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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 States3300 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
Canada10008 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
Denmark3372 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 States3300 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.
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