• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:46
CEST 12:46
KST 19:46
  • 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
Code S Season 2 (2026) - RO8 Preview3[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)5Code S Season 1 (2026) - RO4 & Finals Preview5
Community News
Weekly Cups (May 18-25): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League4Weekly Cups (May 11-17): Classic wins double0Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1
StarCraft 2
General
Code S Season 2 (2026) - RO8 Preview Weekly Cups (May 18-25): MaxPax wins doubles herO wins GSL Code S Season 1 (2026) Code S Season 2 (2026) - RO12 Preview Weekly Cups (May 11-17): Classic wins double
Tourneys
Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 2 (2026) GSL Code S Season 1 (2026) Sparkling Tuna Cup - Weekly Open Tournament Maestros of The Game 2 announcement and schedule !
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 527 Hell Train The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue Mutation # 525 Wheel of Misfortune
Brood War
General
[ASL21] Finals Preview: Two Legacies 25 Years Since Brood War Patch 1.08 BGH Auto Balance -> http://bghmmr.eu/ VPN experiences vespene.gg — BW replays in browser
Tourneys
[ASL21] Grand Finals [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 Small VOD Thread 2.0
Strategy
Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction Fighting Spirit mining rates
Other Games
General Games
Path of Exile Nintendo Switch Thread Stormgate/Frost Giant Megathread Dawn of War IV ZeroSpace Megathread
Dota 2
The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Trading/Investing Thread Russo-Ukrainian War Thread Dating: How's your luck? European Politico-economics QA Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software)
TL Community
The Automated Ban List
Blogs
Esports Organizations: Raisi…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1317 users

Community Feedback Update - July 31st - Page 2

Forum Index > Legacy of the Void
427 CommentsPost a Reply
Prev 1 2 3 4 5 20 21 22 Next All
ZergLingShepherd1
Profile Joined June 2015
404 Posts
Last Edited: 2015-07-31 19:51:48
July 31 2015 19:50 GMT
#21
On August 01 2015 04:48 TT1 wrote:
Show nested quote +
On August 01 2015 04:47 ZergLingShepherd1 wrote:
I agree with the macro mechanics.
People dont know how hard is to Inject on 5-6 bases.
LotV is way harder, terran and protoss have easiest marco.... but zerg is way more complex by far.


I think the Koreans ask them this because it really is hard to do it, some pro players cant even injects perfectly !

You can always use MULES and CHRONO, Inject is not the same.


if you're in gold league, then yea


WUT ?

Even GM cant inject perfectly, even Life had this thing in most of his replays where he forgets queens.
Your out of your mind to think Injects are easy.
"The Fractured but Whole"
purakushi
Profile Joined August 2012
United States3302 Posts
Last Edited: 2015-07-31 19:53:32
July 31 2015 19:52 GMT
#22
On August 01 2015 04:50 ZergLingShepherd1 wrote:
Show nested quote +
On August 01 2015 04:48 TT1 wrote:
On August 01 2015 04:47 ZergLingShepherd1 wrote:
I agree with the macro mechanics.
People dont know how hard is to Inject on 5-6 bases.
LotV is way harder, terran and protoss have easiest marco.... but zerg is way more complex by far.


I think the Koreans ask them this because it really is hard to do it, some pro players cant even injects perfectly !

You can always use MULES and CHRONO, Inject is not the same.


if you're in gold league, then yea


WUT ?

Even GM cant inject perfectly, even Life had this thing in most of his replays where he forgets queens.
Your out of you mind to think Injects are easy.


By the time Life starts slipping a little bit in injects, it does not matter, because he will have already built up a larvae bank. He either does not have enough minerals to use all of his larvae or he is waiting for tech.
T P Z sagi
PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
July 31 2015 19:52 GMT
#23
On August 01 2015 04:44 pure.Wasted wrote:
Show nested quote +
On August 01 2015 04:41 purakushi wrote:
On August 01 2015 04:27 Hider wrote:
If Mule is cutted, will there be a more strategic macromechanic for terran as a replacement? Otherwise you are just gonna mass scans.

A bit surprised Blizzard presents up with this idea without any more specific solutions. That said, I definitely think macromechanics are pretty uninteresting and waste of APM in the game. Not something that I directly dislike, but I think it could improve the experience if you could focus more on unit management.

I hate this focus on action just for action sake. Removing macro mechanics does not mean that players will attack more. Macro for above average players is already too easy.


That's not what he says. He says he doesn't want to have APM-mechanics that aren't visually apparent to viewers.

Players need something else to do other than pivoting their deathball for 5 minutes into a battle that ends in a few seconds.


This is what they are attempting to change with LOTV. More unit vs unit interactions all the time so you never just sit in your base and do nothing (but macro).


But macro is apparent to viewers. SC2 has the UI and casters to point out good macro. Heck, even BW viewers can see how good Flash's macro was. It was amazing because of how difficult it is to macro well in BW.

More unit vs unit interactions all the time has nothing to do with just sitting in your base and doing nothing. You can still sit in your base and do nothing.

The goal is good, but they way Blizzard is trying to do it (by removing other things to do) is not.


Macro is not apparent to viewers.

It took soO making it to two consecutive GSL finals for people to start realizing that his success wasn't based off of flukes, but flawless macro. How often do you remember Tastosis saying "wow look at his macro, no other Zerg would have macroed this well!"

Brilliant macro only becomes evident to professional casters after they rewatch and study the games they cast. What hope do casuals have of noticing it?

I really don't think this should be the focus though. This would be an enormous change to the esports side of Starcraft which I don't like. I like to be able to abuse my opponent's attention in TvZ to mess with their injects, I like the added complexity of chronoboost when facing Protoss, I like that with MULES I can choose to play like Bomber and max out more quickly or choose to play like Taeja and scan everywhere and play a very map-control focused style. I especially have a problem with removing injects because those, to me, feel like 80% of zerg macro whereas mules and chronoboost are less essential.
Taeja the one true Byunjwa~
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
July 31 2015 19:52 GMT
#24
On August 01 2015 04:47 purakushi wrote:
Show nested quote +
On August 01 2015 04:44 pure.Wasted wrote:
On August 01 2015 04:41 purakushi wrote:
On August 01 2015 04:27 Hider wrote:
If Mule is cutted, will there be a more strategic macromechanic for terran as a replacement? Otherwise you are just gonna mass scans.

A bit surprised Blizzard presents up with this idea without any more specific solutions. That said, I definitely think macromechanics are pretty uninteresting and waste of APM in the game. Not something that I directly dislike, but I think it could improve the experience if you could focus more on unit management.

I hate this focus on action just for action sake. Removing macro mechanics does not mean that players will attack more. Macro for above average players is already too easy.


That's not what he says. He says he doesn't want to have APM-mechanics that aren't visually apparent to viewers.

Players need something else to do other than pivoting their deathball for 5 minutes into a battle that ends in a few seconds.


This is what they are attempting to change with LOTV. More unit vs unit interactions all the time so you never just sit in your base and do nothing (but macro).


But macro is apparent to viewers. SC2 has the UI and casters to point out good macro. Heck, even BW viewers can see how good Flash's macro was. It was amazing because of how difficult it is to macro well in BW.

More unit vs unit interactions all the time has nothing to do with just sitting in your base and doing nothing. You can still sit in your base and do nothing.

The goal is good, but they way Blizzard is trying to do it (by removing other things to do) is not.


Macro is not apparent to viewers.

It took soO making it to two consecutive GSL finals for people to start realizing that his success wasn't based off of flukes, but flawless macro. How often do you remember Tastosis saying "wow look at his macro, no other Zerg would have macroed this well!"

Brilliant macro only becomes evident to professional casters after they rewatch and study the games they cast. What hope do casuals have of noticing it?


Removing things to do in the hopes that players will do something else (that is actually not really related) is not effective. Players do not attack because macro is too difficult. Players do not attack because they want to build up a bigger army, or they do not feel like an attack will be effective, or that they are down on supply/tech.


I should have been clearer - I don't disagree with that part of your post at all. Only the notion that macro is always readily apparent, when in truth even casters struggle to correctly identify it as the source of players' successes and failures.

My thoughts related to this topic:
1. I don't like MULE/Chrono/Inject.
2. I like tech lab/reactor/creep tumors.
3. I wouldn't mind more "flashy" macro like the above in the game, e.g. WarpGate/GateWay transformations.
4. Cutting the macro mechanics that exist without replacing them will not increase the amount of action in pro games, but it will lower the skill ceiling. I thought Blizzard was aiming for the opposite with LOTV.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
TT1
Profile Blog Joined December 2008
Canada10037 Posts
Last Edited: 2015-07-31 19:55:26
July 31 2015 19:54 GMT
#25
On August 01 2015 04:50 ZergLingShepherd1 wrote:
Show nested quote +
On August 01 2015 04:48 TT1 wrote:
On August 01 2015 04:47 ZergLingShepherd1 wrote:
I agree with the macro mechanics.
People dont know how hard is to Inject on 5-6 bases.
LotV is way harder, terran and protoss have easiest marco.... but zerg is way more complex by far.


I think the Koreans ask them this because it really is hard to do it, some pro players cant even injects perfectly !

You can always use MULES and CHRONO, Inject is not the same.


if you're in gold league, then yea


WUT ?

Even GM cant inject perfectly, even Life had this thing in most of his replays where he forgets queens.
Your out of your mind to think Injects are easy.


by that time zerg has 5-6 hatches, you dont need perfect larva injects to stay maxed (alot of zergs even add their queens to their army in that stage of the game).. if you dont know what you're talking pls dont spread misinformation.
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2015-07-31 19:59:06
July 31 2015 19:58 GMT
#26
On August 01 2015 04:49 weikor wrote:
Whos to say that "skilled plays" shouldnt be found elsewhere in the game. Clever decision making, positioning and factors like that should decide the outcome of a game more.


That's great and all, but these aren't things players can just make up out of thin air. Blizzard has to provide us with units and abilities that can take advantage of clever decision making and positioning, and Disruptors and Ravagers are only one step toward fixing that problem.

The beta's far from over though and if they still have new mechanics coming to Zerg and Protoss, I'm all for it. But right now the balance is out of whack, and removing macro abilities will make the game especially easier for Zerg, so they gotta get to experimenting with the counterweight.

God I wish they'd just hire Nathanias.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
ZergLingShepherd1
Profile Joined June 2015
404 Posts
Last Edited: 2015-07-31 20:14:37
July 31 2015 19:58 GMT
#27
On August 01 2015 04:54 TT1 wrote:
Show nested quote +
On August 01 2015 04:50 ZergLingShepherd1 wrote:
On August 01 2015 04:48 TT1 wrote:
On August 01 2015 04:47 ZergLingShepherd1 wrote:
I agree with the macro mechanics.
People dont know how hard is to Inject on 5-6 bases.
LotV is way harder, terran and protoss have easiest marco.... but zerg is way more complex by far.


I think the Koreans ask them this because it really is hard to do it, some pro players cant even injects perfectly !

You can always use MULES and CHRONO, Inject is not the same.


if you're in gold league, then yea


WUT ?

Even GM cant inject perfectly, even Life had this thing in most of his replays where he forgets queens.
Your out of your mind to think Injects are easy.


by that time zerg has 5-6 hatches, you dont need perfect larva injects to stay maxed (alot of zergs even add their queens to their army in that stage of the game).. if you dont know what you're talking pls dont spread misinformation.


yes you need for tech switches... and yes on 4-5 hatches you still need good injects.... remaxing is a thing you know...
They add queens when they have to much of them vs void rays or going with ultralisk

i know what im talking about,,, you only speak theory and what you see not what i play as zerg.

On August 01 2015 04:52 purakushi wrote:
Show nested quote +
On August 01 2015 04:50 ZergLingShepherd1 wrote:
On August 01 2015 04:48 TT1 wrote:
On August 01 2015 04:47 ZergLingShepherd1 wrote:
I agree with the macro mechanics.
People dont know how hard is to Inject on 5-6 bases.
LotV is way harder, terran and protoss have easiest marco.... but zerg is way more complex by far.


I think the Koreans ask them this because it really is hard to do it, some pro players cant even injects perfectly !

You can always use MULES and CHRONO, Inject is not the same.


if you're in gold league, then yea


WUT ?

Even GM cant inject perfectly, even Life had this thing in most of his replays where he forgets queens.
Your out of you mind to think Injects are easy.


By the time Life starts slipping a little bit in injects, it does not matter, because he will have already built up a larvae bank. He either does not have enough minerals to use all of his larvae or he is waiting for tech.



you missed the point not everyone is life and when you plan on more tech switches and remaxes its very important.
its like me saying you dont need MULES in late game cuz you have enough money.

but you still use it to get even more rich or steal minerals from the enemy bases.
"The Fractured but Whole"
ejozl
Profile Joined October 2010
Denmark3491 Posts
Last Edited: 2015-07-31 20:03:24
July 31 2015 20:01 GMT
#28
It's really cool they are bringing macro mechanics up. I hope they don't completely remove that aspect of the game, because it can really differentiate players from each other in how a game feels. Since there is much more to do than what is possible for a human being. That said I think nerfing the strength of these can really help Starcraft out in the grand scheme of things.
If it takes everyone longer to get to their wished amount of income, it'll drag the game out a lot more and introduce more situations where it's not strategically trivial to say, now I need more army, or now I need more workers. Just please don't automate the process, since the choice between when to Creep Spread and when to Inject is one that brings more depth to the game. Mule/Scan+What to Chrono.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
purakushi
Profile Joined August 2012
United States3302 Posts
Last Edited: 2015-07-31 20:06:17
July 31 2015 20:02 GMT
#29
On August 01 2015 04:52 pure.Wasted wrote:
Show nested quote +
On August 01 2015 04:47 purakushi wrote:
On August 01 2015 04:44 pure.Wasted wrote:
On August 01 2015 04:41 purakushi wrote:
On August 01 2015 04:27 Hider wrote:
If Mule is cutted, will there be a more strategic macromechanic for terran as a replacement? Otherwise you are just gonna mass scans.

A bit surprised Blizzard presents up with this idea without any more specific solutions. That said, I definitely think macromechanics are pretty uninteresting and waste of APM in the game. Not something that I directly dislike, but I think it could improve the experience if you could focus more on unit management.

I hate this focus on action just for action sake. Removing macro mechanics does not mean that players will attack more. Macro for above average players is already too easy.


That's not what he says. He says he doesn't want to have APM-mechanics that aren't visually apparent to viewers.

Players need something else to do other than pivoting their deathball for 5 minutes into a battle that ends in a few seconds.


This is what they are attempting to change with LOTV. More unit vs unit interactions all the time so you never just sit in your base and do nothing (but macro).


But macro is apparent to viewers. SC2 has the UI and casters to point out good macro. Heck, even BW viewers can see how good Flash's macro was. It was amazing because of how difficult it is to macro well in BW.

More unit vs unit interactions all the time has nothing to do with just sitting in your base and doing nothing. You can still sit in your base and do nothing.

The goal is good, but they way Blizzard is trying to do it (by removing other things to do) is not.


Macro is not apparent to viewers.

It took soO making it to two consecutive GSL finals for people to start realizing that his success wasn't based off of flukes, but flawless macro. How often do you remember Tastosis saying "wow look at his macro, no other Zerg would have macroed this well!"

Brilliant macro only becomes evident to professional casters after they rewatch and study the games they cast. What hope do casuals have of noticing it?


Removing things to do in the hopes that players will do something else (that is actually not really related) is not effective. Players do not attack not because macro is too difficult. Players do not attack because they want to build up a bigger army, or they do not feel like an attack will be effective, or that they are down on supply/tech.


I should have been clearer - I don't disagree with that part of your post at all. Only the notion that macro is always readily apparent, when in truth even casters struggle to correctly identify it as the source of players' successes and failures.

My thoughts related to this topic:
1. I don't like MULE/Chrono/Inject.
2. I like tech lab/reactor/creep tumors.
3. I wouldn't mind more "flashy" macro like the above in the game, e.g. WarpGate/GateWay transformations.
4. Cutting the macro mechanics that exist without replacing them will not increase the amount of action in pro games, but it will lower the skill ceiling. I thought Blizzard was aiming for the opposite with LOTV.


Alright, I think we are more in line now though I do not fully agree with all of your points.

Macromechanics (MULE/chrono/inject) are important to SC2. Players need reasons to go back (view) to their bases more than just to put down 1-2 buildings every minute or so. Personally, a chrono type macrobooster for all races would be fine to enforce this. Creep tumours are fine as long as the incentive is there (which it is).
I do not like reactors, as it is just a passive macrobooster. Wish they removed them and rebalanced everything around the slower Terran macro. I realise that it is much less common to max in LotV, but I have always had complaints of how fast 200/200 comes in SC2 due to macroboosters and increased supply costs (compared to BW -- Zerg has no 1 supply army unit >_>).
T P Z sagi
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
July 31 2015 20:10 GMT
#30
On August 01 2015 05:02 purakushi wrote:
Show nested quote +
On August 01 2015 04:52 pure.Wasted wrote:
On August 01 2015 04:47 purakushi wrote:
On August 01 2015 04:44 pure.Wasted wrote:
On August 01 2015 04:41 purakushi wrote:
On August 01 2015 04:27 Hider wrote:
If Mule is cutted, will there be a more strategic macromechanic for terran as a replacement? Otherwise you are just gonna mass scans.

A bit surprised Blizzard presents up with this idea without any more specific solutions. That said, I definitely think macromechanics are pretty uninteresting and waste of APM in the game. Not something that I directly dislike, but I think it could improve the experience if you could focus more on unit management.

I hate this focus on action just for action sake. Removing macro mechanics does not mean that players will attack more. Macro for above average players is already too easy.


That's not what he says. He says he doesn't want to have APM-mechanics that aren't visually apparent to viewers.

Players need something else to do other than pivoting their deathball for 5 minutes into a battle that ends in a few seconds.


This is what they are attempting to change with LOTV. More unit vs unit interactions all the time so you never just sit in your base and do nothing (but macro).


But macro is apparent to viewers. SC2 has the UI and casters to point out good macro. Heck, even BW viewers can see how good Flash's macro was. It was amazing because of how difficult it is to macro well in BW.

More unit vs unit interactions all the time has nothing to do with just sitting in your base and doing nothing. You can still sit in your base and do nothing.

The goal is good, but they way Blizzard is trying to do it (by removing other things to do) is not.


Macro is not apparent to viewers.

It took soO making it to two consecutive GSL finals for people to start realizing that his success wasn't based off of flukes, but flawless macro. How often do you remember Tastosis saying "wow look at his macro, no other Zerg would have macroed this well!"

Brilliant macro only becomes evident to professional casters after they rewatch and study the games they cast. What hope do casuals have of noticing it?


Removing things to do in the hopes that players will do something else (that is actually not really related) is not effective. Players do not attack not because macro is too difficult. Players do not attack because they want to build up a bigger army, or they do not feel like an attack will be effective, or that they are down on supply/tech.


I should have been clearer - I don't disagree with that part of your post at all. Only the notion that macro is always readily apparent, when in truth even casters struggle to correctly identify it as the source of players' successes and failures.

My thoughts related to this topic:
1. I don't like MULE/Chrono/Inject.
2. I like tech lab/reactor/creep tumors.
3. I wouldn't mind more "flashy" macro like the above in the game, e.g. WarpGate/GateWay transformations.
4. Cutting the macro mechanics that exist without replacing them will not increase the amount of action in pro games, but it will lower the skill ceiling. I thought Blizzard was aiming for the opposite with LOTV.


Alright, I think we are more in line now though I do not fully agree with all of your points.

Macromechanics (MULE/chrono/inject) are important to SC2. Players need reasons to go back (view) to their bases more than just to put down 1-2 buildings every minute or so. Personally, a chrono type macrobooster for all races would be fine to enforce this. Creep tumours are fine as long as the incentive is there (which it is).


Yeah. To be even clearer than before - I like what the macro mechanics accomplish. I just don't like the particular ones we're stuck with. I would not like to see macro mechanics cut with no replacements.

I do not like reactors, as it is just a passive macrobooster. Wish they removed them and rebalanced everything around the slower Terran macro. I realise that it is much less common to max in LotV, but I have always had complaints of how fast 200/200 comes in SC2 due to macroboosters and increased supply costs (compared to BW -- Zerg has no 1 supply army unit >_>).


I meant reactor more in the sense of the add-on in general. I like that Terrans have to pick one or the other, and then have the option to switch them out by temporarily disabling their production facilities and floating them around. It's a very natural way to add macro to the race, it's part of a complex system that enhances the race's themes As opposed to just "here have a spell that you can cast every 30 seconds."
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
July 31 2015 20:12 GMT
#31
I'm actually ok with removing macro mechanics because a) the game is crazy fast anyway, it needs to be slowed down and let's face it they aren't touching the economy anyway and b) i fucking hate how inject larva makes it possible to attack zerg only if you have a good chance of actually getting away (with medivacs or recall basically), or with a deathball.

Plus, without inject i can be right when i say that zerg is the race for scrubs that can only amove without having any skill whatsoever >.>
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
weikor
Profile Blog Joined March 2011
Austria580 Posts
July 31 2015 20:16 GMT
#32
Macro mechanics are just something that shouldnt be as demanding and punishing as they are. Its really unfair to anything but the top level players. It also adds very little to the game.

If I had to play a game of tetris at my nexus, sure the skillcap would increase - but it doesnt make starcraft better.
Have you ever watched a progame and heard people scream at the chronoboost usage? Its bland and boring.

Another argument id like to bring up is where macro mechanics originated from. In the Wol beta players were complaining about the game beeing too easy in comparison to Broodwar.



Yeah... The level of play wasnt very high back then.

Maybe im wrong, I just hope they test it.

eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
July 31 2015 20:17 GMT
#33
I'd be up for nerfs or redesigns of the macro mechanics but not completely cutting them.

Warpgate changes sound good, but offensive warp-ins sound too long. Could do with a tweak.
ㅇㅅㅌㅅ
FueledUpAndReadyToGo
Profile Blog Joined March 2013
Netherlands30548 Posts
Last Edited: 2015-07-31 20:23:58
July 31 2015 20:18 GMT
#34
What the fuck

Option 2 is just terrible. Zerg can't survive with just 2 larva from injects... You need like 30-40% more hatcheries for production then.... That means all-ins will be way slower and defending all-ins way harder because you need a much bigger investment in buildings, while drone production is slowed as well....Removing mule will make any cloak play vs terran trivial as they will have 100% scan availability.

Option 1 is harder to decide, but I really think Zerg will be boring to play without a macro mechanic. At least in the HotS campaign it felt wrong not having any macroing to do. Terran and Protoss at least have to build structures. With autocast Zerg just plants a hatch, rally point and done is your macro. I guess it's a pretty big buff to creep spread as that will get a lot more focus then.
Neosteel Enthusiast
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
Last Edited: 2015-07-31 20:22:27
July 31 2015 20:22 GMT
#35
So, to be fair, I'm actually not opposed to those Warp Gate experiments. It sounds like a promising path to try and iterate on.

The macro stuff though...idk man. Inject/Creep spread is what separates the men from the boys, and is frankly the "best" macro mechanic as far as usefulness to skill ratio. Mules and chronoboost are much less skill based, imo, so if they want to rework those feel free.

I don't think we should be looking to make macro mechanics easier because the game overall is faster paced and "harder". We should be providing as many opportunities as reasonably makes sense for players to distinguish themselves through mechanics. And let's face it, people aren't winning and losing in lower leagues because they miss injects/mules/chrono, so why do we need to make that "easier", it's part of learning the game.
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
nottapro
Profile Joined August 2012
202 Posts
Last Edited: 2015-07-31 20:24:22
July 31 2015 20:22 GMT
#36
These changes are really cool direction for the game, they are addressing warp-gates and they are recognizing that the game should be less of a chore.

The game needs to be fun to play, it can't always be tailored towards making it as hard as possible for the sake of it. When you always design it for people who play as a full time job, then the game takes on the same qualities as a full time job, the same level of stress, frustration and feelings of being overworked. It's not fun.

That is not to say the game should be dumbed down, but what they are suggesting; change the focus of the difficulty from areas which are hard for the sake of it, into areas that are still just as hard but also engaging and fun.
ZergLingShepherd1
Profile Joined June 2015
404 Posts
July 31 2015 20:27 GMT
#37
On August 01 2015 05:18 FueledUpAndReadyToGo wrote:
What the fuck

Option 2 is just terrible. Zerg can't survive with just 2 larva from injects... You need like 30-40% more hatcheries for production then.... That means all-ins will be way slower and defending all-ins way harder because you need a much bigger investment in buildings, while drone production is slowed as well....Removing mule will make any cloak play vs terran trivial as they will have 100% scan availability.

Option 1 is harder to decide, but I really think Zerg will be boring to play without a macro mechanic. At least in the HotS campaign it felt wrong not having any macroing to do. Terran and Protoss at least have to build structures. With autocast Zerg just plants a hatch, rally point and done is your macro. I guess it's a pretty big buff to creep spread as that will get a lot more focus then.


Macro hatches and Terran won have the OP MULES comeback... Protoss less chessy.

I think both options are good for the game.
"The Fractured but Whole"
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
July 31 2015 20:27 GMT
#38
On August 01 2015 05:22 nottapro wrote:
These changes are really cool direction for the game, they are addressing warp-gates and they are recognizing that the game should be less of a chore.

The game needs to be fun to play, it can't always be tailored towards making it as hard as possible for the sake of it. When you always design it for people who play as a full time job, then the game takes on the same qualities as a full time job, the same level of stress, frustration and feelings of being overworked. It's not fun.

That is not to say the game should be dumbed down, but what they are suggesting; change the focus of the difficulty from areas which are hard for the sake of it, into areas that are still just as hard but also engaging and fun.


Except that something like inject is a really great way that a player can distinguish themselves on a macro level. It's one of the actual "busy work" mechanics that truly makes a difference, imo.
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
Last Edited: 2015-07-31 20:35:07
July 31 2015 20:31 GMT
#39
I'm very not into this update. Warp in obviously needs an change, so that's okay I guess but this direction doesn't thrill me. If they made Nexus a warp in point too with a warp in of 2 seconds, then its actually decent.

But removing macro mechanics is just not cool. Don't do it. Dont' make this game super casual. Mules takes like 2 seconds to call in and are part of the strategy of Terran. Chronoboost takes like 1 second to do. Something to make injects less make-or-break would be nice, but if we're just removing them so you can focus on your army for 2 seconds more, then we shouldn't touch them. Lots of players have made their careers on having sick macro. It's a inherent part of Starcraft and if we remove it, youre removing a large part of the game. If you want to rework mechanics, that's cool. Chronoboost is boring. Mules are kind of boring. Larva inject could afford to be less necessary for zergs to win, but dont' remove these mechanics entirely.
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
Dodgin
Profile Blog Joined July 2011
Canada39254 Posts
July 31 2015 20:31 GMT
#40
Seems like another case of Blizzard trying to add something that nobody was asking for, who the hell came up with this idea that they need to remove macro mechanics? The game may be harder to play but the people you play against have the same trouble as you do keeping up with all the required actions.
Prev 1 2 3 4 5 20 21 22 Next All
Please log in or register to reply.
Live Events Refresh
The PondCast
10:00
Episode 94
CranKy Ducklings80
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
JimRising 388
Lowko195
RotterdaM 149
Rex 29
StarCraft: Brood War
Horang2 787
firebathero 462
ZerO 339
Rush 339
Hyuk 260
actioN 255
Pusan 231
Larva 194
EffOrt 185
Zeus 146
[ Show more ]
Hyun 131
ggaemo 111
Leta 85
ToSsGirL 58
scan(afreeca) 57
Sharp 56
Soulkey 50
Aegong 47
Backho 39
910 33
Shinee 27
sorry 15
Sacsri 14
GoRush 14
ajuk12(nOOB) 13
Noble 12
IntoTheRainbow 12
zelot 12
Light 0
Dota 2
Gorgc5880
XaKoH 610
XcaliburYe83
Counter-Strike
olofmeister1932
shoxiejesuss1092
x6flipin266
allub171
markeloff142
Other Games
singsing1082
Sick218
Trikslyr20
Pyrionflax19
ZerO(Twitch)14
Organizations
Counter-Strike
PGL520
StarCraft 2
IntoTheiNu 75
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP16
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 10
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis2446
• Jankos496
Upcoming Events
Kung Fu Cup
15m
GSL
22h 45m
herO vs Classic
Cure vs Clem
uThermal 2v2 Circuit
1d 4h
Replay Cast
1d 22h
GSL
1d 22h
Maru vs SHIN
Zoun vs Rogue
WardiTV Spring Champion…
2 days
SKillous vs Strange
Lambo vs Strange
Ryung vs Strange
Lambo vs Ryung
Ryung vs SKillous
Lambo vs SKillous
OSC
2 days
Replay Cast
2 days
Maestros of the Game
3 days
Replay Cast
3 days
[ Show More ]
RSL Revival
3 days
Lambo vs SHIN
Solar vs Rogue
herO vs Clem
Maestros of the Game
4 days
IPSL
4 days
ZZZero vs WorsT
Julia vs eOnzErG
Replay Cast
4 days
RSL Revival
4 days
Maestros of the Game
5 days
IPSL
5 days
Dragon vs Artosis
dxtr13 vs Hawk
BSL
5 days
Wardi Open
6 days
Monday Night Weeklies
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

ASL Season 21
2026 GSL S1
Heroes Pulsing #1

Ongoing

2026 KK StarCraft Pro League
BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
YSL S3
Acropolis #4
CSCL: Masked Kings S4
SCTL 2026 Spring
WardiTV Spring 2026
2026 GSL S2
RSL Revival: Season 5
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals

Upcoming

Escore Tournament S2: King of Kings
BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
Bounty Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
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 © 2026 TLnet. All Rights Reserved.