• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:58
CEST 10:58
KST 17:58
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Power Rank - Esports World Cup 202564RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16
Community News
BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams10Weekly Cups (July 14-20): Final Check-up0Esports World Cup 2025 - Brackets Revealed19Weekly Cups (July 7-13): Classic continues to roll8Team TLMC #5 - Submission re-extension5
StarCraft 2
General
Power Rank - Esports World Cup 2025 The GOAT ranking of GOAT rankings #1: Maru - Greatest Players of All Time Server Blocker Team TLMC #5 - Submission re-extension
Tourneys
Esports World Cup 2025 FEL Cracov 2025 (July 27) - $8000 live event Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Sea Duckling Open (Global, Bronze-Diamond)
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava
Brood War
General
Google Play ASL (Season 20) Simple editing of Brood War save files? (.mlx) BGH Auto Balance -> http://bghmmr.eu/ Ginuda's JaeDong Interview Series [Update] ShieldBattery: 2025 Redesign
Tourneys
[Megathread] Daily Proleagues [BSL20] Non-Korean Championship 4x BSL + 4x China CSL Xiamen International Invitational [CSLPRO] It's CSLAN Season! - Last Chance
Strategy
[G] Mineral Boosting Does 1 second matter in StarCraft? Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Total Annihilation Server - TAForever Nintendo Switch Thread [MMORPG] Tree of Savior (Successor of Ragnarok) Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine Stop Killing Games - European Citizens Initiative Russo-Ukrainian War Thread US Politics Mega-thread Post Pic of your Favorite Food!
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
[\m/] Heavy Metal Thread Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion
Sports
Formula 1 Discussion 2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Socialism Anyone?
GreenHorizons
Eight Anniversary as a TL…
Mizenhauer
Customize Sidebar...

Website Feedback

Closed Threads



Active: 706 users

I feel Starcraft 2 is very passive. - Page 19

Forum Index > Closed
Post a Reply
Prev 1 17 18 19 20 21 27 Next All
deadmau
Profile Joined September 2010
960 Posts
Last Edited: 2011-11-23 23:51:05
November 23 2011 23:23 GMT
#361
On November 24 2011 02:53 maartendq 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

If by carrying stuff over you mean archaic concepts like no MBS, limited unit selection and no smart casting. I know some people have difficulties with understanding this, but those were not features. Those were limitations. The pop cap? A limitation. Hell, in age of empires, which came around the same time like starcraft, one could select around 30-40 units.

Starcraft: Brood War is what it is today because of the players and map makers, not because of blizzard.


This is why i have trouble not hurling insults, you people really think that BW-no-MBS is what people wanted carried over?! Are you a freaking....man no-MBS?!!! Are you kidding with me, bro?!

This is the problem with the forums, littered with players that never even played BW or never understood what made it VERY entertaining, and DYNAMIC. It's just so one dimensional right now, position your units correctly, and you have the advantage, not much else to gain an advantage.

Day9 mentions this all the time (Ver touched on this), one of BWesque features is that you could control zones/spaces very well with certain powerful defensive units (tanks/lurkers/reavers/HT), now choosing to keep all supply in your army and using some else where is EXTREMELY coinflippy and just plain gamble.

P.S. Smartcasting: it should be left as is, but the addition of more spells, heck the addition of more ridiculous gimmicky spells like the HotS Viper's "get over here" doesn't fit in SC2, seriously balancing the game by adding more gimmick spells, instead of having players micro better, it's just not fun for watchability. All there is to it is Tap-Click, wooptydooo!!! For example, as most of us enjoy Bw/SC2 because it's fun to watch, do you think WoW is fun to watch? Just mashing spells all day, you really want that?

Starcraft is not about spamming spells, I find it hard to believe that any one that is of high level play wants this.
FeyFey
Profile Joined September 2010
Germany10114 Posts
November 23 2011 23:29 GMT
#362
On November 24 2011 04:26 andrewlt wrote:
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.


200 supply is something sacred to Blizzard and didn't started with starcraft 1. They will never change it. (but every race has a method to increase their army supply late game in sc2.) And since they wanted games to be shorter its no wonder that the supply costs were increased, especially on the aoe units (oh wonder could it be balancing).
And maps could always reduce the mining possibilities per base, to reduce the worker count / make more bases needed so you won't be able to defend them all with just one army etc and make the game more dynamic.
But that is stuff that won't happen overnight, or because its to slow for some people and they open a post, comparing current bw with current sc2, i can remember the times still where nothing happened in bw until the map was mined out and those weren't tvts.

You will have to wait till one year maybe after LotV, until then people will wait for Blizzard before they try out big things ^^.
Eppa!
Profile Joined November 2010
Sweden4641 Posts
Last Edited: 2011-11-23 23:46:07
November 23 2011 23:42 GMT
#363
I think BW is more developed. Also its not like every bw game is super active.
amazing game but it was very very passive. And it basically came down to unit control.

Hell even TvT in BW came down to BC SV Goliath (compared to BC, Viking, Raven) on certain maps. Drop harass has developed immensely from MMA style drops all the time to timing drops more like MVP. Toss players still have weak drop play lategame. Same for Zerg players.

Both PvT and PvZ are becoming more and more about spread out gameplay. PvP is a mess and ZvZ is imo more interesting than BW where anything past spire tech basically never happens.

"Can't wait till Monday" Cixah+Waveofshadow. "Needs to be monday. Weekend please go by quickly." Gahlo
Ysellian
Profile Joined December 2010
Netherlands9029 Posts
Last Edited: 2011-11-23 23:49:16
November 23 2011 23:44 GMT
#364
On November 24 2011 08:23 deadmau wrote:
Show nested quote +
On November 24 2011 02:53 maartendq wrote:
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

If by carrying stuff over you mean archaic concepts like no MBS, limited unit selection and no smart casting. I know some people have difficulties with understanding this, but those were not features. Those were limitations. The pop cap? A limitation. Hell, in age of empires, which came around the same time like starcraft, one could select around 30-40 units.

Starcraft: Brood War is what it is today because of the players and map makers, not because of blizzard.


This is why i have trouble not hurling insults, you people really think that BW-no-MBS is what people wanted carried over?! Are you a freaking....man no-MBS?!!! ARE YOU KIDDING ME, bro?!

This is the problem with the forums, littered with players that never even played BW or never understood what made it VERY entertaining, and DYNAMIC. It's just so one dimensional right now, position your units correctly, and you have the advantage, not much else to gain an advantage.

Day9 mentions this all the time (Ver touched on this), one of BWesque features is that you could control zones/spaces very well with certain powerful defensive units (tanks/lurkers/reavers/HT), now choosing to keep all supply in your army and using some else where is EXTREMELY coinflippy and just plain gamble.

P.S. Smartcasting: it should be left as is, but the addition of more spells, heck the addition of more ridiculous gimmicky spells like the HotS Viper's "get over here" doesn't fit in SC2, seriously balancing the game by adding more gimmick spells, instead of having players micro better, it's just not fun for watchability. All there is to it is Tap-Click, wooptydooo!!! For example, as most of us enjoy Bw/SC2 because it's fun to watch, do you think WoW is fun to watch? Just mashing spells all day DO YOU WANT THAT??? Noobs owning up people because they know how to roll their face across the keyboard (ie. Paladin WotLK), since how is totally unwatchable, even look at DotA, or LoL, not AS fun as SC to watch, still bunch of just spamming spells.

Starcraft is not about spamming spells, if you think that GTFO of this game.


I was agreeing with you until you decided to go "ps:" with nothing but a very elitist opinion. Have a little bit more respect for a scene that annihilates bw and sc2 combined. It may not be your cup of tea, but that doesn't mean that what they're drinking is bad.

Now don't get me wrong. I'm not disagreeing with you as I feel SC2 shouldn't be spellcasty, but I find it annoying how people always look down on something because they don't share the same views.
deadmau
Profile Joined September 2010
960 Posts
November 23 2011 23:48 GMT
#365
On November 24 2011 04:45 Glockateer wrote:
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.



These are the innovative and SMART tiny tweaks that could possibly improve SC2 A LOT, but Dustin Boulder thinks that adding more and more gimmick spells shit will fix things. No, you fix it by fixing the current problems not adding units new units, to counter the problems of the previous expansion, while also ADDING more balance problems.

This guy's idea may not be the FINAL solution, but it is clever, requires very little effort on the part of game designers, and it tackles current problems!!!

P.S. the replicant -__- another great example of D.B. moronic method of balance. Let's add a unit that can copy another unit, because this race has trouble countering a certain build, thus we can ignore all the current problems, and we get another unit with quirky-gimmick spells that we can add flashy graphics to. Do you guys see where this game is headed with that tool under the helm?
Jimbo77
Profile Joined March 2011
139 Posts
November 24 2011 00:35 GMT
#366
On November 24 2011 07:51 ajabberwok wrote:
+ Show Spoiler +
By the end of the game MVP had 70-some workers of Leenock's and still lost.


I think it's pretty well shows how (not imbalanced word here) not good this game is.
Can you imagine zerg in SCBW win, even after loosing 70(!!!) workers?...
Eufouria
Profile Blog Joined March 2011
United Kingdom4425 Posts
November 24 2011 00:42 GMT
#367
This could change as time goes on, as Artosis constantly preaches, even the best players in the world right now are terrible compared to the best players in 5 years. Look at early BW games and the players then look terrible compared to A-teamers now.

As players get better they should be able to handle keeping up constant pressure on their opponents and we'll see it more. I've seen play PvZ's where he constantly pressures the Zerg and eventually we'll see more players adopt that into their play.
hnQ
Profile Blog Joined September 2010
113 Posts
Last Edited: 2011-11-24 00:54:33
November 24 2011 00:53 GMT
#368
On November 24 2011 03:10 sluggaslamoo wrote:
Show nested quote +
On November 24 2011 02:33 hnQ wrote:
On November 23 2011 17:17 Plexa wrote:
On November 23 2011 13:35 Ver wrote:
sc2 is not remotely like chess.

The difference you noted between bw and sc2 is a combination of simplicity and the superiority of offense over defense. The reason you see so much dancing of armies jockeying for a tiny increase in position in sc2 is because there's so few ways to gain an advantage. Many sc2 games literally come down to the positioning before a fight because nothing else matters remotely as much as winning a battle. In bw engaging correctly was just one of many, many factors in determining victory. Certain players like Jaedong were known for their consistent ability to engage right, while others like iloveoov were particularly bad at it but could win through a variety of other means. In sc2 if you can't engage very well you will never be among the best. When you remove all the nuances of bw that determined skill, you are left with a select very few factors, most notably engaging, but also blind build order luck, that massively determine the outcomes of games because there's so little else to influence the outcome.
Disagree with this. Fighting isnt just about position, for instance the Terran matchups require a ton of micro to be able to play well. ZvP is about knowing when you can engage in poor position but still come out better off. And while you draw comparisons to Jaedong/iloveoov the same comparisons can be made in SC2 - there are players who engage really well, there are players who focus on macro and their ability to outproduce their opponents (more commonly zerg players) and there are players who focus on harass and more indirect means of winning the game (more commonly protoss players) this in addition to the full spectrum of defensive play through to balls to the walls aggression. Saying SC2 is just positioning is a gross simplification and is like saying BW was just macro.

The other reason for favoring big battles and massive 1a armies is the ease of movement. Movement in bw is much more subtle and difficult to organize and execute. Position (like high ground) meant much more, all races had various tools which favored defense over offense (reavers/storm in pvz, tanks/mines, scourge/swarm/lurker vs vessels, better static defense, etc). Furthermore, the smooth a.i in sc2 means that it's really easy to attack bases without bothering to micro and do insane damage. Plus there are a number of tools which effectively fight defensive setups (banelings, infested terrans, forcefields, immortals, colossus, marines, marauders) These reasons are exactly why backstabs so good in sc2 compared to bw and why you get many, many more base trades. Ironically, base trades and backstabs happen the most in the matchups most like BW in terms of skill, defense, and positioning: tvz and tvt.
I don't get what you are getting at here. Big battles and 1a armies happened in BW, and despite it being easier in SC2 we are seeing trends at all levels of play moving towards multiple hotkey usage for armies and less ball vs ball games (in fact, barely any for the last 8 months). As for defense vs offense, I think you'll find that defensive play is viable and that holding aggression is becoming more and more common - see huk holding 2rax with his FE builds for instance. Defending is harder than attacking, that is why PvT was so hard for Terrans in SC1 at lower levels - as SC2 grows we will see more defensive plays being utilised.

How does this lend itself to big 1a armies? Because if you are devoting say 15-20 supply to a distraction or secondary maneuver, that means your main army will have that much less supply. Therefore it's much easier for you to just get run over by a-move, and that will lose you the game outright in most cases because it's so hard to comeback. You can overcome this advantage to some degree as defense isn't entirely meaningless, particularly in tvz and tvt, but an extra 20ish supply is a lot more meaningful in most cases than a good position. In bw, position is much more important than army size, and you'd routinely see large armies improperly wielded be defeated or warded off by well employed tactics or setups. Someone like Flash couldn't make a fraction of the comebacks he did in bw playing sc2 because it's just too easy to bully your opponent around once you have a lead and you don't have much leverage to 'outplay' someone when behind. Furthermore there are a number of mechanics in place which very effectively dissuade spread out forces in favor of gathering one big army: Terran drops in tvp are absolutely terrifying, but these are more than "balanced" out by feedback, warpins, and blink. Trying to harass past a certain point is often just going to lead to wasted units, which could in turn lower your main army strength for a critical moment and make you vulnerable to getting a moved to death. In TvT the combination of vikings, sensor towers, great mobility of marines and hellions, and powerful turrets has made it very difficult in general to effectively harass behind a certain point.
Then why are we seeing increasing protoss harass vs zerg in SC2? Contrast to SC1, after scourges were out harass (as protoss vs zerg in sc1) is comparable to harass as protoss vs terran in sc2! Army size is just as important in BW and that is why you see people regularly sac'ing workers to make room for more supply - we're not doing that in sc2 yet! There is a lot of room to outplay opponents in SC2, Protoss excluded (they are the exception here, and these issues will hopefully be fixed in HOTS).

No this problem isn't going to be fixed with time. It has nothing to do with how young the game is, only a little bit with how bad players are, and everything with how the game is designed. Until that is addressed, the only way things can change is by drastically altering maps to promote more defense and large-scale combat which can help but only to a small degree. Blizzard designed the game to favor offense and ease of use: these are the results of such decisions.
Your arguments are picking and choosing arguments and excluding the reality of the big picture. There are elements of everything that you say is lacking in SC2 at the moment if you bother to watch any high level tournament. As I said, it is always easier to attack so be patient with regard to defense and indeed we are seeing defensive plays becoming more and more effective. Open your eyes, SC2 is evolving to be a perfect successor to SC1.


how come this is being vastly ignored, weird.


A actually disagree with his opinions. While I respect Plexa I find he often gets somewhat overly passionate about things and thus misses the point. I felt Ver was misconstrued many times and Plexa was using a strawman argument. "Fighting isnt just about position". Ver never said that, he said a lot of engagements come down to just positioning.

Honestly how often do you see a PvT or ZvP or ZvZ or PvP engagement, where the guy who makes an early engagement mistake can come out on top with superior post-engagement tactics/micro? This happens a lot in BW, see Flash/Savior get wittled down, down, down, thinking they're gonna lose and then suddenly, BOOM he suddenly makes out and the tables are completely turned.

The only one that comes to mind is marine vs banelings, oh forgot to seige your tanks? No problem, micro your marines like a fucking god and you can still come out on top. And you know what, that's what makes battles great and unpredictable. There's lots of dynamics like that in BW, hardly any apart from marines vs banelings in SC2.

I and others even SC2 only players have posted that SC2 is based on passive play, single brief engagements and pre-emptive decision making, sorry but this is a trend of SC2 that isn't in normal BW games no matter what people say (except maybe Flash's or Best's).

The only time this doesn't exist to the extreme in SC2 is in TvT and TvZ, but most people are not worried about that, those matchups for the most part are fine, there is still a lot of clumping and moving around the marine tank deathball with drops here and there but the overall dynamic we want exists.

I don't mind if people disagree, but what he said was pretty accurate and people just ignored it imo.

Also, people are comparing a very old and figured out game with a year old one. It's more than normal that the latter will have less depth, it's just normal. Also, in a high level of play, if you do a bad engagement, you shouldn't really win if the opponent's micro matches yours, and I don't really recall that many actions in BW that match your statement.. At least compared with the time that competitive BW has.
I just can't understand why people are whining about skill ceilings, being mechanics or strategies, it's not even close. SC2 players are still refining their mechanics to the maximum consistency/efficiency let alone talk about tactical depth.
I do feel that the concern coming from BW players is genuine, but somewhat rushed, that's all.
hnQ
Profile Blog Joined September 2010
113 Posts
November 24 2011 00:55 GMT
#369
On November 24 2011 09:35 Jimbo77 wrote:
Show nested quote +
On November 24 2011 07:51 ajabberwok wrote:
+ Show Spoiler +
By the end of the game MVP had 70-some workers of Leenock's and still lost.


I think it's pretty well shows how (not imbalanced word here) not good this game is.
Can you imagine zerg in SCBW win, even after loosing 70(!!!) workers?...

With the amount of people talking about "lots" of comebacks yeah I guess...
JayDee_
Profile Joined June 2010
548 Posts
November 24 2011 01:04 GMT
#370
IMO SC2 degrades to a "mass unit ball" vs "mass unit ball" battle late in the game. Gaming companies always seem to over engineer the gameplay of sequels to classic games. The problem is they aren't hardcore gamers and don't understand what made the original game so great. What you are looking for can't be made by a company. It must be a mod made by somebody in the community. Start a pro-mod thread and see what develops .
snakeeyez
Profile Joined May 2011
United States1231 Posts
November 24 2011 01:18 GMT
#371
On November 23 2011 13:35 Ver wrote:
sc2 is not remotely like chess.

The difference you noted between bw and sc2 is a combination of simplicity and the superiority of offense over defense. The reason you see so much dancing of armies jockeying for a tiny increase in position in sc2 is because there's so few ways to gain an advantage. Many sc2 games literally come down to the positioning before a fight because nothing else matters remotely as much as winning a battle. In bw engaging correctly was just one of many, many factors in determining victory. Certain players like Jaedong were known for their consistent ability to engage right, while others like iloveoov were particularly bad at it but could win through a variety of other means. In sc2 if you can't engage very well you will never be among the best. When you remove all the nuances of bw that determined skill, you are left with a select very few factors, most notably engaging, but also blind build order luck, that massively determine the outcomes of games because there's so little else to influence the outcome.

The other reason for favoring big battles and massive 1a armies is the ease of movement. Movement in bw is much more subtle and difficult to organize and execute. Position (like high ground) meant much more, all races had various tools which favored defense over offense (reavers/storm in pvz, tanks/mines, scourge/swarm/lurker vs vessels, better static defense, etc). Furthermore, the smooth a.i in sc2 means that it's really easy to attack bases without bothering to micro and do insane damage. Plus there are a number of tools which effectively fight defensive setups (banelings, infested terrans, forcefields, immortals, colossus, marines, marauders) These reasons are exactly why backstabs so good in sc2 compared to bw and why you get many, many more base trades. Ironically, base trades and backstabs happen the most in the matchups most like BW in terms of skill, defense, and positioning: tvz and tvt.

How does this lend itself to big 1a armies? Because if you are devoting say 15-20 supply to a distraction or secondary maneuver, that means your main army will have that much less supply. Therefore it's much easier for you to just get run over by a-move, and that will lose you the game outright in most cases because it's so hard to comeback. You can overcome this advantage to some degree as defense isn't entirely meaningless, particularly in tvz and tvt, but an extra 20ish supply is a lot more meaningful in most cases than a good position. In bw, position is much more important than army size, and you'd routinely see large armies improperly wielded be defeated or warded off by well employed tactics or setups. Someone like Flash couldn't make a fraction of the comebacks he did in bw playing sc2 because it's just too easy to bully your opponent around once you have a lead and you don't have much leverage to 'outplay' someone when behind. Furthermore there are a number of mechanics in place which very effectively dissuade spread out forces in favor of gathering one big army: Terran drops in tvp are absolutely terrifying, but these are more than "balanced" out by feedback, warpins, and blink. Trying to harass past a certain point is often just going to lead to wasted units, which could in turn lower your main army strength for a critical moment and make you vulnerable to getting a moved to death. In TvT the combination of vikings, sensor towers, great mobility of marines and hellions, and powerful turrets has made it very difficult in general to effectively harass behind a certain point.

No this problem isn't going to be fixed with time. It has nothing to do with how young the game is, only a little bit with how bad players are, and everything with how the game is designed. Until that is addressed, the only way things can change is by drastically altering maps to promote more defense and large-scale combat which can help but only to a small degree. Blizzard designed the game to favor offense and ease of use: these are the results of such decisions.


I think there are some valid points in this about why brood war is different then starcraft 2 for better or worse. I would argue better but everyone has their opinions.
Assirra
Profile Joined August 2010
Belgium4169 Posts
November 24 2011 01:25 GMT
#372
On November 24 2011 09:35 Jimbo77 wrote:
Show nested quote +
On November 24 2011 07:51 ajabberwok wrote:
+ Show Spoiler +
By the end of the game MVP had 70-some workers of Leenock's and still lost.


I think it's pretty well shows how (not imbalanced word here) not good this game is.
Can you imagine zerg in SCBW win, even after loosing 70(!!!) workers?...

So wait, first it was 1 bad engagement just destroys you and now we found a counter to that argument it's not good either?
Just say it, you want bw 2.0 and just that, every single rule should be same.
beachbeachy
Profile Blog Joined June 2011
United States509 Posts
November 24 2011 01:41 GMT
#373
No kidding the game is passive, builds haven't been felt out yet.

And no, BW is not a better game, but a better metagame. It's undeniable to anyone with enough metagame knowledge on both games that BW is a far better game to spectate.
Dream no small dreams for they have no power to move the hearts of men. - Goethe
Doraemon
Profile Blog Joined January 2010
Australia14949 Posts
November 24 2011 01:55 GMT
#374
On November 24 2011 09:42 Eufouria wrote:
This could change as time goes on, as Artosis constantly preaches, even the best players in the world right now are terrible compared to the best players in 5 years. Look at early BW games and the players then look terrible compared to A-teamers now.

As players get better they should be able to handle keeping up constant pressure on their opponents and we'll see it more. I've seen play PvZ's where he constantly pressures the Zerg and eventually we'll see more players adopt that into their play.


but with 2 additional expansions coming out, it's going take a long time
Do yourself a favour and just STFU
Djeez
Profile Blog Joined September 2010
543 Posts
Last Edited: 2011-11-24 01:58:34
November 24 2011 01:57 GMT
#375
On November 24 2011 08:29 FeyFey wrote:
Show nested quote +
On November 24 2011 04:26 andrewlt wrote:
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.


200 supply is something sacred to Blizzard and didn't started with starcraft 1. They will never change it. (but every race has a method to increase their army supply late game in sc2.) And since they wanted games to be shorter its no wonder that the supply costs were increased, especially on the aoe units (oh wonder could it be balancing).
And maps could always reduce the mining possibilities per base, to reduce the worker count / make more bases needed so you won't be able to defend them all with just one army etc and make the game more dynamic.
But that is stuff that won't happen overnight, or because its to slow for some people and they open a post, comparing current bw with current sc2, i can remember the times still where nothing happened in bw until the map was mined out and those weren't tvts.

You will have to wait till one year maybe after LotV, until then people will wait for Blizzard before they try out big things ^^.


Great post agree with everything.

Bolded part is something I thought about too. People always talk about races being OP, but I often feel like the most OP thing in the game are bases. I think the pressure to expand should be heavier on the players. Basically, ''nerfing'' bases (less resources available per base) could be interesting.

Doing so would cause more resources to go into additional expansions, meaning the players should reach 200/200 later in the game than they can right now. It would also force multitask as you would be spread out on the map quicker, since you should have more bases. There is a lot of possibilities and weird tweaks that could happen by messing with bases. Less workers needed for saturation, less patches, only 1 geyser per base, whatever you can think of. I feel like Blizzard needs to explore those territories more.
''Watching steppes of war in the gsl would be like watching the dreamhack 1.6 finals start out on fy_iceworld. '' -red_b
Pablonius
Profile Joined November 2011
Canada2 Posts
November 24 2011 02:33 GMT
#376
I have a slightly different take on the whole problem with SC2. Lots of people have pointed to the problem of the big clumping ball of units as being far too effective. Small forces have no way of gaining tactical advantages against the ball and are easily steamrolled. Some have suggested that we apply 1990s era fixes to the problem (bring back crappy AI pathing / limit # of units per control group) but in my view this is a step backwards in game design and betrays limited imagination. What's really the problem here is the unrealistic and silly line-of-sight mechanics of SC2.

The reason that the big ball of units is so effective is because everybody in the ball can shoot as long as they're in range. For some reason, that marine/stalker/roach that's sitting in the middle of the ball can shoot right through 3,4,5 ranks of his buddies and not risk a single friendly-fire casualty. Why does this matter? Because it rewards people for keeping their units in a clump. In real life, a ball is the stupidest formation a military force could employ. It limits the frontage of the unit (ability to shoot) and it minimizes the survivability of the unit (one grenade in the middle kills everybody). A small force holding a narrow choke should be an equalizer in SC2, but unless that choke is the top of a ramp, the ball will win every time. Ironically, for melee vs the ball, it's even worse. The choke is actually a disadvantage for melee units when it should be the other way round.

In SC2, the only real way to punish a ball is splash damage which is why so many late game matches devolve into two big clumps maneuvering around in circles while the spellcasters try to get off the big splash attack to gain the advantage. In HOTS, this is only going to get worse as Blizzard tries to add more and more gimmicky spells to try and break up the ball.

So how do you fix it? Employ real line of sight. The game is built on a frickin' 3D engine! In this day and age, it should be trivial to figure out if a unit has a straight line of sight to a target. Units that shoot straight will need to spread out. Units that have firing arcs (like siege tanks or, gasp, reapers) or are especially tall (i.e. colossus) gain a unique new advantage. Melee units are not as disadvantaged against ranged units. Air cover becomes much more important instead of the mostly situational thing it is in SC2. And range, interestingly, becomes a non-static thing. For example, a marine shooting up at a 45 degree angle doesn't shoot as far but this is partially balanced out by the fact that even guys in the back ranks can shoot up (at the scary colossus). Higher elevation could even improve range so that high ground becomes even more important.

Of course, such a radical change would require completely rebalancing the game and so likely isn't in the cards. But imagine the possibilities. Unit positioning and unit control would become critically important, small well-managed forces could defeat larger poorly managed forces, and spell-casters, while important, wouldn't be the micro focus of every engagement. Such gameplay would be so exciting to watch and mastering the skills necessary would truly separate the great from the merely good.
Gnarly?
Vi0elence
Profile Joined June 2011
United States35 Posts
November 24 2011 02:41 GMT
#377
Considering the way the game is progressing lately, SC2 is still maturing. Some games have constant aggression at all time while others are more laid back. I think in general, the more comfortable a player is with his build, the more you will see him poking and being aggressive. After build refinement, the next step in optimization is trying to up the games pace using micro situations to throw of your opponent.

So as stated in the OP, SC2 is becoming more interesting and I believe that the "macro" builds in games still have much more promise to be more active.
Huk....fighting?! <3
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
November 24 2011 02:45 GMT
#378
On November 24 2011 11:33 Pablonius wrote:
I have a slightly different take on the whole problem with SC2. Lots of people have pointed to the problem of the big clumping ball of units as being far too effective. Small forces have no way of gaining tactical advantages against the ball and are easily steamrolled. Some have suggested that we apply 1990s era fixes to the problem (bring back crappy AI pathing / limit # of units per control group) but in my view this is a step backwards in game design and betrays limited imagination. What's really the problem here is the unrealistic and silly line-of-sight mechanics of SC2.

The reason that the big ball of units is so effective is because everybody in the ball can shoot as long as they're in range. For some reason, that marine/stalker/roach that's sitting in the middle of the ball can shoot right through 3,4,5 ranks of his buddies and not risk a single friendly-fire casualty. Why does this matter? Because it rewards people for keeping their units in a clump. In real life, a ball is the stupidest formation a military force could employ. It limits the frontage of the unit (ability to shoot) and it minimizes the survivability of the unit (one grenade in the middle kills everybody). A small force holding a narrow choke should be an equalizer in SC2, but unless that choke is the top of a ramp, the ball will win every time. Ironically, for melee vs the ball, it's even worse. The choke is actually a disadvantage for melee units when it should be the other way round.

In SC2, the only real way to punish a ball is splash damage which is why so many late game matches devolve into two big clumps maneuvering around in circles while the spellcasters try to get off the big splash attack to gain the advantage. In HOTS, this is only going to get worse as Blizzard tries to add more and more gimmicky spells to try and break up the ball.

So how do you fix it? Employ real line of sight. The game is built on a frickin' 3D engine! In this day and age, it should be trivial to figure out if a unit has a straight line of sight to a target. Units that shoot straight will need to spread out. Units that have firing arcs (like siege tanks or, gasp, reapers) or are especially tall (i.e. colossus) gain a unique new advantage. Melee units are not as disadvantaged against ranged units. Air cover becomes much more important instead of the mostly situational thing it is in SC2. And range, interestingly, becomes a non-static thing. For example, a marine shooting up at a 45 degree angle doesn't shoot as far but this is partially balanced out by the fact that even guys in the back ranks can shoot up (at the scary colossus). Higher elevation could even improve range so that high ground becomes even more important.

Of course, such a radical change would require completely rebalancing the game and so likely isn't in the cards. But imagine the possibilities. Unit positioning and unit control would become critically important, small well-managed forces could defeat larger poorly managed forces, and spell-casters, while important, wouldn't be the micro focus of every engagement. Such gameplay would be so exciting to watch and mastering the skills necessary would truly separate the great from the merely good.


That could be pretty awesome, maybe in a StarCraft3 (I hope they don't make that)
Realistically, forcing people to expand more sounds like the best solution so far
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
coolcor
Profile Joined February 2011
520 Posts
November 24 2011 02:46 GMT
#379
On November 24 2011 11:33 Pablonius wrote:
Some have suggested that we apply 1990s era fixes to the problem (bring back crappy AI pathing


But why is having the units spread out more the same as crappy AI pathing from the 90s? Is it really impossible to have units get to where you want them to using the fastest path and not get stuck, but stay farther apart while doing it? Didn't people say WC3 had something like this?

I want someone to explain why it is impossible to have less deathballs and good modern pathing at the same time.

Also your idea is interesting maybe someone can create a test map for it. (There should be test maps for a lot of ideas)
zodde
Profile Joined October 2010
Sweden1908 Posts
Last Edited: 2011-11-24 02:59:43
November 24 2011 02:50 GMT
#380
On November 24 2011 11:33 Pablonius wrote:
I have a slightly different take on the whole problem with SC2. Lots of people have pointed to the problem of the big clumping ball of units as being far too effective. Small forces have no way of gaining tactical advantages against the ball and are easily steamrolled. Some have suggested that we apply 1990s era fixes to the problem (bring back crappy AI pathing / limit # of units per control group) but in my view this is a step backwards in game design and betrays limited imagination. What's really the problem here is the unrealistic and silly line-of-sight mechanics of SC2.

The reason that the big ball of units is so effective is because everybody in the ball can shoot as long as they're in range. For some reason, that marine/stalker/roach that's sitting in the middle of the ball can shoot right through 3,4,5 ranks of his buddies and not risk a single friendly-fire casualty. Why does this matter? Because it rewards people for keeping their units in a clump. In real life, a ball is the stupidest formation a military force could employ. It limits the frontage of the unit (ability to shoot) and it minimizes the survivability of the unit (one grenade in the middle kills everybody). A small force holding a narrow choke should be an equalizer in SC2, but unless that choke is the top of a ramp, the ball will win every time. Ironically, for melee vs the ball, it's even worse. The choke is actually a disadvantage for melee units when it should be the other way round.

In SC2, the only real way to punish a ball is splash damage which is why so many late game matches devolve into two big clumps maneuvering around in circles while the spellcasters try to get off the big splash attack to gain the advantage. In HOTS, this is only going to get worse as Blizzard tries to add more and more gimmicky spells to try and break up the ball.

So how do you fix it? Employ real line of sight. The game is built on a frickin' 3D engine! In this day and age, it should be trivial to figure out if a unit has a straight line of sight to a target. Units that shoot straight will need to spread out. Units that have firing arcs (like siege tanks or, gasp, reapers) or are especially tall (i.e. colossus) gain a unique new advantage. Melee units are not as disadvantaged against ranged units. Air cover becomes much more important instead of the mostly situational thing it is in SC2. And range, interestingly, becomes a non-static thing. For example, a marine shooting up at a 45 degree angle doesn't shoot as far but this is partially balanced out by the fact that even guys in the back ranks can shoot up (at the scary colossus). Higher elevation could even improve range so that high ground becomes even more important.

Of course, such a radical change would require completely rebalancing the game and so likely isn't in the cards. But imagine the possibilities. Unit positioning and unit control would become critically important, small well-managed forces could defeat larger poorly managed forces, and spell-casters, while important, wouldn't be the micro focus of every engagement. Such gameplay would be so exciting to watch and mastering the skills necessary would truly separate the great from the merely good.


Sadly, I feel the coming expansions to SC2 will be enough to throw the balance way off. Something as big as your proposed change would likely cause many players (pros and casuals) to quit the game. Not only because of lacking balance, but because it changes the actual gameplay, it's almost an different genre all together.

With that said, someone really should make an RTS like this. I get a feeling that it would have a hard time attracting casual players though, since the gameplay could get pretty confusing at times, especially if they come from a game like SC2.

On the other hand, the skillcap for micro/positioning would be so insanely high that watching pro games would be amazing.

Maybe we could see this in the future, but I think it will be hard to get a huge viewer base (which is needed for an esport) without a lot of casuals playing the game. Just look at why LoL has absolutely crushed HoN and DotA in viewers.

On November 24 2011 11:46 coolcor wrote:
Show nested quote +
On November 24 2011 11:33 Pablonius wrote:
Some have suggested that we apply 1990s era fixes to the problem (bring back crappy AI pathing


But why is having the units spread out more the same as crappy AI pathing from the 90s? Is it really impossible to have units get to where you want them to using the fastest path and not get stuck, but stay farther apart while doing it? Didn't people say WC3 had something like this?

I want someone to explain why it is impossible to have less deathballs and good modern pathing at the same time.

Also your idea is interesting maybe someone can create a test map for it. (There should be test maps for a lot of ideas)

I bet they could just do something like the auto-spread that air units have right now. If the units have to through a choke, they should be able to go as close to eachother as they can right now. But while moving in the open, they would chose some personal space and spread out a bit more.

That way, units wouldn't get caught in their own base (dragoons, looking at you), but would still be more spread out in battles.

I guess they could add movement/battle formations, but that would change a lot more than just unit clumping. Like in AoE, you could have the squishy units in the middle of the army, with more bulky units surrounding them, or decide how much spacing there should be between each unit in the army. Also stuff like spear-formed fronts and other fun stuff.
Prev 1 17 18 19 20 21 27 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 2m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 185
StarCraft: Brood War
Horang2 16583
Sea 3928
Larva 437
firebathero 390
Mind 341
ToSsGirL 227
Free 112
Dewaltoss 87
Zeus 73
ZerO 21
[ Show more ]
Movie 18
Shinee 17
EffOrt 15
ivOry 7
Dota 2
XcaliburYe580
League of Legends
JimRising 569
Counter-Strike
edward75
Heroes of the Storm
Khaldor140
Other Games
summit1g6170
singsing979
Happy375
Fuzer 315
crisheroes183
ZerO(Twitch)2
Organizations
Other Games
gamesdonequick920
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH267
• LUISG 21
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2223
League of Legends
• Jankos958
Upcoming Events
CranKy Ducklings
1h 2m
BSL20 Non-Korean Champi…
5h 2m
CSO Cup
7h 2m
BSL20 Non-Korean Champi…
9h 2m
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
FEL
1d
BSL20 Non-Korean Champi…
1d 5h
BSL20 Non-Korean Champi…
1d 9h
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Sparkling Tuna Cup
3 days
Online Event
3 days
uThermal 2v2 Circuit
4 days
[ Show More ]
The PondCast
5 days
Replay Cast
5 days
Korean StarCraft League
6 days
Liquipedia Results

Completed

CSL Xiamen Invitational
Esports World Cup 2025
Murky Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
BSL Team Wars
CSLPRO Last Chance 2025
CC Div. A S7
Underdog Cup #2
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

ASL Season 20: Qualifier #1
ASL Season 20: Qualifier #2
ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
HCC Europe
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.