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I feel Starcraft 2 is very passive. - Page 7

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Ryndika
Profile Blog Joined August 2010
1489 Posts
Last Edited: 2011-11-23 07:44:33
November 23 2011 07:44 GMT
#121
Anyone else thought gameplay wise? (How YOU feel it wehn you play) Ver said basically it's harder to gain adventage.. Frequent playing and I still feel like it's hard to get advengate over my bad opponent OTHER than that my opponent gets disadventage only because he can't execute anything . My executing isn't bad but it's like near perfection allowing me to take down superior opponents while I'm tons worse.

That, I belive is something that might change. Dustin already said they wanted units (atleast for protoss) that are efficient away from the army. (Shredder may be one of these too by philosophical side, no1 knows how it's going to be used 2month after release).
as useful as teasalt
Zeroxk
Profile Joined October 2010
Norway1244 Posts
November 23 2011 07:55 GMT
#122
On November 23 2011 16:42 sevia wrote:
Control groups got bigger and unit density got higher, resulting in 'deathball vs. deathball' being the most standard type of SC2 game, even at the pro level. Along with improved pathing that allows units to pack way more tightly than they did in BW, we have units like colossi and medivacs which greatly add to army power without taking up space.

The end result of this is that any time you divide your army on the map, there's a huge risk that your opponent will simply ball up every combat unit he has and crush his way through your base with incredible efficiency. This was possible in BW, but not as easy, and having smaller control groups encouraged squad-based gameplay over the 'deathball.'

I imagine that if the 12-unit limit was enforced in SC2, the game would overall become a lot more active. Just my 2¢.


It's easy to point fingers at engine mechanics but no one forces you to play with 1 army hotkey or even MBS, it's just the easy way. Also if for example you have 1/3 of your army off killing an expo why shouldn't his full army be allowed to take out your 2/3 army (given similar army sizes)?
Deckkie
Profile Blog Joined July 2010
Netherlands1595 Posts
November 23 2011 07:56 GMT
#123
I am not sure if it will be like this forever.

One of the reasons I like Stephano so much is his harassment based style. Instead of being defensive and turtle up to 200 supply he is always putting pressure on to his opponent. He plays a relative safe game and instead of being greedy like we see most players are atm, he makes units and go to his opponent to punish greed. When you see Stephano play he always goes to his opponent asking his opponent " Do you have the defensive meassures too defend this expo?" And a lot of times they dont, he gets in lots of economic damage and wins the game there with taking a massive lead.

I believe the game is going this way more and more. When the game first came out everything was about 1 base all-in, people learned how to defend and then the game went too very greedy, economic based, games. Now it is becoming more that players dont react too greed by being more greedy but by being safe and punishing the greed, creating more action through the game.
Always look on the bright side of life
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2011-11-23 08:02:06
November 23 2011 07:59 GMT
#124
On November 23 2011 15:36 skindzer wrote:
Show nested quote +
On November 23 2011 14:33 raf3776 wrote:
Im sure i could find examples of a random early Sc1 game that doesnt have that much aggression compared to a random game in sc2


Please do.


There you go. Stork vs Nada from the 2007 proleague. I didn't really pick this game at random, as I chose it because the calibre of the players illustrates that SC1 can be just as boring as SC2 at the highest level. It's really easy to dig up examples =/
Administrator~ Spirit will set you free ~
yeint
Profile Joined May 2011
Estonia2329 Posts
November 23 2011 07:59 GMT
#125
I really wish these kinds of posts could be made with

1. Less "Brood War was better" rhetoric.
2. Less "SC2 is 1a vs 1a" hyperbole.

The former just serves as flamebait, and the latter is just demonstrably wrong. The only matchup that almost always degenerates into 1a vs 1a is ZvZ, although even then it's never quite so cut and dry. Think of the Idra vs Nestea G1 at MLG Providence. After early game ling/bling wars, and midgame muta harass/defense, the climax ended up being roach/hydra ball vs roach ball in Nestea's natural. But the reason Idra won that was that he got a creep highway with ovies with the opponent having mutas on the map.

Same goes for the "players are punished for putting food into forces outside their main army" argument. Well, yes. As well they should. There should be risk involved in devoting some of your army to harass or economic damage.

The only argument I partially agree with is the TT1 "casters are too strong" one. I think the only caster that's in the right place right now is the High Templar. Sentries and ghosts are too strong for too little investment. Infestors are just too versatile. I wouldn't mind seeing gateway units re-balanced around fewer forcefields, and EMP doing far less shield damage.

But these are minor complaints, and I could quite possibly be wrong about all of this in 6 months when the metagame has evolved to deal with these things.
Not supporting teams who take robber baron money.
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
November 23 2011 08:00 GMT
#126
On November 23 2011 16:55 Zeroxk wrote:
Show nested quote +
On November 23 2011 16:42 sevia wrote:
Control groups got bigger and unit density got higher, resulting in 'deathball vs. deathball' being the most standard type of SC2 game, even at the pro level. Along with improved pathing that allows units to pack way more tightly than they did in BW, we have units like colossi and medivacs which greatly add to army power without taking up space.

The end result of this is that any time you divide your army on the map, there's a huge risk that your opponent will simply ball up every combat unit he has and crush his way through your base with incredible efficiency. This was possible in BW, but not as easy, and having smaller control groups encouraged squad-based gameplay over the 'deathball.'

I imagine that if the 12-unit limit was enforced in SC2, the game would overall become a lot more active. Just my 2¢.


It's easy to point fingers at engine mechanics but no one forces you to play with 1 army hotkey or even MBS, it's just the easy way. Also if for example you have 1/3 of your army off killing an expo why shouldn't his full army be allowed to take out your 2/3 army (given similar army sizes)?



Because position should matter.
wat
DamageControL
Profile Blog Joined July 2007
United States4222 Posts
Last Edited: 2011-11-23 08:02:58
November 23 2011 08:00 GMT
#127
Basically, Ver is right. The reduction of position advantage (i.e. Sieged Tanks, Lurkers, Reavers) have led to the demise of tactics in favor of macro balls rolling into each other.

In addition, other benefits of position have also been reduced; in particular high ground means a LOT less than it used to. The result has been the inability to hold a position without having equal or greater supply than your opponent. This was critical in the creation of brood war harass: you could turtle while dropping or hold the middle of the map even with minimal sieged tanks. Essentially, defenders constantly had the advantage in the truest sense. Even if you were not at your base, the static player tended to have an advantage.

Also: People have been complaining about the choice of games. Very well. I have chosen, at random, games from the TL Nevake channel. The following is Ganzi vs Frozen, two very mediocre BW pros.



A few dynamics I noticed: without Mules, people scout more; there's no other reason to have a comsat, and a comsat is a pretty small investment. Promotion of scouting creates more open information. This makes it easier to be reactive, and thus more easy to harass overall.

Second, sieges feel like sieges. Well positioned tanks were just harder to break.

Third, cloaked air units with no detection were not the end of the game. Surprise cloaked wraiths were pretty minimally effective.

The most relevant is the second. Even in this low level TvT, it is really apparent the power of position and the reduced power of totally surprise strats.

edit: worth noting: despite all the possibility people say BW lends to a comeback, one player is clearly losing for the entire game...and then loses.
Liquid | SKT
latan
Profile Joined July 2010
740 Posts
November 23 2011 08:01 GMT
#128
As time goes on we are starting to see more active play with pokes and pushes in the early game with small amounts of units, so I don't think that it's the game itself that brings this style of play but the fact that strategy and gameplans aren't fully developed yet.
Larsa23
Profile Joined November 2011
United States21 Posts
Last Edited: 2011-11-23 08:03:09
November 23 2011 08:01 GMT
#129
I also think that blizzard monitoring map making is gay.

What if you want to make a porn collection in starcraft 2 maps.

If I want to make something extremely disgusting I cant and that takes a bit of the fun out or if I make something awesome and have to worry about the content or something gay.

I thought a lot of the fun of SC1 was the lack of moderation aside from spam bots.
yeint
Profile Joined May 2011
Estonia2329 Posts
November 23 2011 08:03 GMT
#130
On November 23 2011 17:00 DamageControL wrote:
Basically, Ver is right. The reduction of position advantage (i.e. Sieged Tanks, Lurkers, Reavers) have led to the demise of tactics in favor of macro balls rolling into each other.


I must be watching a different Starcraft 2 than you are. I spent all weekend watching MLG, and I can't for the life of me remember any macro balls rolling into each other.
Not supporting teams who take robber baron money.
Arush
Profile Joined October 2011
Canada80 Posts
November 23 2011 08:05 GMT
#131
Guys let these sc2 players get to the point that they have years of experiences so the ywill be able to micro like crazy like in sc1
Plaguuuu!
DamageControL
Profile Blog Joined July 2007
United States4222 Posts
Last Edited: 2011-11-23 08:10:43
November 23 2011 08:08 GMT
#132
On November 23 2011 17:03 yeint wrote:
Show nested quote +
On November 23 2011 17:00 DamageControL wrote:
Basically, Ver is right. The reduction of position advantage (i.e. Sieged Tanks, Lurkers, Reavers) have led to the demise of tactics in favor of macro balls rolling into each other.


I must be watching a different Starcraft 2 than you are. I spent all weekend watching MLG, and I can't for the life of me remember any macro balls rolling into each other.

Perhaps it is a fallacy to say that SC2 does not have a lot of position jockeying; it definitely does, and some of Leenock vs Nani really demonstrated it. But there are few advantages to the "entrenched" player which leads to the inability to divert resources for fear of just being rolled over. Yes, there are counter examples. And yes there are examples of boring BW games. But overally, I think this is why people tend to see the game as one main army vs another main army.
edit: I might be wrong in calling them "macro balls", but I watched a lot of Army vs Another Army.

edit: @Arush, I don't think the micro in sc2 is bad, actually. In fact, I think it's pretty damn good, at the highest level. 'That's not really the problem people see.
Liquid | SKT
Falcor
Profile Joined February 2010
Canada894 Posts
November 23 2011 08:11 GMT
#133
i also think a big problem is no1 really ever disengages.(we're starting to see some more of it) Its like once someone has engaged they will not run away any of their units even if its a lost cause, which makes the deathball vs deathball even worse because when 1 deathball dies its game over.
Sawamura
Profile Blog Joined August 2010
Malaysia7602 Posts
November 23 2011 08:16 GMT
#134
On November 23 2011 16:42 Larsa23 wrote:
Show nested quote +
On November 23 2011 16:27 sluggaslamoo wrote:
On November 23 2011 15:28 Larsa23 wrote:
On November 23 2011 15:23 Azzur 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.

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've also noticed the dancing of armies and jockeying for position in SC2. I also agree that this "decisive clash" is vital in SC2. However, there is still definitely a defenders advantage and my reasoning why players don't devote supply to a secondary maneuver is more their inability to multi-task. Because of this, the risk/reward is to jockey for position to win this decisive battle.

However, I do suggest to increase the supply from 200/200 to maybe 300/300 in 1v1 to help alleviate this army jockeying.


They could just make it easier to kill armies. In SC BW armies die in a few seconds. I played a few PVZ where I was doing really good but the second they attacked my army and I wasn't paying attention half my units were dead before I could storm. lol


On November 23 2011 15:26 DarkMatter_ wrote:
On November 23 2011 15:03 Larsa23 wrote:
On November 23 2011 15:02 Sawamura wrote:
On November 23 2011 14:59 Larsa23 wrote:
On November 23 2011 14:58 sluggaslamoo wrote:
On November 23 2011 14:54 Larsa23 wrote:
On November 23 2011 14:50 sluggaslamoo wrote:[quote]

I have to just o_O at this. With PvZ you have to attack all the time, tonnes of zealot pressure, harass with corsairs, drop DT's, storm drops, reaver drops, etc, or else you will just lose.


Yeah but that's just small harrassment.

No one actually sends an entire army without risking a counter attack. Also TvT has always been boring from what I remember and ZvT is more mobile and back and forth.

PvZ and PvT are about small harrassments and waiting for your opponent to fuck up a big attack.

Which is exactly what he said.


Huh? He said BW was passive. o_O





Hurrr


I didn't say it's passive I just said it can be late game and if you have a huge army vs a huge army or in TvT


Because it's the nature of TvT , Siege tanks with large attack range and the ability to deal heavy damage to units, stops people from playing full frontal attack , hence the need for dropship play, wraith harassment, map control , dividing the map into two .


I agree and that's why I don't think his examples were any different than BW because in PvZ if I lose my army I get overran in like a few minutes or less. I remember losing a lot of my games that way so I was always more passive about using my army. There's a ton of pro gamer videos for that too.

And that is also how PvT works and so I don't understand what he means. Don't really care either. Below is an extremely passive PvZ and what I'm talking about.

In the case of PvZ, that's just flat out false. Even if a zerg destroys most of the protoss army, it's nearly impossible to take out a protoss expo defended by cannons/reavers/storms. The zerg's best option in that scenario is to just get complete map control, expand, deny further expos for the protoss and just try to starve the opponent. Trying to bruteforce a protoss (even when you're ahead) is the perfect way to hand the game to your opponent



Unless you are a D+ at best player who doesn't have reavers and storm everywhere. What about when they come to your expo with 50 ultralisks because they killed your main army with nothing but hydralisks.


There is no freaking way you are D+ I'm sorry. Try playing Zerg and see how many times Protoss can just a-move his army and win at any point in the game.

(I used to be a D+ race picker)


On November 23 2011 16:06 Larsa23 wrote:
On November 23 2011 15:53 DarkMatter_ wrote:
On November 23 2011 15:28 Larsa23 wrote:
Unless you are a D+ at best player who doesn't have reavers and storm everywhere. What about when they come to your expo with 50 ultralisks because they killed your main army with nothing but hydralisks.

If we're considering low skilled players, then a-moving and overrunning your opponent is possible in every matchup. If a player is incapable of properly utilizing the tools available to his race, then that's just an aspect of his game he needs to improve. It's not a flaw of the game itself.

Mass hydras can only work in the early midgame portion and mass ultras are only possible in late, late game. You said they can just overrun your base once they've killed your army. Where exactly is the zerg gonna pull 50 ultras from? And even with mass ultras, it's generally not a good idea to a-move into a protoss base defended by mass cannons + 2/3 reavers.



By outmicroing the shit out of me with mass hydra that's how.

They basically figure out they can beat me with hydra and ling so they reserve their ultralisks while pumping more lings and then they overrun me when my army size is low and my main choke is vulnerable to an ultralisk ling attack.

So instead I like to dance around a lot in the middle of the map and try to get as much economy as I can.


That is a style that works and some protoss players do that. But just because an aggressive style doesn't work for you, doesn't mean it that is the entire metagame of PvZ.

Aggressive PvZ involves attacking from the time your first zealot is made, and constantly keeping drone count down extremely low by attacking and harassing all the time. If you just let Zerg do what he wants because you just sit back and macro then you are stuck having to do your style of play.



I was easily D+. When I was probably at my best I was beating D people and D- like they were nothing. I would purposely play sloppy vs the D- at one point. I was D+ it would have taken a bit but it's not like D+ is harder than beating D and D-. Problem solved.

It's not like it takes much except really good efficiency and basic knowledge which I have.

By the way you didn't ask me against who. Most of those losses were on fish server vs koreans who had the entire map by the time I attacked or hackers on USEast. I know exactly when people are hacking? Why? I was a pretty avid one myself just not in 1v1. Vs D- kids I used to just get an army and win. There were pvps where I just a clicked and won. The max I did was drop reavers behind my dragoons.

In ZvP all it takes is a good defense and a flank from behind and the protoss cant do anything. You then dodge the storms and when their army is overwhelmed and cant retreat because you burrowed lurkers behind all my shit and by the time my units get back to base they are mostly gone you just send all your ultralisks that were waiting at 9 o clock when I attacked 11 o clock and all the lings you had hatching at the time and I am dead.

Happened to me a lot.

There were also the times when they just had a much superior game play to mine and when I'd attack they wouldn't even need their entire army to steam roll mine and then just attack.

The fact that armies are harder to kill you'd think would make it easier to just do attacks because in SC1 there are a lot of situations where you can't afford to lose what you have and when that happens you are done. So like in SC2 I thought that it was because you could just have a really strong army and send some men to harrass but I guess the battles take a million years and so it actually matters or something even though I could see ways of sending reinforcements with a pylon.

I just made the mistake of thinking that since they are stronger armies you would have an easier time sacrificing.

Because in SC1 if you're terran and you lose everything you're fucked too and the same for protoss most of the time like in PVT and PVP

I PVZ'd with bongmicro and only lost due to a strategic mistake because he was a lot better and I was being cautious.

I also had a really hard time recovering in PVT when I would make an attack and get raped by terran tank lines and then he would just come over and steam roll me.

It was actually when I was passive with a 12 nexus that I did good enough to just throw away units until they gave in.

I am not that great at micro unless it's all I focus on so that's why I wouldn't try it with zerg. Zerg has a huge advantage if you know how to flank all over the place and macro better.

I think that psi storm is basically useless unless you're really good or defending anyway. I saw most people just lose their templars or kill practically nothing regularly when I played BW.

In PvP once I was behind unless they didn't attack I was also screwed when I would retreat and they would just follow me all the way home and then it was domination. Because they would be macroing just as hard as me except they wouldn't be worried about retreating and having to recover enough forces to match the enemy. Got owned a lot that way too.

I bet if they increased the production rate of units and made them easier to kill sc2 would be better for sacrificing units whenever.

In SC1 people didn't even play Terran because of how easy they were to kill. They would turtle the whole time and I think that if they made everything weaker in SC2 it would be just like that but then it would have to develop a lot over about 10 years.


Show nested quote +

remove the damn xelnaga towers, it will enrich army movements and uncertainty, so you will have to move your armies non-stop or you may get into trap, its to easy to track movements with xelnaga tower, also players are afraid to move their army into tower radius also you cant really move your drops throughout the map because of it... i dont like the idea of xel naga towers to be on EVERY competition map. Bring us variety, in BW there were mineral walls, temple(rocks) walls that require DIFFERENT strategies and different timings.

I dont like that SC2 is all about being omniscient, a little bit of uncertainty would enrich the play, and possible new strategy/tactics.


Why not make maps and remove them.


Sc1 or broodwar , because on the korean level terran is really strong and not easy to kill at all, who would want to turtle all the time ? If i did that the zergs,protoss will take multi expansions like no tomorrow and steam roll me -_- , besides high templar psi storm useless ? Dropping a few of them on a zerg expo's and watch them melt to psi storms , I think from your standard , it's mostly Low D not even a D+ on iccup , Rarely Do i see people messed up their high templars storm unless they are really bad at predicting zerg's attack movement .

When I think of psi storm , I think of (P)JangBi and for you to call it useless , it's unacceptable .Basing on the bolded parts of your statement , so just because you can warp in units from pylon makes it more easy to reinforce huh ? If i want to reinforce my units , I would rally all my factories to the designated area simple as that no need fancy pylon warping mechanics ,.

Other than that the only time , Terran usually die is in a TvP where they get out of position and they are on two base without a third , if they have a third and so , they can turtle to kingdom come and protoss can't do anything except if they have carriers and ground army ,plus high templars to storm the hell at the tank line .
BW/KT Forever R.I.P KT.Violet dearly missed ..
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
November 23 2011 08:17 GMT
#135
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.
Administrator~ Spirit will set you free ~
Techno
Profile Joined June 2010
1900 Posts
Last Edited: 2011-11-23 08:21:28
November 23 2011 08:18 GMT
#136
On November 23 2011 12:51 CHOMPMannER wrote:
Just play Terran, problem solved.

User was warned for this post

That's what I came in to say. I disagree with the warning.

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).

Its the same basic idea as the above poster.

You can also play aggressive with Zerg successfully, but its less "standard" than it is with Terran.
Hell, its awesome to LOSE to nukes!
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
November 23 2011 08:18 GMT
#137
On November 23 2011 16:59 Plexa wrote:
Show nested quote +
On November 23 2011 15:36 skindzer wrote:
On November 23 2011 14:33 raf3776 wrote:
Im sure i could find examples of a random early Sc1 game that doesnt have that much aggression compared to a random game in sc2


Please do.

<embed id=VideoPlayback src=http://video.google.com/googleplayer.swf?docid=-1540187220819592210&hl=en&fs=true style=width:400px;height:326px allowFullScreen=true allowScriptAccess=always type=application/x-shockwave-flash> </embed>
There you go. Stork vs Nada from the 2007 proleague. I didn't really pick this game at random, as I chose it because the calibre of the players illustrates that SC1 can be just as boring as SC2 at the highest level. It's really easy to dig up examples =/


I don't really see the point of this though. Aren't we talking about general tendencies in games?

I go to barcrafts sometimes, and they are interesting (Random SC2). However I can just open up a BW stream (even from some random C+ player) and find it exciting for the most part.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Sawamura
Profile Blog Joined August 2010
Malaysia7602 Posts
November 23 2011 08:24 GMT
#138
On November 23 2011 17:00 DamageControL wrote:
Basically, Ver is right. The reduction of position advantage (i.e. Sieged Tanks, Lurkers, Reavers) have led to the demise of tactics in favor of macro balls rolling into each other.

In addition, other benefits of position have also been reduced; in particular high ground means a LOT less than it used to. The result has been the inability to hold a position without having equal or greater supply than your opponent. This was critical in the creation of brood war harass: you could turtle while dropping or hold the middle of the map even with minimal sieged tanks. Essentially, defenders constantly had the advantage in the truest sense. Even if you were not at your base, the static player tended to have an advantage.

Also: People have been complaining about the choice of games. Very well. I have chosen, at random, games from the TL Nevake channel. The following is Ganzi vs Frozen, two very mediocre BW pros.

http://www.youtube.com/watch?v=OW6vKFmzaIo

A few dynamics I noticed: without Mules, people scout more; there's no other reason to have a comsat, and a comsat is a pretty small investment. Promotion of scouting creates more open information. This makes it easier to be reactive, and thus more easy to harass overall.

Second, sieges feel like sieges. Well positioned tanks were just harder to break.

Third, cloaked air units with no detection were not the end of the game. Surprise cloaked wraiths were pretty minimally effective.

The most relevant is the second. Even in this low level TvT, it is really apparent the power of position and the reduced power of totally surprise strats.

edit: worth noting: despite all the possibility people say BW lends to a comeback, one player is clearly losing for the entire game...and then loses.


When I think about bw come back , first thing that comes up to me was these game , What leta did was brilliant and suddenly counter attacking flash although flash had the advantage at the point , Flash defence started to fall apart from that amazing attack, So even though it's a high level game that doesn't mean the game is already figured out and if my move units to x,y,z the player auto wins . There's tons of dynamic game to watch if only you look for them . It's weird that you pick games that are like in the 2009 huh ?

BW/KT Forever R.I.P KT.Violet dearly missed ..
yeint
Profile Joined May 2011
Estonia2329 Posts
November 23 2011 08:25 GMT
#139
On November 23 2011 17:08 DamageControL wrote:
Show nested quote +
On November 23 2011 17:03 yeint wrote:
On November 23 2011 17:00 DamageControL wrote:
Basically, Ver is right. The reduction of position advantage (i.e. Sieged Tanks, Lurkers, Reavers) have led to the demise of tactics in favor of macro balls rolling into each other.


I must be watching a different Starcraft 2 than you are. I spent all weekend watching MLG, and I can't for the life of me remember any macro balls rolling into each other.

Perhaps it is a fallacy to say that SC2 does not have a lot of position jockeying; it definitely does, and some of Leenock vs Nani really demonstrated it. But there are few advantages to the "entrenched" player which leads to the inability to divert resources for fear of just being rolled over.


And I personally think that makes for more entertaining games. The one matchup where "entrenchment" is often rewarded is TvT, and it often leads to boring stalemates. Aside from the pretty lightshow at the end, Boxer vs Rain was just amazingly dull.

I don't think it's true that there's an inability to divert resources. Good players will find the timings and the resources, and they will drop/do runbys. Even in deathball vs deathball we've seen innovation, like Kiwikaki using a mothership to turn his deathball into highly mobile attack force.

At any rate, it looks like you'll get your wish in HotS, as Terran/Zerg get more space control and Protoss will get recall in every single game.
Not supporting teams who take robber baron money.
ALPINA
Profile Joined May 2010
3791 Posts
November 23 2011 08:30 GMT
#140
I think it really depends on the players, some sc2 games are very long and action packed macro games.
You should never underestimate the predictability of stupidity
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