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Highest skillcap - Page 12

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TWIX_Heaven
Profile Joined June 2010
Denmark169 Posts
May 13 2011 10:49 GMT
#221
haha, i know this might be a bit out of category, but damn those "hard" levels in Pop'n Music is not hard lol, they are FRICKIN INSANE! for people with good practice skills and musical skills i guess its "easier" but man i could never do even the easy ones! That game seriously rocks, and even tho its only "one" skillset that you need to consider, thats pretty big in itself.

but yeah, SF2T and SCBW 4 life.
Existential
Profile Joined December 2010
Australia2107 Posts
May 13 2011 10:54 GMT
#222
From all the games that I've played. BW hands down.
Jaedong <3 | BW - The first game I ever loved
brum
Profile Joined January 2011
Hungary187 Posts
Last Edited: 2011-05-13 11:14:03
May 13 2011 11:13 GMT
#223
bw
quakeworld
roping in worms armageddon

company of heroes multiplayer
rise of nations style games
jedi outcast multiplayer duels! serious stuff.
Eppa!
Profile Joined November 2010
Sweden4641 Posts
May 13 2011 11:44 GMT
#224
On May 13 2011 14:52 rickybobby wrote:
the brood war skillcap is basically infinity because 12 years in people with better mechanics and better strategies are still appearing... no other game can say that, especially since the commitment of time and energy from brood war pros is matched by few if any.

This is true for SSBM too, people have never been as good at as they are now sure it is only 10 years but it still pretty amazing to have a fighter develop so much.
"Can't wait till Monday" Cixah+Waveofshadow. "Needs to be monday. Weekend please go by quickly." Gahlo
Liquid`Drone
Profile Joined September 2002
Norway28785 Posts
May 13 2011 13:59 GMT
#225
On May 13 2011 17:51 Earll wrote:
Show nested quote +
On May 12 2011 22:43 Liquid`Drone wrote:
I think to define skillcap you basically gotta do something like
"how many layers of dominance are there?"
like for example bw. prior to the release of sc2, I was very good at bw. yet there were hundreds of koreans who could beat me 10-0. (dominating me) I'm not sure you had any players that could beat me 10-0 that would be beaten 10-0 by anyone else, but I think flash or jd mightve made it fairly close. so you can probably argue that I had two layers of dominance over me, at the very least one and a half layer.

below me however, there were a lot more layers. I could beat someone 10-0, he could beat someone 10-0, that one could beat someone 10-0, that one could beat someone 10-0, that one could beat someone 10-0.. and now we're at something like D+ iccup. there are at least 5-6 more layers before you get to "has played a grand total of 50 sc games in his life". WoW doesn't come close here - there aren't 12+ giant steps of skill to overcome separating the best players and a newbie.

but some shooters like quake do come close. I was pretty good at quakeworld back in like 97 or whatever. but there you also had like, multiple layers of dominance. I can buy that a game like ssmb is also really high up - the one time I tried to play it I was wayyy out of my element, and street fighter is also pretty high. I can't see any game where there are as many layers of complete dominance as in bw though.



Although an interesting way to put it, it is still a very flawed way of looking at a games 'skillcap'. The reason why a game like wow you would not win 10-0 in a row, is because of the 'huge' luckfactor in the game (For the sake of this post lets just assume we are talking about some sort of mirror matchup where all other things are the same.) If they removed the luck in wow, then a person who was slightly better, would be able to win close to 10-0 of the time, as he would be able to remove all the straight up unlucky\lucky losses and the better player would come out ahead a lot more of the time. So removing the luck mechanics in wow would increase the layers of dominance. That being said, removing the 'luck factor' in wow, would not at increase the "skill cap". if anything it would make the game a lot 'easier' because one of the 'hard' things in wow is being able to handle the unpredictability that comes from sometimes being crit\sometimes missing etc.

The layers of dominance comes down to how much luck there is in a game to be honest. There is a lot of luck even in a game like BW, when you get into positions where you 'randomly' counter his build because you thought he might be going what he was going, whereas other times you might have been wrong and ended up being countered yourself. Also stuff like 'randomly' scouting a dropship or a proxy or something. Obviously the better you are, the better you are at starsensing out these things, and also the better you are at still winning even when you get 'unlucky'. But there is still a big luck factor in games like BW.

Ignoring the fact that nobody plays at the top of their game all the time, there will be games with absolutely no random factor, where there will be A lot more levels of "dominance" than sc:bw, as a person who is 1% better than you would dominate you (assuming you both played as well as you could) if no luck was involved. As I mentioned before, Poker is a game where there is basically no dominance, The best player in the world can often have a pretty large losing streak against a pretty bad player, yet there is still a tremendous amount of 'skill' in poker and it does not have a 'low skillcap'. And also as mentioned before, the theoretic levels of dominance is also directly related to the amount of people playing and competing in a game, not just the game itself.


bw does have a lot of luck in it, but that only makes it more amazing that there are so many layers of dominance. as for poker though, skill in poker is not measured in individual hands or even individual tournaments, it's measured in long, long stretches of hands and it's still very possible to come out dominant. the "10-0" as a sort of arbitrary way of distinctioning "dominance" from "non-dominance" is supposed to be strictly applicable to bw - winning 10 hands of poker in a row is impossible unless you are lucky.

you are right about luck being a factor I overlooked when making my initial post, and that lack of luck would greatly increase the frequency of someone being able to win 10-0, thus indicating dominance based on my "brood war dominance determiner". but a 10-0 victory by itself wouldn't necessarily constitute dominance if every win was a really narrow win and there was no luck involved, it'd mean "consistently slightly better" instead. in bw, a 10-0 victory implies dominance precisely because of the inherent luck in the game, as luck being present means you have to win by a lot, if you want to win every time.
Moderator
son1dow
Profile Joined May 2009
Lithuania322 Posts
Last Edited: 2011-05-13 15:47:59
May 13 2011 15:02 GMT
#226
I was about to quote a certain post or two, but I realized that this is a general trend: many people seem to think that it's useless to talk about skillcaps because in they're unreachable in most of the games and the top players are consistent. Let me bring out the argument that I used some time ago here on TL:

"Free throw in basketball competition" skills, in regards of how hard they are to master, more = harder:
Nerves:
[---------------------------------|----]
Aim:
[---------------------------------|----]
Endurance:
[--|-----------------------------------]
Ability not to fall asleep:
[---------------------------------|----]

Basketball:
Nerves:
[---------------------------------|----]
Aim:
[---------------------------------|----]
Endurance:
[--------------------------------|-----]
X:
[-----------------------------|--------]
Y:
[-----------------------------------|--]
Z:
[-----------------|--------------------]
A:
[-----------------------------|--------]
B:
[-----------------------------------|--]
C:
[-----------------|--------------------]

...

It is very hard to win a penalty shot competition. It may be even more consistent than basketball, especially if you give every competitor a 100 shots. In fact, it even might be more up to talent who wins this kind of a competition, as there is only so much one can do to get better.

However, a baskteball player must be decent at all of the skills present in the game. He must know what he's good at. He must know what his opponent (in fact, 5 of them) is capable of. He must be able to make quick decisions.. I could go on and go on. He will need more "overall" sports talent to be a good basketball player than to be a free thrower. Also, he will also have more freedom in what he can be good at - he can be a better player by doing any number of skills better, and if he's better at all of them, marginally, then he's not just a "2.5% better aimer" - he's faster, more technical, a better dribbler.. You get the point.


Now with games, a similar thing happens.

Mobile phone games are absolute crap when it comes to competition.
Single player games, including Guitar Hero, trackmania and other "esports" are, in essence, shallow - again, some of them may be more up to talent than the best esports, if we go by %.. But what good is that?



Your game that you love dearly, that is consistent and that you think developed a lot during the few years it's out.. is most likely crap. Why?
1)Because most games do not have a good community. By good, I mean something like "Top competition for at least a few years, for hefty sums of money".. or something like what starcraft has.
2) It, even if it is a popular "esport", and has a good community, most likely has not the same number of "un-capped" skills that starcraft or quake have. If we compare starcraft to a random mobile phone game, it's obvious. However, if we compare starcraft to warcraft 3, or quake to halo, or to counter strike, most people seem to think they're no different and call anybody who argues about that a fanboy or something.

Why should you care?
1) Players can express their skills better in more difficult games, and this brings a whole new, harder learning curve into the game.
2) Viewers get to see not only that, but also a higher variety as players can exel at more different skills.
3) These two points make a game into a much better sport (or, more like real sports) and in turn make professional gaming a more respectable career path. This, in my opinion, is the #1 reason we don't have anything like what South Korea has.

My opinion is obviously very elitist, and most people that made it big in esports have a very different view on things. It is my opinion that they're mostly full of shit, PR-oriented or just don't care. I have to point out that I don't disrespect any of the people in these "lesser" games - they have fun, they make money.. There's nothing bad about it. I, the ignorant hater of shitty esports, have had lots of fun playing TF2, dota and many other "lesser" esports. However, if we want esports to grow, I think we should nurture people about what makes a true esport, point out what we think is wrong and respect the players that play these hardcore games.

PS. Play/watch more quakelive. Most underappreciated esport ever. Probably most viewer friendly too






Play more Quake.
Noyect
Profile Blog Joined July 2010
Sweden129 Posts
May 14 2011 09:57 GMT
#227
Out of all the games I've played, I think I have to say GunZ is the one with the highest achievable "skill cap".
A practice session of GunZ korean style, as it was called, would actually make me sweat and I can't recall any other game that managed to do that.
The key combos you had to pull off was just so unbelievably intense.

I still believe that if some western company would pick this game up and give it some new graphics and better spectating, it could very well become the #1 fps esport title in the world.
bigjenk
Profile Joined September 2010
United States1543 Posts
May 14 2011 12:42 GMT
#228
On May 12 2011 08:05 Seide wrote:
few things about WoW:
really low skill cap, unitll you get into the top .5-1% of raiding, then it is actually quite higher.

Thought this skillcap is usually a skillcap on how good your teamwork and reaction skills are, not at how good you are at playing your specific character.

Arena was more or less a joke, where playing certain comps and winning is a matter of performing an algorithm based on the comp you are playing.
It was hardly based on skills, as there are comps who can dominate and other comps who simply cannot beat certain other comps if said comp plays correctly. This has also been getting worse and worse the more Blizzard has tried to "balance" things. I think lately they have given up and decided if you have half a brain and play the right comps, you are deserving of a top rating. Honestly the closest WoW has ever been to balance in PvP was when they their original 13 rank system in Vanilla.

For raiding, it is actually extremely hard to find good people to play with for top guilds. Every single person you have that pays attention, keeps a cool head, and is very good at their class and math is a godsend. Often times, if a top dps left your guild, it could leave that spot vacant for months until you could find a comparable person, especially for guilds outside of the top10, but still in the top25.

It's a completely different game when you are in a top guild where you actually have to develop your own strategy to an encounter, not just copy a strategy a top guild did 3 weeks after a world first kill. The only time WoW actually takes skill to play in PvE, is the first month or so of new content, but this only applies to about maybe 300-500 people out of the whole WoW population(and I might be overestimating that as it is only the top10 guilds, and that is 250 main raiders + alternate raiders).

Top level WoW PvE is actually pretty interesting, I find it sad that it gets such a bad rep because only about 1000 people who play the game even can really perform at that level, and even less actually get exposed to what top level WoW is. Its like if a persons only impressions of BW is from watching a D/C level player play.

Its funny, I have played WoW on and off since release with guilds such as Blood Legion and Gentlemen's Club as an average player/officer in those guilds. Quit after we cleared WotLK content. After 4+ years of WoW I cannot really relate to anyone who played that game apart from old guildmembers and people in a similar positions, because it is like we were playing different games. Yet there are people who are even higher up than me, like GMs and world record dps holders, who feel the same way toward me, for the exact same reasons.

The difficulty of the encounters though have been steadily decreasing since Burning Crusade, and as I havent played in some time, I cannot speak for the game in its current state, only from my own personal experiences in Vanilla/BC/WotLK.

In the end it though really did come down to how thick skinned you were to be able to handle constant drama(and holy shit man, some of the drama was unbelievable), and how commited you were to doing the math/grinding neccesary to optimize your character.

Its hard to place WoW, because of the social aspect to it and the fact that in raiding, you aren't really trying to beat anyone as much as you are trying to create a well oiled machine. On one hand its not too hard to play, on the other theres so much shit you have to deal with outside of playing it. Many times in a 25 man raid group, even though those people raided together, many people actually straight up hated other people in the guild. I know I have played for a lot of time with people I hated, but had to so we could get shit done. Having a successful guild was closer to running a HR/Conflict Resolution department of a successful business than playing an actual game.

Apart from BW, I cannot think of many games that have a high individual skill cap. Many get their skillcap from team chemistry.

A Note on the people posting Dwarf Fortress:
There is a difference between a high learning curve and a high skill cap. Dwarf Fortress has a high learning curve, but a not a high skill cap because there are too many random factors for skill to ever account for.

Jeez I ended up writing a lot more than intended, but my fingers just kept flying since it irks me that people who make conclusions about WoW have no idea what goes on at the highest level and seem to judge solely on pvp, which in reality has been a joke in WoW for years. Its like someone judging SC, while only having played Fastest.

TLDR:
WoW PvP: pretty much a joke
WoW PvE: pretty intricate at top level, and it is hard to place it.


It's the exact same argument with pvp. It's not skill intensive until the top 1 percent or so. It seems like comp is so important until you realize a fair amount of people that are consistently top 5 teams on bg9 play sup standard comps.
Ignore my opinions I am bad
bigjenk
Profile Joined September 2010
United States1543 Posts
May 14 2011 12:44 GMT
#229
On May 13 2011 22:59 Liquid`Drone wrote:
Show nested quote +
On May 13 2011 17:51 Earll wrote:
On May 12 2011 22:43 Liquid`Drone wrote:
I think to define skillcap you basically gotta do something like
"how many layers of dominance are there?"
like for example bw. prior to the release of sc2, I was very good at bw. yet there were hundreds of koreans who could beat me 10-0. (dominating me) I'm not sure you had any players that could beat me 10-0 that would be beaten 10-0 by anyone else, but I think flash or jd mightve made it fairly close. so you can probably argue that I had two layers of dominance over me, at the very least one and a half layer.

below me however, there were a lot more layers. I could beat someone 10-0, he could beat someone 10-0, that one could beat someone 10-0, that one could beat someone 10-0, that one could beat someone 10-0.. and now we're at something like D+ iccup. there are at least 5-6 more layers before you get to "has played a grand total of 50 sc games in his life". WoW doesn't come close here - there aren't 12+ giant steps of skill to overcome separating the best players and a newbie.

but some shooters like quake do come close. I was pretty good at quakeworld back in like 97 or whatever. but there you also had like, multiple layers of dominance. I can buy that a game like ssmb is also really high up - the one time I tried to play it I was wayyy out of my element, and street fighter is also pretty high. I can't see any game where there are as many layers of complete dominance as in bw though.



Although an interesting way to put it, it is still a very flawed way of looking at a games 'skillcap'. The reason why a game like wow you would not win 10-0 in a row, is because of the 'huge' luckfactor in the game (For the sake of this post lets just assume we are talking about some sort of mirror matchup where all other things are the same.) If they removed the luck in wow, then a person who was slightly better, would be able to win close to 10-0 of the time, as he would be able to remove all the straight up unlucky\lucky losses and the better player would come out ahead a lot more of the time. So removing the luck mechanics in wow would increase the layers of dominance. That being said, removing the 'luck factor' in wow, would not at increase the "skill cap". if anything it would make the game a lot 'easier' because one of the 'hard' things in wow is being able to handle the unpredictability that comes from sometimes being crit\sometimes missing etc.

The layers of dominance comes down to how much luck there is in a game to be honest. There is a lot of luck even in a game like BW, when you get into positions where you 'randomly' counter his build because you thought he might be going what he was going, whereas other times you might have been wrong and ended up being countered yourself. Also stuff like 'randomly' scouting a dropship or a proxy or something. Obviously the better you are, the better you are at starsensing out these things, and also the better you are at still winning even when you get 'unlucky'. But there is still a big luck factor in games like BW.

Ignoring the fact that nobody plays at the top of their game all the time, there will be games with absolutely no random factor, where there will be A lot more levels of "dominance" than sc:bw, as a person who is 1% better than you would dominate you (assuming you both played as well as you could) if no luck was involved. As I mentioned before, Poker is a game where there is basically no dominance, The best player in the world can often have a pretty large losing streak against a pretty bad player, yet there is still a tremendous amount of 'skill' in poker and it does not have a 'low skillcap'. And also as mentioned before, the theoretic levels of dominance is also directly related to the amount of people playing and competing in a game, not just the game itself.


bw does have a lot of luck in it, but that only makes it more amazing that there are so many layers of dominance. as for poker though, skill in poker is not measured in individual hands or even individual tournaments, it's measured in long, long stretches of hands and it's still very possible to come out dominant. the "10-0" as a sort of arbitrary way of distinctioning "dominance" from "non-dominance" is supposed to be strictly applicable to bw - winning 10 hands of poker in a row is impossible unless you are lucky.

you are right about luck being a factor I overlooked when making my initial post, and that lack of luck would greatly increase the frequency of someone being able to win 10-0, thus indicating dominance based on my "brood war dominance determiner". but a 10-0 victory by itself wouldn't necessarily constitute dominance if every win was a really narrow win and there was no luck involved, it'd mean "consistently slightly better" instead. in bw, a 10-0 victory implies dominance precisely because of the inherent luck in the game, as luck being present means you have to win by a lot, if you want to win every time.


You realize that there are teams that win 95+ percent of their games with mm system which is far more than bw players. Bw clearly more skill intensive just saying.
Ignore my opinions I am bad
Derrida
Profile Joined March 2011
2885 Posts
May 14 2011 12:48 GMT
#230
Commandos! Hardest game ever or what.

I laugh at people who try to argue that WoW takes skill in either PvP or PvE.
#1 Grubby Fan.
men1kmati
Profile Joined June 2010
United States165 Posts
May 14 2011 13:04 GMT
#231
cs 1.6
<3 TL
e4e5nf3
Profile Blog Joined October 2007
Canada599 Posts
May 14 2011 13:08 GMT
#232
Minecraft certainly has to have a very low skill cap.

Oh wait... there's redstone circuitry. Some of the devices I've seen people come up with are borderline genius (ok, I'm exaggerating, but it looks really brilliant to me).
King takes Queen
Snuggles
Profile Blog Joined May 2010
United States1865 Posts
May 14 2011 13:13 GMT
#233
Only teamliquid would have a thread like this. We're such an intelligent community =)
Novalisk
Profile Blog Joined February 2011
Israel1818 Posts
May 14 2011 13:25 GMT
#234
EVE Online has a pretty high social skills cap...
/commercial
qdenser
Profile Joined September 2010
Canada133 Posts
Last Edited: 2011-05-14 13:32:30
May 14 2011 13:31 GMT
#235
damnit did you know that tab makes you post?

edit: to answer the question of the topic we must first define skill cap
BW is still out there and a lots of people still watch it. SC2 is a different game and different people. Please go back to BW if you think sc2 is not suited for you - Dustin Browder
Snuggles
Profile Blog Joined May 2010
United States1865 Posts
Last Edited: 2011-05-14 14:12:05
May 14 2011 14:08 GMT
#236
On May 14 2011 18:57 ypolt wrote:
Out of all the games I've played, I think I have to say GunZ is the one with the highest achievable "skill cap".
A practice session of GunZ korean style, as it was called, would actually make me sweat and I can't recall any other game that managed to do that.
The key combos you had to pull off was just so unbelievably intense.

I still believe that if some western company would pick this game up and give it some new graphics and better spectating, it could very well become the #1 fps esport title in the world.



Just noticed this post. I'm a long time Gunz player as well.

Mechanically, Gunz is THE most demanding game in that respect. It is not mindless button mashing as people would tend to think, players are actually consciously doing an assortment of key inputs at 300 - 600 APM (300 just moving around in a normal fashion, 600+ when things get intense) in order to perform their moves. Sometimes I feel like the game is a mix between a fighting game and a shooter, but obviously the shooting part becomes more apparent at higher levels of play where players rarely miss a shot. At the highest levels of play, team play becomes extremely important as it actually requires a good bit of intelligence to figure out a variety of different tactics in order to keep yourself alive as well as land some precious potshots on your opponent. At some point it becomes a slow game to see which team can whittle down the others teams health to nothing first, where any one mis step could knock out you or a teammate in an instant.

I believe that the main reason Gunz deteriorated and garnered such a bad reputation was due to the horrible netcode issues it has. Basically it had a peer-to-peer type of connection in the game so whenever you ran into a player living even just a couple hundreds miles away, you would not be able to hit the character on target, or in other words hit boxes would be irrelevant and you would have to make an estimate of where the player would be in the next "x" seconds and shoot in that area in relation to the ping.

More recently there have been private servers that have popped up with some brilliant programmers who solved the issues by themselves and I have to tell you, Gunz would have been one of the "go to" competitive games for players looking for a free online shooter that required skill. The game is a blast when you don't have to deal with poor netcode. More importantly with the game on a server based connection, players who have perfected their aim and movement are greatly rewarded. Due to a bit of imbalance in the weapons it won't be as rewarding to play at a high-level in Gunz than it is in Quake. But you will still roflstomp newbies on various layers of skill

Gunz 2 is coming out in a year or 2.. or 3... but when it does come out it will be a lot less mechanically challenging but it will still hold the same concepts as the original Gunz. So that means us old school players will still have the competitive edge, very similar to how BW players are doing well in SC2.
Snuggles
Profile Blog Joined May 2010
United States1865 Posts
Last Edited: 2011-05-14 14:11:27
May 14 2011 14:10 GMT
#237
double poooost delete please....**
BrTarolg
Profile Blog Joined June 2009
United Kingdom3574 Posts
May 14 2011 14:13 GMT
#238
Hard to say

As a player of SSBM, that game is pretty sick. I dont understand how like, so many years the line people are still getting better..
Ppl are doing stuff now that 2 years ago was thought only possible by computers and stuff lol

Played recently and my friend was showing me how everyone has learned how to consistently powershield lasers so its not as much of a mindfuck vs falco and how to double/tripleshine pressure lol
Lrkr85
Profile Joined March 2011
Philippines53 Posts
May 14 2011 14:47 GMT
#239
On May 14 2011 23:08 Snuggles wrote:
Show nested quote +
On May 14 2011 18:57 ypolt wrote:

snip


snip



Last couple of posts makes me miss GunZ so much. The very basic korean style movement required like, 5-6 fast inputs from keyboard/mouse and to even be able to begin playing at a high level, the player had to constantly do this, with good control and while maintaining aim (not to mention the more advanced moves that had 10+ inputs). I started at international beta, learned kstyle then took a break. When I came back the game had developed even further to include reload shots into the various k-style movements. At that point my fingers could only barely keep up with what is necessary to kill a half decent player.

It certainly is high up there as far as mechanical skill is concerned. Of course, skill cap is not all about the mechanical skills. From my experience though, a bit of difficulty in execution adds more fun in trying to learn a videogame (eg. Tekken wavedash/bdc, Mvc combos, etc). It also enchances the experience when spectating, as when I know how difficult moves are to execute, I tend to enjoy watching matches more.
JohannesH
Profile Joined September 2009
Finland1364 Posts
May 14 2011 14:53 GMT
#240
Good multiplayer games simply don't have a skillcap.

So it's mostly just dependent on the playerbase, not on the game itself.
If you have to ask, you don't know.
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