 medivac to kill 49 banelings, 20 zerglings, a Hatchery and an Evo Chamber, there would be mass screams of imba and Blizzard would never let it happen. T_T


Although at the same time other races had equal opportunities to gain huge advantages by exploiting weaknesses in small battles.



Of course to have situations like the above, Blizzard would need to remove auto-clumping. I think this is the biggest issue that needs to be resolved, players are too scared to engage each other because armies are almost 100% efficient at all stages of the game. If you removed clumping, players would be more inclined to be opportunistic and engage when the other player has moved out of position.

The second point I need to make about this is that de-clumping won't cause dragoon AI problems. Remember Warcraft III pathing? That used a very similar algorithm to Broodwar, its just that it wasn't a 13 year old game and pathfinding had gotten better since then.

I wanted to highlight this post from the end of the first page again. I never followed or played BW in a competitive way but when I watch BW games now it's clear to see why SC2 games have less small skirmishes. Armies are too condensed in SC2 so, in conjunction with less microable units (moving shot issue), engaging even a slightly larger force with a detachment from your army is never advisable. This leads to less interesting games because players just wait for their balls to grow to 200/200 before attacking.

You might say that there are drops in SC2 and other harassment options. The difference is that in SC2 your harass is really only effective when you're catching the other player entirely out of position or if your army is already stronger. It's too difficult to engage a section of the opponent's main army and come out ahead because the army is too condensed.

I liked that the quoted post mentioned the WC3 engine. Even though there were way less units on the field in WC3, the engine did a good job at making battles spread out in a way that made them epic. I think it would be interesting to see what SC2 would be like if the collision interactions between units was more like WC3. I remember in WC3 you could completely stop a unit from moving by surrounding it with 4 units in the cardinal directions. In SC2, I believe a unit would simply "squeeze" out of this kind of surround. It's very strange that units in SC2 have smaller collision boxes while they're moving, which ends up making them as close together as possible when they stop moving.
andrewlt
Profile Joined August 2009
United States7702 Posts
November 23 2011 19:26 GMT
#347
On November 24 2011 04:12 castled wrote:
Show nested quote +
On November 23 2011 13:19 sluggaslamoo wrote:
+ Show Spoiler +
On November 23 2011 13:10 HuHEN wrote:
I think this comes down in large part to skill level, I just dont think sc2 pros have learned to utilize agression to its full potential yet. That said, the game is clearly far more dynamic than it was in the eary days, and I think it will continue to progress and improve as players themselves improve and understand the game better.


On November 23 2011 12:52 FragRaptor wrote:
Little by little people are figuring out ways to poke at players. Until that research is completed people will be passive as the small pieces of aggression are not effective enough. But do not be mistaken it will come in time(And expansions).


Again this is not a matter of time, its inherent in the game design. Even the worst players on ICCUP have more action packed games than the highest level ladder players in SC2.

The time horse has been beaten to death. When you can just look at the game design and see how it's not possible. The reason TvZ is so developed is that it has Tanks, its a lot like TvP in BW. Where T is always jostling for position and point capture, while P is trying to look for opportunities to exploit Terran weaknesses. Similar applies to TvT, this is why Zerg and Protoss need strong immobile slow-shot siege units (Reaver, Lurker), it creates much better battle dynamics.


On November 23 2011 13:12 Nizzy wrote:
1. Bigger maps, bigger maps, bigger maps, bigger maps. Stuff like twice the size of metalopolis. A map like Tal darim alter should be one of the smallest maps out there. This way 'ball armies' will simply fail, because you can only hit one part of their base, while if they hit you at multiple locations at once you'll probably lose. Because of big maps you would bring back the seige/perimeter lines. You would have zergs placing burrow banelings in areas to block off paths/swarm hosts for this as well. Warp gate for Protoss would be great here for them to warp into any base to protect it. The game would be so much better.

2. Take away the mass multi section of units. You don't have to limit it to 12 like in BW, however everything is in one big ball/ 1-3 control groups only. Maybe cap it at like 24-32 units or something. Units/armies would be WAY harder to control if you had to use like 6 hotkeys for a 200/200 army. It would put more skill back into the game. Way more IMO. Being able to select all of your units in 1 control group is so noob-ish. Even bad players might even agree to that.

3. Like TT1 kind of said in his post. The less casting units the better. Take away that stupid "get over here" thing from the viper. Less spells actually = more action. Having just 2-3 total spells per race actually makes them more exciting. TT1 also said each race having few spells to support the army, even though they're strong. They won't be as strong with armies separated around the map instead of a big ball.

Dumb Dustin Browder fails to realize. Sorry I'm calling him dumb, it's just I feel a sense of ignorance with his logic of 'this is the game I made, not the game you want' Dustin, we don't want these changes because it will be like BW. We want these changes because it will make the game a better RTS. It's already not like BW. The units are so much more fast paced IMO.

He said he's looking at ways to split those balls up. Start with those basic ones.


His method for splitting those balls up doesn't make any sense though. Hes just trying to make gimmicky units that don't work well within the main army.

There is a fundamental problem to this, the core armies are going to become even SMALLER. In BW the core army looked HUGE, you would just look at an army like that on the minimap in absolute awe, and this is partly due to the huge supply units in SC2. A 200/200 bio ball in BW had a roughly 160 unit blob moving around the map, SC2 is less than half of this.

The second problem is it is the wrong way to tackle the issue. The problem is not synergy of the colossus or MMM or anything like that, its lack of units that benefit hugely from tactical situations. A zerg army with 1 defiler is 10x stronger than one without, you don't see that from the infestor. A lurker in a choke is 10x more powerful than in the open, this is not the same for the baneling. In fact the only thing close to this is split marines and tanks.

On October 31 2011 17:24 sluggaslamoo wrote:
Show nested quote +
On October 31 2011 17:10 ninini wrote:
On October 30 2011 23:30 Sandermatt wrote:

About the micro Ai comment, true nobody can ever reach that, but it is impressive how good certain players can do that and the skill is only going to rise: http://www.youtube.com/watch?v=yGJP0BgvUPA


That video just proves what a joke the SC2 graphics and pathing is. Big blobs of stuff shooting at eachother. What you guys also have to remember is that you can't compare BW in 2002 with SC2 today. SC2 today is dominated mostly by players with a lot of experience. MVP and MC trained BW for years on most of their free time. Their overall RTS skills are much better than Boxer's was in 2002, and they probably have double the APM, if not more. The top SC2 players today are really good and there's really not much Flash will be able to add. Whatever Flash did, Nada had already done a few years prior. The only thing Flash brought to the table was strategies, his ability to read games and adept and his flawless macro. If Flash switches, you might be able to see some creative strategies, or brilliant comebacks, but that's it. You will not see him change the standards on micro. Nada could match Flash easily on micro in BW, and what have he done for SC2 micro?

This is Nada's marine micro in BW. That group of mnm did around 10 times more damage than they was worth.
[image loading]

In similar situations, I have personally lost around 30 mnm to half of that amount of lurkers. The BW engagements are intense and requires your immediate attention so that you're not caught off guard. SC2 will never be able to offer that, and on top of that, SC2 will always be plagued by the blobby graphics.

The ppl who are saying it's a natural progression to go from BW to SC2 clearly have no clue what you're talking about since you can't see that there's a huge difference between the games.

The reason why we are angry is because we feel that SC2 is a downgrade. Tell us why our players should switch to a game that is worse? Also tell us why we should watch said game instead? Everybody would have questioned KESPA's sanity if they had transitioned into WC3 a few years ago, so how come BW -> SC2 is taken for granted? Blizzard games are not like Tekken, where there are little to no difference between each new version of the game. If a transition to SC2 is to take place, wouldn't you first have to ask yourself if SC2 actually is a better game? This is a question that the ppl who switched to SC2 never asked themselves. They just hyped it up blindly and assumed that the game would follow the same path as BW.

What happened with BW in Korea was a miracle and it would require a really awesome game if we are to ever see such a great scene again. The fact that KESPA seems open to just disband this scene in favor of SC2, who's future is very uncertain, is quite saddening. BW won't last forever, but I highly doubt that the korean viewers will accept SC2. As ppl have said, the SC2 scene is niched towards gamers. What will happen when the next big RTS is released? I remember WC3 was huge a few years ago, atleast among gamers. Now the game is pretty much dead. But more importantly, the mainstream non gamers in Korea couldn't care less about SC2. BW have transcended to another level. In Korea it's mainstream, a sport. I remember reading a recent interview with the young Samsung KHAN progamer Reality, where he said that the high school he attended was very understanding of his BW career, and that they let him follow a more personalized scheduling plan in school, so that he could more easily focus on both gaming and school. That's how mainstream BW is in Korea. Even grown up parents watch BW with their kids, and teenage girls follow the scene and their players as if they were K-pop stars. I don't think most SC2 fans really understand how huge BW is in Korea, and how many different groups of ppl that SC2 would have to appeal to for a transition to work.


1225 (7 lurker gas cost) / 25 (baneling gas cost) = 49

I think its even more sad that if you could actually micro 11 marines and 1 medivac to kill 49 banelings, 20 zerglings, a Hatchery and an Evo Chamber, there would be mass screams of imba and Blizzard would never let it happen. T_T


Although at the same time other races had equal opportunities to gain huge advantages by exploiting weaknesses in small battles.

http://www.youtube.com/watch?v=50AO-Z4sRY8#t=13m20s

Of course to have situations like the above, Blizzard would need to remove auto-clumping. I think this is the biggest issue that needs to be resolved, players are too scared to engage each other because armies are almost 100% efficient at all stages of the game. If you removed clumping, players would be more inclined to be opportunistic and engage when the other player has moved out of position.

The second point I need to make about this is that de-clumping won't cause dragoon AI problems. Remember Warcraft III pathing? That used a very similar algorithm to Broodwar, its just that it wasn't a 13 year old game and pathfinding had gotten better since then.

I wanted to highlight this post from the end of the first page again. I never followed or played BW in a competitive way but when I watch BW games now it's clear to see why SC2 games have less small skirmishes. Armies are too condensed in SC2 so, in conjunction with less microable units (moving shot issue), engaging even a slightly larger force with a detachment from your army is never advisable. This leads to less interesting games because players just wait for their balls to grow to 200/200 before attacking.

You might say that there are drops in SC2 and other harassment options. The difference is that in SC2 your harass is really only effective when you're catching the other player entirely out of position or if your army is already stronger. It's too difficult to engage a section of the opponent's main army and come out ahead because the army is too condensed.

I liked that the quoted post mentioned the WC3 engine. Even though there were way less units on the field in WC3, the engine did a good job at making battles spread out in a way that made them epic. I think it would be interesting to see what SC2 would be like if the collision interactions between units was more like WC3. I remember in WC3 you could completely stop a unit from moving by surrounding it with 4 units in the cardinal directions. In SC2, I believe a unit would simply "squeeze" out of this kind of surround. It's very strange that units in SC2 have smaller collision boxes while they're moving, which ends up making them as close together as possible when they stop moving.




Not just WC3, BW had the same dynamic. SC2 collision boxes for the staple units (non-gimmick like thors) are so tiny that it's difficult to trap them. Some of the most interesting micro in both BW and WC3 involved trapping units so they weren't able to retreat.

A huge part of the problem is how condensed units can be. It made ranged units in huge balls too powerful, especially with Blizzard nerfing AOE units and abilities to compensate. The 1A 200/200 ball is really something they should try to solve in HOTS. It's too powerful compared to the alternatives. Moving collision detection and spacing back to BW/WC3 levels would be a good start.

Another thing they need to took at is supply. For all their talk about how SC2 is not BW, it's curious that they kept the 200 supply max from BW even though the new worker economy and unit supply costs demand a higher supply limit.
intrigue
Profile Blog Joined November 2005
Washington, D.C9934 Posts
November 23 2011 19:28 GMT
#348
^ i was looking for the thread where that guy increased collision size in all units, but i couldn't find it. i remember thinking it was quite cool and liking it a lot.
Moderatorhttps://soundcloud.com/castlesmusic/sets/oak
thOr6136
Profile Blog Joined July 2009
Slovenia1775 Posts
Last Edited: 2011-11-23 19:34:28
November 23 2011 19:33 GMT
#349
I think it will happen eventually (playing like in brood war), but right now nobody has skill to play like that. And it's a lot easier to play the way you describe and it works right now. But it won't when everyone gets better. That's how i feel about it.
andrewlt
Profile Joined August 2009
United States7702 Posts
November 23 2011 19:44 GMT
#350
On November 24 2011 04:28 intrigue wrote:
^ i was looking for the thread where that guy increased collision size in all units, but i couldn't find it. i remember thinking it was quite cool and liking it a lot.


I remember that one. The armies actually looked like what you would expect. Mass marines in SC2 currently move like a bacteria colony instead of individual units.
Glockateer
Profile Joined June 2009
United States254 Posts
November 23 2011 19:45 GMT
#351
Collision and unit spreading should be tweaked a bit for sure and I really wish SC2 would experiment with 250 supply and maybe 1 gas geyser per base (while changing the income of it) to offset the worker supply problem. I think the macro gimmi... mechanics are too much a part of SC2 already for them to be removed. Plus, they're meant to be something that require you to spend more APM. That means there'd be even less APM requirements without them unless macro and unit movement became harder in some way.

Certain things like warp gate and forcefields should be removed and units buffed elsewhere. Fungal growth shouldn't 100% stop a unit, especially with the "zerg disruption web" they want to add in HotS. Units hopefully will be adjusted for a little more micro ability room to shoot and move more effectively.

Terran shredders with tanks will help in defenders advantage just like the new underground broodlord of zerg but protoss don't seem to get anything in that regard in HotS. Maybe they think forcefields are good enough? Also, the tempest is a bit of a joke compared to the carrier but that is a different discussion.

GET SM4SHED
Escape
Profile Joined April 2010
Canada306 Posts
November 23 2011 20:13 GMT
#352
Just a thought, would decreasing the overall attack damage or increasing the overall unit health increase the length of battles? which would allow more time to micro and to reinforce?
mordk
Profile Blog Joined November 2010
Chile8385 Posts
November 23 2011 20:26 GMT
#353
In my opinion this happens because given the way the AI works, once AoE units enter the game it is extremely hard to lose a battle (any battle) and have enough left to survive a counter attack. Which means there is only a single large encounter which decides the game. There's no real skirmishes like there used to be, because the same AI issues mean that a small unit advantage quickly becomes decisive, which in turn means you can't make small groups of skirmishers work, since that would mean your main army gets crushed and then you lose.

Clumping imo, is what causes most of these problems.
Kyadytim
Profile Joined March 2009
United States886 Posts
November 23 2011 21:06 GMT
#354
On November 24 2011 05:13 Escape wrote:
Just a thought, would decreasing the overall attack damage or increasing the overall unit health increase the length of battles? which would allow more time to micro and to reinforce?

It would, but there would be side effects on stuff like raiding, attacking bases, etc.

For example, if you just straight up decrease damage, raiding becomes universally less effective (except for the oracle, which would become more effective), as players would have more time to run their workers and/or send units to clean up raids.

Similarly, increasing HP would make worker raids worse (see above) but would make base raids more effective, as raiding units would die slower while the buildings' durability wouldn't have changed, unless you increase building health, too, but would change the balance of base trades, probably....

It's a bit of a mess. Also keep in mind that changing units in any way other than attack delay changes the number of hits to kill, such as +1 zealots or roaches vs zerglings.

Furthermore, I'm not 100% on this, but I think increasing unit durability in any fashion either of us mentioned would function as a direct buff to Zerglings against Marines except certain situations where the Marines are crammed into a corner, because less Zerglings would die in the approach and less overall time would be spent by Zerglings moving forward to replace a Zergling that died.
Vasher_Pwnzer
Profile Joined November 2011
United States21 Posts
November 23 2011 21:10 GMT
#355
I think you would be more correct a couple months ago, but after IPL 3 and Providence I'm starting to think this game is become very aggressive late game. For example, IdrA vs Nestea was some of the scariest ZvZ we've all seen to this date. Also at IPL3: Origins, game 2 Kiwikaki vs Stephano was some of the most amazing games i've seen. The game is passive late game for sure compared to brood war, but overall this game is still young. Though I think we are all improving decently fast.

Overall, good post!
Jaedong ♥♥♥
Baum
Profile Blog Joined April 2010
Germany1010 Posts
November 23 2011 21:25 GMT
#356
A lot of people have pointed at Ver's response as kind of the main answer to this question. However I think this is not correct. The reasons he gives why passive play can be prevalent from time to time are all valid but still I don't think this makes Starcraft 2 a game which has to be played passively. The rewards for aggression are still very high. In fact people realize more and more that it's not enough to just sit back and turtle because if you're unable to defend just one single drop you can fall behind pretty quickly. An aggressive game plan which uses the right timings without sacrificing defensive capabilities or economy will always succeed over passive play.
I want to be with those who share secret things or else alone.
eSuBuildings
Profile Blog Joined June 2011
United States71 Posts
November 23 2011 22:11 GMT
#357
Okay to clear up a few things, I think I may have poorly worded the title to this thread. There are a lot of people making their arguments in here that I believe haven't read the initial post and are blindly arguing. They are talking as if I said the game entirely is passive. I'm talking about the late stages of the game.

As a Zerg, do you know how hard it is to harass a base with let's say 16 lings as opposed to 8 marines? Equal in supply and mineral cost but harassing with lings is so much very inefficient. The same goes for 4 zealots vs 16 lings. I know that I shouldn't be crying imbalance, but this just goes to show. In the PvZ match up, Protoss can death ball to no end and remain completely defended against small back stabs due to imbalance between army values. I'm talking about army at that very moment, so don't argue back with remaxing. Zerg can't harass a base with a small strike force because it will fail easily due to ease of defense for the Protoss. If you even think about trying to add more units to harass that base, your army is that much weaker and the Protoss will have no problem walking right up to your base and end the game right there.

As many people have pointed out in this thread so far. We need more position holding units and such. Glad to see the feedback on this thread though.
"In nature, for organisms, winning means life and losing is death. Although the example’s a bit extreme, humans too possess some of those instincts. People who’ve learned the fear of defeat, thirst for victory."
Baum
Profile Blog Joined April 2010
Germany1010 Posts
November 23 2011 22:42 GMT
#358
On November 24 2011 07:11 eSuBuildings wrote:
Okay to clear up a few things, I think I may have poorly worded the title to this thread. There are a lot of people making their arguments in here that I believe haven't read the initial post and are blindly arguing. They are talking as if I said the game entirely is passive. I'm talking about the late stages of the game.

As a Zerg, do you know how hard it is to harass a base with let's say 16 lings as opposed to 8 marines? Equal in supply and mineral cost but harassing with lings is so much very inefficient. The same goes for 4 zealots vs 16 lings. I know that I shouldn't be crying imbalance, but this just goes to show. In the PvZ match up, Protoss can death ball to no end and remain completely defended against small back stabs due to imbalance between army values. I'm talking about army at that very moment, so don't argue back with remaxing. Zerg can't harass a base with a small strike force because it will fail easily due to ease of defense for the Protoss. If you even think about trying to add more units to harass that base, your army is that much weaker and the Protoss will have no problem walking right up to your base and end the game right there.

As many people have pointed out in this thread so far. We need more position holding units and such. Glad to see the feedback on this thread though.


That's why Zergs like Stephano have started using Spines to prevent the Protoss from just a moving into the Zerg base. Sure you can't shut down the whole map like this but it's very effective to shut down the main attack paths. Also Mutas have proven to be very effective against passive robo play all game long. I don't see a reason why aggression should stop in the late game. Just like at any other point in the game aggression can turn the tide in this phase of the game gaining either positional or economic advantages.
I want to be with those who share secret things or else alone.
ajabberwok
Profile Joined October 2010
United States59 Posts
November 23 2011 22:51 GMT
#359
On November 23 2011 19:55 hkese wrote:
This is the difference between SC2 and SC1.





Where do you see the excitement in SC2?


I'm not sure what anyone was supposed to get out of those two example videos. Of all the many games in all the many tournaments, can I ask why you picked the video you did for the sc2 example?


Here is a recent example I would have picked where hellions are used extensively throughout the game:

MVP vs Leenock at MLG Providence
http://tv.majorleaguegaming.com/videos/79589-clsf-qimmvp-vs-fxoleenock-game-1
+ Show Spoiler +
By the end of the game MVP had 70-some workers of Leenock's and still lost.


Many of the games from MLG Anaheim featured terran players from the SlayerS team using blue-flame hellions extensively to kill workers, harass and buffer their tanks.
maartendq
Profile Blog Joined December 2010
Belgium3115 Posts
November 23 2011 22:59 GMT
#360
On November 24 2011 06:10 Vasher_Pwnzer wrote:
I think you would be more correct a couple months ago, but after IPL 3 and Providence I'm starting to think this game is become very aggressive late game. For example, IdrA vs Nestea was some of the scariest ZvZ we've all seen to this date. Also at IPL3: Origins, game 2 Kiwikaki vs Stephano was some of the most amazing games i've seen. The game is passive late game for sure compared to brood war, but overall this game is still young. Though I think we are all improving decently fast.

Overall, good post!

The game is becoming very aggressive overal. Because of time constraints I only watch big live tournaments like MLG and Dreamhack and I have to say that the level of play increases with each passing tournament. A year ago, the builds pros were doing were rather straightforward and easy to copy, and pro games were rather boring. Nowadays, however, I find the build orders to be really complicated with little room for error. It's not something a platinum-level player like me can pull off without seriously putting himself at risk. Hell, most platinum level players aren't even able to scout properly so the chance of getting all-in'd is rather high.
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