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Active: 7577 users

New Macro = Good!? - Page 2

Forum Index > Legacy of the Void
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nottapro
Profile Joined August 2012
202 Posts
August 04 2015 23:29 GMT
#21
Good to see reason is still alive.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
August 05 2015 00:09 GMT
#22
While I generally don't like the idea of lowering the skillcap of the game, this post made me doubt whether or not this is true. I would be interested to see a game without macro mechanics, if only for a few weeks in beta.
Administrator~ Spirit will set you free ~
Cloak
Profile Joined October 2009
United States816 Posts
August 05 2015 00:10 GMT
#23
Macro mechanics are just a tool. They should incentivize behavior we desire. Pro-expansion. Pro-mobilization. Macro mechanics also further develop the scouting experience and give commentators a chance to talk about depth.

The Queen accomplishes base defense through generalist agency and heal, has a tremendous production buff, and a landscaping mobility buff. The flat production buff is too strong and APM-dependent rather than strategic and that is what prompted this macro discussion. Inject could be have less uptime, so stacked energy can be compensated for. Inject being converted to bursts of smaller quantities of Larva seems like the best idea mentioned so far.

Chronoboost production is balanced around nerfs, but so are the other macro mechanics, at least until LotV. It has fair options but lacks true macro scaling since its economical impact is bridging the base saturation gap slightly faster but nothing super like Mule and Inject. If CB could be used on constructing buildings in the context of a mild global macro mechanics nerf, then CB would be in a good spot. CB could potentially lose its unit production in favor of building construction. Helps with the Protoss expanding.




Macro Overview
As mentioned before, macro mechanics themselves are not the whole issue. There is a whole milieu of tasks being multiplied by SC2 related changes. The APM burden could be solved more directly by building less buildings, negotiating units more slowly with the enemys', and dealing with less workers.

dealing with less workers
Controversial changes ahead but the wound is now raw anyway. Early game timings are already out the window.

Halve the worker count for the same effective income. Balanced with cost/build time doubled. Added benefit of freeing up supply leading to less depot demand. More potential army to worry about controlling.

Longer lasting patches last longer. It wouldn't affect the progression of the game but provides cushion to the casual.

Mules should stop being supra-standard income, as in blocking the harvester. Seems like we're starting to acknowledge the RTS fundamentals being warped by some of the macro perks.

negotiating units more slowly with the enemys'
Global buffs in HP seems to be counterproductive though, according to Blizz's internal testing. Then, do the fast in speed and the fast in DPS need to take a beating? Eg. Blink, Stim, Mutas, Medis, Lings, Liberators, Phoenixes,Marauders, Oracles, Roaches, Carriers, Lurkers, Cyclones, Storm, EMP, PB? Great speed and power disparities lead to passive play because the risk is too punishing.

building less buildings
Casuals can't spend all that extra money, make it easier per building to burn all that cash. More expensive production buildings, longer construction times, but global production buffs. Can appeal to the ADHD here since it helps with compositional latency.

The more you know, the less you understand.
bmw
Profile Joined June 2007
United States14 Posts
August 05 2015 00:16 GMT
#24
Interesting post, hope this is tried out
Love life
Destructicon
Profile Blog Joined September 2011
4713 Posts
August 05 2015 01:16 GMT
#25
On August 05 2015 09:09 Plexa wrote:
While I generally don't like the idea of lowering the skillcap of the game, this post made me doubt whether or not this is true. I would be interested to see a game without macro mechanics, if only for a few weeks in beta.


I'm on the same page as you, I never for once pondered what the game would be like without the macro mechanics and now I want to see a few test tournaments just to get a feel for it, both in HotS and LotV eco.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
ffadicted
Profile Joined January 2011
United States3545 Posts
August 05 2015 02:11 GMT
#26
Finally, a well formed opinion on the counter that people can understand. I'm 100% behind you and couldn't have said it any better. This really should be featured in the homepage beside the article that argues the other way.

I really hope blizz gives this a try... I can't wait to play it if they do.
SooYoung-Noona!
loft
Profile Joined July 2009
United States344 Posts
August 05 2015 02:20 GMT
#27
All the hatcheries I will have to make though..........
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
August 05 2015 03:51 GMT
#28
Will Mech be potentially better with no macro mechanics because zerg can't really produce units and remax as fast to swarm mech army and bio terran will have harder time without MULE? Mech itself doesn't really rely much on MULE and it will likely benefit from slower production rate across the board.
ffadicted
Profile Joined January 2011
United States3545 Posts
August 05 2015 03:52 GMT
#29
On August 05 2015 12:51 Wildmoon wrote:
Will Mech be potentially better with no macro mechanics because zerg can't really produce units and remax as fast to swarm mech army and bio terran will have harder time without MULE? Mech itself doesn't really rely much on MULE and it will likely benefit from slower production rate across the board.


Unequivocally
SooYoung-Noona!
shin_toss
Profile Joined May 2010
Philippines2589 Posts
August 05 2015 04:14 GMT
#30
If you remove mules.. how you gonna manner mule someone?

kidding aside, I'm all for this just some questions and opinions

-Queens main purpose will be just a lil defense and creep spread?
-in the mod you are referring how does the zerg larva works? Just 3 per hatch always?
-i think MULES can stay but just a repair guy
AKMU / IU
L3x_Luthor
Profile Joined July 2015
United States4 Posts
August 05 2015 05:07 GMT
#31
I can't get on the Macro nerf train, Starcraft is a great game now and it doesn't need extreme changing. I have loved the few changes they have made in Legacy, but we are starting to walk a fine line of what the dedicated players like and dislike.

If you don't agree I'm sorry, I'm only a Diamond Zerg but I love my injects.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
August 05 2015 05:40 GMT
#32
On August 05 2015 07:04 [UoN]Sentinel wrote:
Show nested quote +
On August 05 2015 05:50 StatixEx wrote:
so what we are saying is to get rid of zergs ability to create 40 units at once. So pound for pound the zerg army comp is weaker, the other races can still produce 40 at a time, lets not forget those 50mineral marines now, shielded blinkable units.. yep gg zerg, basically the race would have to allin or time attacks because its already hard late game to keep up with the macro of the other 2. the only reason z hold on at all is the ability to macro out more units.

sounds daft to me, just give us a model, lets try it. lotv to me is becoming a game of gimmicks so far, not seeing much going on it seems to be just make shit, send it in, if u hold u win if not ur dead

You do it the same way as in BW, with macro hatches! (or potential future larva upgrades)

Terran can't pull the boys because what's he going to mine with

Protoss can't all-in as fast because his upgrades take longer


This. I honestly think if they removed the macro mechanics the game will improve in so many ways. I really, really hope this change goes through, but with all the backlash I don't think it will.
When I think of something else, something will go here
CursOr
Profile Blog Joined January 2009
United States6335 Posts
Last Edited: 2015-08-05 06:04:02
August 05 2015 05:59 GMT
#33
Why in gods name would call Macro Mechanics "crutches"? That's just plain wrong. A crutch is something that helps you. It assists you where you lack.

The macro mechanics in this game are an obstacle. They are put in intentionally to make up for all the things that SC2 does for you automatically. The MBS, the unlimited selection, the automining. All of the things that were originally contended to make this game too simple.

So, they artificially inserted these mechanics as obstacles to "perfect play". If all you had to do was take bases, and use hotkeys to make units, and go back every 1 minute or so to make buildings... we are really going to loose what differentiates a high grand master player from a pro gamer. They aren't changing pathing so the deathball isn't going anywhere, don't think we are going to see a bunch of smaller engagements around the map if people don't have to inject.

It's an obstacle not a crutch, even a dumbed down obstacle compared with brood war. How can OP talk about "going back to playing brood war, it doesn't have any crutches" ... yeah it doesn't have crutches, it has more obstacles. You have to click each worker 2X to make it mine. You have to select buildings one at a time. And you can only hotkey 12 units at a time. The Macro Mechanics are artificial obstacles to make up for the nearly fully automated game that is SC2.

ugh
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
August 05 2015 06:06 GMT
#34
On August 05 2015 14:59 CursOr wrote:
Why in gods name would call Macro Mechanics "crutches"? That's just plain wrong. A crutch is something that helps you. It assists you where you lack.

The macro mechanics in this game are an obstacle. They are put in intentionally to make up for all the things that SC2 does for you automatically. The MBS, the unlimited selection, the automining. All of the things that were originally contended to make this game too simple.

So, they artificially inserted these mechanics as obstacles to "perfect play". If all you had to do was take bases, and use hotkeys to make units, and go back every 1 minute or so to make buildings... we are really going to loose what differentiates a high grand master player from a pro gamer. They aren't changing pathing so the deathball isn't going anywhere, don't think we are going to see a bunch of smaller engagements around the map if people don't have to inject.

It's an obstacle not a crutch, even a dumbed down obstacle compared with brood war. How can OP talk about "going back to playing brood war, it doesn't have any crutches" ... yeah it doesn't have crutches, it has more obstacles. You have to click each worker 2X to make it mine. You have to select buildings one at a time. And you can only hotkey 12 units at a time. The Macro Mechanics are artificial obstacles to make up for the nearly fully automated game that is SC2.

ugh


All these automated things are necessary and SC2 is far from "too simple" as it can get in this day and age. We could all go back to limited controls of WarCraft 2 if we want that kind of complexity.
CursOr
Profile Blog Joined January 2009
United States6335 Posts
August 05 2015 06:17 GMT
#35
Well when we are all playing hello kitty island and there is 1 big gold league because you'll be able to beat flash with a good roach timing, I certainly hope that you do not miss esports.

[image loading]

complexity is what makes the game interesting to watch. these people are doing things I cant. look this guy has perfected this, he can shoot 80% 3 pointers, or he can pitch a no hitter or he can throw 60 yards downfield into zone coverage, OR he can cover the map in creep and not miss an inject for 20 minutes against Flash.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
Last Edited: 2015-08-05 06:29:04
August 05 2015 06:21 GMT
#36
On August 05 2015 15:17 CursOr wrote:
Well when we are all playing hello kitty island and there is 1 big gold league because you'll be able to beat flash with a good roach timing, I certainly hope that you do not miss esports.

[image loading]

complexity is what makes the game interesting to watch. these people are doing things I cant. look this guy has perfected this, he can shoot 80% 3 pointers, or he can pitch a no hitter or he can throw 60 yards downfield into zone coverage, OR he can cover the map in creep and not miss an inject for 20 minutes against Flash.


lol sure, let's pick when BW streams are higher in number and I doubt any master zerg will ever take a map off Dream. I would remind you that top SC2 players hardly stream. Flash is not a good example too lol. You wouldn't see a game where players from certain country dominate the rest of the world so hard that they are expected to win everything even with their lower tier of players aside from BW and SC2. If you really think viewer number is related to complexity of a game then I would tell you that Hearthstone is around the top of Twitch.
CrazyBread92
Profile Joined March 2013
United States53 Posts
August 05 2015 06:33 GMT
#37
Yes where is this mod? I'd like to try it. I agree with the OP.
shin_toss
Profile Joined May 2010
Philippines2589 Posts
August 05 2015 08:01 GMT
#38
On August 05 2015 14:59 CursOr wrote:
Why in gods name would call Macro Mechanics "crutches"? That's just plain wrong. A crutch is something that helps you. It assists you where you lack.

The macro mechanics in this game are an obstacle. They are put in intentionally to make up for all the things that SC2 does for you automatically. The MBS, the unlimited selection, the automining. All of the things that were originally contended to make this game too simple.

So, they artificially inserted these mechanics as obstacles to "perfect play". If all you had to do was take bases, and use hotkeys to make units, and go back every 1 minute or so to make buildings... we are really going to loose what differentiates a high grand master player from a pro gamer. They aren't changing pathing so the deathball isn't going anywhere, don't think we are going to see a bunch of smaller engagements around the map if people don't have to inject.

It's an obstacle not a crutch, even a dumbed down obstacle compared with brood war. How can OP talk about "going back to playing brood war, it doesn't have any crutches" ... yeah it doesn't have crutches, it has more obstacles. You have to click each worker 2X to make it mine. You have to select buildings one at a time. And you can only hotkey 12 units at a time. The Macro Mechanics are artificial obstacles to make up for the nearly fully automated game that is SC2.

ugh


this an actually good point too tho. But it applies mostly for z. then P then lastly T
AKMU / IU
gneGne
Profile Joined June 2007
Netherlands697 Posts
August 05 2015 12:22 GMT
#39
I think the removal of the crutches requires a total revamp of this games traditional philosophy. The "crutches" (I don't think this word adequately describes what mules, injects, boosts are for, but for a lack of another word right now), actually fulfil a crucial role making this game not just about micro and strategy, but also about macro. Making it possible for mechanically gifted players like MarineKing, Innovation, Rain and soO among others, to make comebacks or advancements possible, increasing the possibility in this game to differentiate skill level and play style. Removing this mechanic would then only move attention to one less aspect of the game.
Sogetsu
Profile Joined July 2011
514 Posts
August 05 2015 13:37 GMT
#40
Man, reading this sort of threads warm my heart. Ok, I can accept the change, and we can test it, but when you put it like that instead saying "Because casuals wants to play" like most people on NA is doing.
Raptor: "Es hora de salvar a los E-Sports..." http://i3.minus.com/ibtne3liprtByB.png
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