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New Macro = Good!?

Forum Index > Legacy of the Void
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G3n
Profile Joined August 2015
2 Posts
August 04 2015 18:28 GMT
#1
Hi there guys, Since the new blizzard feedback update there has been lots of discussion about changing the macro, and there´s been people who have been very vocal about keeping it the way it is, there's even a really in depth study on the front page about it!

The thing is, I don't think many players have actually played Starcraft 2 WITHOUT the macro "crutches".
I have done it a lot, so I thought it would be a good idea to share the differences I've encountered, share some new insights, and debunk some myths about it.

First things first, I have been playing SC2 for years and it´s been quite some time since I got my beta invite for LOTV, however, my experience with crutchless SC2 mostly focus with HOTS, so bear that in mind.
So,to get to the point, I was playing HOTS a lot, but it got stale after a while, so I turned to mods to spice it up a little, one such mod was one that removed macro crutches and left everything else untouched.
What do I mean by macro crutches? well, injects, chrono, and mules.
Everything else was exactly the same only the crutches were removed.
I found this mod rather amusing so I played it until I got my LOTV invite.

Without further ado, I will point out the differences and details I found about the macro mechanics of SC2 :

Differences :

-The pacing changes-

As is to be expected, with the removal of macro crutches the pacing changed, but not quite in the way you would expect.

Games didn't turn out slower, timings and build times were mostly unaffected, rather, engagements in the early game became scrappier and with less units. You could make a lot of things work with good control. Things like losing a worker or even a unit tended to hurt a lot, so you mostly tried to save both.

The Mid-game is where the game usually picked up into something that resembled the usual SC2 pacing.
The main difference was the abundance and diversity of higher tech units,accompanied by lower tech units and meat shields, but not as many as you would usually see.
Micro is still a big part of the fights, but your macro dictates the pace of the game since you have to expand more and get more production facilities, the managing of more expansions and buildings than usual starts getting in the way of your micro and your micro in the way of your macro, but up to this point it's not that much harder than the usual macro mechanics.

The Late Game is where the game gets completely insane.
I regret to say that I didn't manage to get many games that lasted this long so I don´t have that much to say except that that if you make it this far the game goes nuts and it gets pretty hard to manage everything.
You have so many bases, so many production facilities,so many different unit types spread just about everywhere, so many different places to defend and attack, both players are already fielding their best units and upgrades.
It gets pretty chaotic, especially with bases and buildings that are pretty far away from each other, and especially with all the fighting going on.

So it starts out Slower and it ends up Faster, why? well, logic would dictate that the current macro mechanics should give a faster game all game no? the reason for this isn't readily apparent until you understand...

-The reason for the current mechanics-


Some people believe the current mechanics are there to increase the skill level required, or as an APM sink, but the real reason is actually quite simple.
The reason for the current mechanics is easy to explain :
To make SC2 bigger and better!
You see, the reasoning for these mechanics was to make the things everyone loved about starcraft more prominent in the sequel, more action packed and exciting.
Having things like injects chrono and mules meant more money to spend earlier, more units to be produced faster and more tech to be delivered earlier in the game, this would have given us a bombastic action packed sequel :

The game starts earlier because you get resources faster!
More units means more fights!
Faster upgrades open a world of possibilities!
A faster game will give the more skilled players more chances to really shine!


This would have worked marvelously... if only we had played the game as blizzard intended us to.

-The current macro mechanics reward spamming and turtling-


This is one of the things you wouldn't normally notice, but once you start playing the game without the crutches become really obvious.
Have you ever wondered why marine marauder medivac is so prevalent? why mutabling works on every match up? why gateway units seem so weak? why a player on 3 bases can drag out the game so easily against an opponent with a lot more bases?

It's mostly because the current macro mechanics reward such play, and as soon as we, the players, found out we started abusing it as creatively as we could.
For the most part the current macro crutches reward the spamming of cheap fast units to be produced with little inconvenience, things like drones probes and mules to make more money, and things like zerglings roaches mutas, marines,marauders,medivacs, etc, to be mass produced and thrown at the enemy.
The combination of mules + reactors, and spawn larva+ the classic zerg macromechanics causes this fllood of cheap low tier units to be very easy to make while also making the fielding of higher tier units a lot harder.
The thing is this makes the game seem wonkier/more imbalanced than it actually is.
For example, gateway units aren't actually weak, but protoss has no proper mechanic to spam units(since chrono is more economic and tech driven),and their units aren't really cheap, so they are always overwhelmed by the amount of enemy units from the other two races.
This isn't to say protoss can't spam, but it is a lot harder for protoss and that puts gateway units at a disadvantage.
This isn't exclusive to protoss, any unit from any of the three races is at a disadvantage against more spammable units.
And it isn't something easy to see either, if you make 15 marines at a time you might think it's because your macro is pretty good, but if you see 10 zealots being warped at your third it seems gimmicky, and it makes it seem like protoss as a race is faulty.

Most of the units in the game on their interactions with other units and each other have some pretty solid math, it's the current macro mechanics that throw that math into dis-balance by always giving the cheaper faster more spammable units the advantage.

Just to drive the point home, "teching" was trying to out maneuver cheaper more numerous units with less of more advanced units,
for example going for a fast tank or in an extreme case opening with a tank(an un-sieged one at it because the upgrade was separate) and hold back zerglings/ dragoons with good control until you could get more.
This will get you killed every time in SC2 because the spammable units have the advantage, no matter how good the control, you will get overwhelmed.

The current crutches also promote turtling.
Mules let you have a lot of money very quickly without having to expand,inject and chrono boost also do this to a much lesser extent, and chrono has the added appeal of not having your tech fall behind because you're not expanding, you can always just boost out the upgrades and tech you would otherwise be missing out or getting late. Inject larva doesn't help turtling very much but instead makes saturating bases almost immediate.
And the reality is that there is no reason not to, there is no reason not to chrono or mule or inject, and since there is no reason not to, there is also no reason not to turtle and not to deathball.
Mix this up with defenders advantage and the aforementioned spamming, and turtle play just ends up coming naturally.

-Removing the crutches-


All in all removing the macro crutches seem to promote more unit variety, more engagements, and focus more on control and management.
It also helps with problems like death balls and turtling, while at the same time rewarding expansions and multiple actions around the map.

This were the things I noticed it when I was playing it, and I think the guys at blizzard came to the same conclusions while testing something similar internally.

That said, I think the idea of keeping the crutches but making them easier to use is a bad idea,the problem with these crutches is not that they are hard to use, is that they make the game itself tumble in confusion about its own rules.

-Mythbusting-


-"Without the current macro mechanics the game will be dumbed down, and will require less skill!"

False.
The game isn't really any easier without the crutches and the skill requirements remain unchanged, the main change of the game is in the pacing.

-"I want the game to be more like broodwar and changing the macro mechanics is a step backward!"

Neither broodwar nor starcraft had any macro crutches, play the game if you don't believe me.

-"Macro will now be too easy. This will affect the higher levels of play!"

Not true, macro didn't get easier, you will have to build a lot of production facilities and extra town halls very regularly to get more resources and units only instead of doing it with a spell you do it with your workers.
In average the APM used is just about the same in both instances, and in the later stages of the game it actually becomes harder.

-"Macro mechanics aren't the problem, the problem is that protoss is badly designed/zerg is OP/terran imba"

As stated before, the math on most of the units is pretty solid, its the crutches that thrust this math into disarray most of the time,I think settling the macro issues will settle a lot of balance issues.

-"Changing the pace of the game will make it more boring!"

It's only the beginning stages of the game that are somewhat slower, as the game goes on it actually gets faster. In LOTV this may very well be an intentional side effect.

-Conclusions/ TL;DR-


It's a wild idea, but blizz might be on the ball with this one.

The current macro mechanics are fun and we've grown to love them,and the ways they positively affect the game are easy to see, but the many ways they negatively affect the game aren't until you actually get rid of them.

As I see it, as far as macro crutches go, cutting them would be better than keeping them, and keeping them would be better than making them easier, for making it easier might actually emphasize the problems with them rather than alleviate them.

It may also make the game more accessible, not in the sense that it will be easier to play, but in the sense the logic will be more sound and less "thats just how it is". It makes sense the more numerous units have the advantage, And it does make sense the stronger units can get overwhelmed by the lesser units, it just doesn't make sense that they always get rolled over without much resistance.
It's up to the player to find the situations in which each of his units excels and how to make the most of their control"I could have made it work if...", rather than "i can't go that unit, I'll get rolled over, it's just the way it is" Little bits of thought trains like that, that will make the game more accessible since the logic behind the matches will always be more sound, therefore less confusing to players.

Overall, I recommend trying the game out without the macro crutches,it really spices thing up.
And I would like for blizz to try it out in LOTV if only for a while, just so other players can see just how much depth removing this one thing, it actually adds.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19211 Posts
August 04 2015 18:55 GMT
#2
Thanks for this well written post. I wanted to address something that may be misinterpreted by people who share my opinion.

"Without the current macro mechanics the game will be dumbed down, and will require less skill!"

I state in my previous arguments and to use your speech that it would "dumb down and require less skill" to macro specifically. I do not believe removing the abilities reduces skill as a whole and skill attention would just shift to other things. The question I continue to pose: "What macro mechanics are left?"

Remove inject,chrono,mule and list remaining macro:
1. Queue workers (1ctrl grp + hotkey)
2. Queue Units(1ctrl grp per building type + hotkey)
3. Build buildings
4. Expand
5. Static Defense
6. Upgrades

This is a short list I'm sure or maybe it is just enough stuff to make macro a thing. I would love to see people add to this list above and point out what I'm over looking.

Micro List for fun: While the same number of main points, each point branches deeply.
1. Army Control
2. Hotkeys
3. Abilities
4. Scouting
5. Drops
6. Harass

ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
jpg06051992
Profile Joined July 2015
United States580 Posts
August 04 2015 19:26 GMT
#3
Removing MULEs and injects is good for balance as well as overall game play, alot of things in the Zerg arsenal can't be properly tuned because the potential to make 80 of anything at the same time is OP in and of itself.

Just like MULEs being able to be spammed on a new expansion and Terran mineral income goes SWOOOOP through the roof.

Removing all of these would be excellent for the game and do tons to promote small engagements, Zerg should have to build more hatcheries or more aggressively expand for larvae and Terran should not be able to have massive boosts in economy from a spammable ability.

Chronoboost just sucks in general lol I think hardly anyone would care if it was removed
"SO MANY BANELINGS!"
ZeroCartin
Profile Blog Joined March 2008
Costa Rica2390 Posts
August 04 2015 19:30 GMT
#4
I tend to agree with this post more-so than the other post criticising the move. I do want to try this out to have a definite opinion on the matter.

If macro mechanics were indeed removed, queens would be a bit useless.
"My sister is on vacation in Costa Rica right now. I hope she stays a while because she's a miserable cunt." -pubbanana
ThorPool
Profile Joined February 2014
Panama145 Posts
August 04 2015 19:32 GMT
#5
Sounds reasonable. Want to try that out. What is the name of the mod ?
RuFF! Let the cheese rain !
intotheheart
Profile Blog Joined January 2011
Canada33091 Posts
August 04 2015 19:43 GMT
#6
On August 05 2015 04:30 ZeroCartin wrote:
I tend to agree with this post more-so than the other post criticising the move. I do want to try this out to have a definite opinion on the matter.

If macro mechanics were indeed removed, queens would be a bit useless.

I'm not entirely sure about that, the creep tumours and early-game defense would still be useful to have, no?
kiss kiss fall in love
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
August 04 2015 19:54 GMT
#7
If Blizzard is going to test removing macro mechanics, then I would like them to be COMPLETELY removed. Please, please do not keep queens in the game with autocast. That is so against the spirit of StarCraft it makes me sick. Just increase the rate of larva spawning by a few seconds.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
neptunusfisk
Profile Blog Joined July 2012
2286 Posts
August 04 2015 20:16 GMT
#8
On August 05 2015 03:55 BisuDagger wrote:
Thanks for this well written post. I wanted to address something that may be misinterpreted by people who share my opinion.

Show nested quote +
"Without the current macro mechanics the game will be dumbed down, and will require less skill!"

I state in my previous arguments and to use your speech that it would "dumb down and require less skill" to macro specifically. I do not believe removing the abilities reduces skill as a whole and skill attention would just shift to other things. The question I continue to pose: "What macro mechanics are left?"

Remove inject,chrono,mule and list remaining macro:
1. Queue workers (1ctrl grp + hotkey)
2. Queue Units(1ctrl grp per building type + hotkey)
3. Build buildings
4. Expand
5. Static Defense
6. Upgrades

This is a short list I'm sure or maybe it is just enough stuff to make macro a thing. I would love to see people add to this list above and point out what I'm over looking.

Micro List for fun: While the same number of main points, each point branches deeply.
1. Army Control
2. Hotkeys
3. Abilities
4. Scouting
5. Drops
6. Harass



I think you may have overlooked creep spread, which can be a very important thing and I'm not sure which category it should be put in. Maybe it is in "abilities" or "static defense" but idk
maru G5L pls
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
August 04 2015 20:25 GMT
#9
On August 05 2015 04:54 Qwyn wrote:
If Blizzard is going to test removing macro mechanics, then I would like them to be COMPLETELY removed. Please, please do not keep queens in the game with autocast. That is so against the spirit of StarCraft it makes me sick. Just increase the rate of larva spawning by a few seconds.

Yeah. Or have HotS campaign hatcheries with 5 larva instead of 3. Or have ugprades through lair/hive/other means to increase larva count/spawnrate without having injects.

The other issue is, if queens are no longer responsible for injects, should they be produced from larva as well?

How does the mod do it? Just flat out remove inject ability, chrono and MULEs?
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Roblin
Profile Joined April 2010
Sweden948 Posts
August 04 2015 20:27 GMT
#10
On August 05 2015 04:43 IntoTheheart wrote:
Show nested quote +
On August 05 2015 04:30 ZeroCartin wrote:
I tend to agree with this post more-so than the other post criticising the move. I do want to try this out to have a definite opinion on the matter.

If macro mechanics were indeed removed, queens would be a bit useless.

I'm not entirely sure about that, the creep tumours and early-game defense would still be useful to have, no?

Yea I think even if queens had no version of spawn larvae at all people would still build them for creep tumors and to help that extra bit with anti-air.

creep spread is just way too useful to not have and how would you spread it without queens? hatcheries literally everywhere?
that would be visually awesome but I don't think it would be cost-effective unless there was a cheaper creep-producing building.

I am for testing the game without macro-mechanics, I don't think it will be the end of the game as we know it but I think we should keep an open mind and be very critical to find every pro and con there is to it. when we have the data then we can know better.
I'm better today than I was yesterday!
Yiome
Profile Joined February 2014
China1687 Posts
August 04 2015 20:34 GMT
#11
Thanks for the post.
Good to see something that is actually based on playtesting and not just based on opinion or belief.
I don't like autocast injects and hope Blizzard can instead make inject queen the same efficiency as a hatchery, with possible change to max larva with and without injects to make it more optional.
But reading this post make me wonder if it is better to just remove it completely and try to rebalance zerg.
LotV feels just way too fast for me to enjoy it. If remove macro mechanics can slow it down a little early game to ease the pain I for one are willing to at least give it a try.
Ellessar_GR
Profile Joined September 2010
United States37 Posts
August 04 2015 20:40 GMT
#12
Queens are the basic defensive AA, they should stay in the game. Also creep spread is my opinion the zergyest mechanic there is.


I do agree with you on this. I would really like see where the game goes when the economy crutches are removed.

-Inject is a mandatory apm sink at the moment. Not fun, and gives rise to OP things that are very difficult to balance in the late game.
-Drop mule is unfair because it it does not have a cooldown and does not punish the terran for taking his expo later. Scan and drop supply are already very handy.
-Chronoboost is also somewhat weak and boring. It also does not have a cooldown and does not punish players for forgetting it, unlike inject.

I feel by making autoinject happen and removing the rest the game will be more easy to balance and more micro focused. Also not expanding on time will be very bad both for zerg and terran that cannot saturate instantly anymore.

I totally agree that this will solve the gateway unit problem too. I also agree that deathballs will be lessen since skirmished will be actually rewarding.

Losing workers will be pretty bad and difficult to come back from. But this is true in the current state as well.
StatixEx
Profile Blog Joined August 2011
United Kingdom779 Posts
Last Edited: 2015-08-04 20:54:48
August 04 2015 20:50 GMT
#13
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
Slydie
Profile Joined August 2013
1913 Posts
August 04 2015 21:25 GMT
#14
Sounds reasonable, but the game is balanced around those very mechanics now, and a lot of tweaks would be needed.

Like how would zerg deal with forcefields without injects?
Would reactors still be in?
Would warp-in anywhere still be in?
Buff the siegetank
Clonester
Profile Joined August 2014
Germany2808 Posts
August 04 2015 21:26 GMT
#15
Killing the 3 based machro mechanics, chrono, mule/scan/depo and inject would be the last death note in a long list of things I dont like at LotV. But I must say I see HotS as balanced as never before, producing some of the best games ever while having decent amount of variation in pros winning and losing.

Starcraft II was allways all about dat macro, if I wanted to see insane micro, i watched Warcraft III (what I still due up to this day). Seeing players like Bomber beiing 20 supplys ahead against his Terran opponent at the same minute mark just because of his macro mechanics, was allways pleasent to watch. Removing any of the macro mechanics without giving a new one, will feel wrong. It is not only about apm demanding stuff and mechanical skill, that is important, having a very strong macro and being able to outproduce your enemy just because you do it better, looks fantastic for me. And when your enemy then still can keep up because of his better fights, GG 5 Stars.

As Starcraft II has infinite control groups, the whole section of army control has left the skill arena. Okay, still people think hat high templars should autostay behind better units, but hey, silver plays cant use 2 seperate controlgroups. And with this designchoice there had to be another field, where players could use exelent mechanical skill to take an advandage. Every RTS from Blizzard had different areas where you could get advantages: Hero advantage, upgrade advantage, item advantage, economy advantage, composition advantage but also mechanical advantage due to the need of micro as also the limited controlgroups. And hey position advantage and so on are also there.
Brood War had other advantage: Micro advantage, Macro advantage, controll advantage, eco advantage, composition advantage, upgrade advantage and more.
And SC II? There is not much, but still some micro advantage, there is the large field of macro advantage and then upgrades (which are pretty much in macro in all 3 games?), composition advantage and fighting advantage. If you cut the macro advantage, you can gain with strong mechanics out of the game or reduce it, there arent so much fields left.
But RTS are allways not about only 2-3 fighting grounds, you fight for advantage in every stage everywhere. Cutting one out of the game will lead to a game where the individual games will be one like the other, with a clear way to victory. But RTS has no clear way to victory like CS (win 16 rounds) and thus reducing one of the ways that might lead to victory, will seriously hurt the game.

All this "reduce mechanical demanding macro" leads to a gimmick Starcraft, where victory or lose will depend on the use of gimmick abilitys at the right time at the right place. And seriously I dont want to see a gimmick RTS, where every unit becomes a glas cannon dota hero just to entertain with "INSANE MICRO" which is literaly pushing 1 button and one right click for a ability that takes the win.

I am sick of this "game to hard, macro to demanding, usless skill gap in APM". But I can stick with hots, I am fine. Even Starbow has macro mechanics that are mechanical demanding and they work fine there. So when nobody plays HotS anymore and the players got their Gimmick of the Void, I can swap over to Starbow.
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
August 04 2015 22:04 GMT
#16
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
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
August 04 2015 22:06 GMT
#17
On August 05 2015 06:26 Clonester wrote:
Killing the 3 based machro mechanics, chrono, mule/scan/depo and inject would be the last death note in a long list of things I dont like at LotV. But I must say I see HotS as balanced as never before, producing some of the best games ever while having decent amount of variation in pros winning and losing.

Starcraft II was allways all about dat macro, if I wanted to see insane micro, i watched Warcraft III (what I still due up to this day). Seeing players like Bomber beiing 20 supplys ahead against his Terran opponent at the same minute mark just because of his macro mechanics, was allways pleasent to watch. Removing any of the macro mechanics without giving a new one, will feel wrong. It is not only about apm demanding stuff and mechanical skill, that is important, having a very strong macro and being able to outproduce your enemy just because you do it better, looks fantastic for me. And when your enemy then still can keep up because of his better fights, GG 5 Stars.

As Starcraft II has infinite control groups, the whole section of army control has left the skill arena. Okay, still people think hat high templars should autostay behind better units, but hey, silver plays cant use 2 seperate controlgroups. And with this designchoice there had to be another field, where players could use exelent mechanical skill to take an advandage. Every RTS from Blizzard had different areas where you could get advantages: Hero advantage, upgrade advantage, item advantage, economy advantage, composition advantage but also mechanical advantage due to the need of micro as also the limited controlgroups. And hey position advantage and so on are also there.
Brood War had other advantage: Micro advantage, Macro advantage, controll advantage, eco advantage, composition advantage, upgrade advantage and more.
And SC II? There is not much, but still some micro advantage, there is the large field of macro advantage and then upgrades (which are pretty much in macro in all 3 games?), composition advantage and fighting advantage. If you cut the macro advantage, you can gain with strong mechanics out of the game or reduce it, there arent so much fields left.
But RTS are allways not about only 2-3 fighting grounds, you fight for advantage in every stage everywhere. Cutting one out of the game will lead to a game where the individual games will be one like the other, with a clear way to victory. But RTS has no clear way to victory like CS (win 16 rounds) and thus reducing one of the ways that might lead to victory, will seriously hurt the game.

All this "reduce mechanical demanding macro" leads to a gimmick Starcraft, where victory or lose will depend on the use of gimmick abilitys at the right time at the right place. And seriously I dont want to see a gimmick RTS, where every unit becomes a glas cannon dota hero just to entertain with "INSANE MICRO" which is literaly pushing 1 button and one right click for a ability that takes the win.

I am sick of this "game to hard, macro to demanding, usless skill gap in APM". But I can stick with hots, I am fine. Even Starbow has macro mechanics that are mechanical demanding and they work fine there. So when nobody plays HotS anymore and the players got their Gimmick of the Void, I can swap over to Starbow.

You realize you still have to macro without mules/injects/chrono?
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2015-08-04 22:13:45
August 04 2015 22:08 GMT
#18
Its a bit confusing to be honest.
The causes don't seen to fit with the consequences and yet it comes from experience.
Now i want to play this mod.
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2015-08-04 22:11:44
August 04 2015 22:10 GMT
#19
sorry
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
ShambhalaWar
Profile Joined August 2013
United States930 Posts
August 04 2015 23:28 GMT
#20
On August 05 2015 04:54 Qwyn wrote:
If Blizzard is going to test removing macro mechanics, then I would like them to be COMPLETELY removed. Please, please do not keep queens in the game with autocast. That is so against the spirit of StarCraft it makes me sick. Just increase the rate of larva spawning by a few seconds.


Agree, but then that would change defense as well.
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
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
August 05 2015 14:36 GMT
#41
On August 05 2015 22:37 Sogetsu wrote:
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.

One of the times I like when Blizz sticks to their guns instead of following the community trend tbh

No magic jesus economy, but I'll take the easier macro.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Allred
Profile Joined November 2010
United States352 Posts
August 05 2015 15:24 GMT
#42
I like the points you make.
However, I would still like to see some type of mechanic unique for each races, but have the mechanic not feed directly into production of army.
Example . Give zerg the ability to make creep tumors on cool down
Terran - can upgrade to orbital for scans which are on cool down
Protoss - Can upgrade nexus to produce hallucinated observers with a longer life span than most observer units

Thus each race has a mechanic to be used, and the mechanics work against each other
Zerg will try and spread creep and protect is as much as possible,
Protoss can use observers to kill the creep tumors and position to spot for drops
Terran can scan to kill observers / creep tumors / and scout.

Making these options on cool down would allow high end players to differentiate themselves much more since if you continually miss it by 5 seconds or so, after a few rounds you will be 1 scan / tumor / observer short

None of these abilities is going to make your army stronger, but will allow a player to gain advantages through knowlege of where the opponent is or isn't.
Scouting in the game would become easier, (which in LOTV is much harder because the game is faster paced)
An expert is a man who tells you a simple thing in a confused way in such a fashion as to make you think the confusion is your own fault. ~William Castle
Little-Chimp
Profile Joined February 2008
Canada948 Posts
August 05 2015 17:26 GMT
#43
I think you dismissed the making the game easier point too swiftly in your Mythbusters section. Making 4-5 more hatches a game is in no way a mechanic substitute for injects every 40 seconds. It's objectively easier. Sc2 already has great players losing stupid games more often than brood war because of simplified mechanics. This could amplify that effect even more (zerg specifically). You just said no its not easier, but who were you playing against, what's your rank, what testing conditions etc. More info is needed.

You say brood war never had these crutches but brood war also didn't have MBS, had no automine, and had control groups of 12. These difficult mechanics meant that a guy like sea would not drop a single game to foreigners.

I actually dislike the macro mechanics in concept as they're clearly an APM sink, but I'd like to see it get replaced by something suitable, I really don't want this game to become micro wars where your average NA GM can take games off code s players.
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
August 05 2015 17:31 GMT
#44
On August 06 2015 02:26 Little-Chimp wrote:
I think you dismissed the making the game easier point too swiftly in your Mythbusters section. Making 4-5 more hatches a game is in no way a mechanic substitute for injects every 40 seconds. It's objectively easier. Sc2 already has great players losing stupid games more often than brood war because of simplified mechanics. This could amplify that effect even more (zerg specifically). You just said no its not easier, but who were you playing against, what's your rank, what testing conditions etc. More info is needed.

You say brood war never had these crutches but brood war also didn't have MBS, had no automine, and had control groups of 12. These difficult mechanics meant that a guy like sea would not drop a single game to foreigners.

I actually dislike the macro mechanics in concept as they're clearly an APM sink, but I'd like to see it get replaced by something suitable, I really don't want this game to become micro wars where your average NA GM can take games off code s players.

But that's the issue. I want foreigners to be able to make up their lack of mechanics against Koreans by thinking outside the box. Basically my ideal version of SC2 would have CatZ being one of the strongest NA/LA players.

And then instead of having just players who can click fast and have a way to deal with the holes in their strats, Code S would actually be filled with people who have a deeper understanding of the game, Koreans or not.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
Last Edited: 2015-08-05 18:27:10
August 05 2015 18:16 GMT
#45
I think you dismissed the making the game easier point too swiftly in your Mythbusters section. Making 4-5 more hatches a game is in no way a mechanic substitute for injects every 40 seconds. It's objectively easier. Sc2 already has great players losing stupid games more often than brood war because of simplified mechanics. This could amplify that effect even more (zerg specifically). You just said no its not easier, but who were you playing against, what's your rank, what testing conditions etc. More info is needed.

You say brood war never had these crutches but brood war also didn't have MBS, had no automine, and had control groups of 12. These difficult mechanics meant that a guy like sea would not drop a single game to foreigners.

I actually dislike the macro mechanics in concept as they're clearly an APM sink, but I'd like to see it get replaced by something suitable, I really don't want this game to become micro wars where your average NA GM can take games off code s players.


Definitely this, we all loved BW because we knew what it was like trying to play the game and then when you look at Flash , jaedong , bisu, iloveoov, and every other bonjwa you know how amazing they are because you know how difficult it is vses what you do... in sc2 you don't have that while I am not opposed to changing the current mechanics I would like to make the mechanics harder not easier because I think the player that knows the game better and is more mechanically sound should win the game and dice rolling build order wins should not happen though I know a lot of the games are more complicated than that but sometimes its the fact your rolled the wrong build order for what your opponent is doing and I think thats an atrocity

But that's the issue. I want foreigners to be able to make up their lack of mechanics against Koreans by thinking outside the box. Basically my ideal version of SC2 would have CatZ being one of the strongest NA/LA players.

And then instead of having just players who can click fast and have a way to deal with the holes in their strats, Code S would actually be filled with people who have a deeper understanding of the game, Koreans or not.


This should never be... and you should be ashamed for even thinking this... people should win because they can play the game not because they think they can play the game better than others.... I think you are confusing the situation now that korean's don't understand the game but the reason why they are so aggressive is because they understand the game oh so well and know when to attack so they can either A. Do massive damage and prepare for a follow up push or B. Or just win the game or C. apply pressure and gain scouting information.

The fact that you made this statement is very saddening to my sc2 heart
jpg06051992
Profile Joined July 2015
United States580 Posts
August 05 2015 18:25 GMT
#46
On August 06 2015 02:31 [UoN]Sentinel wrote:
Show nested quote +
On August 06 2015 02:26 Little-Chimp wrote:
I think you dismissed the making the game easier point too swiftly in your Mythbusters section. Making 4-5 more hatches a game is in no way a mechanic substitute for injects every 40 seconds. It's objectively easier. Sc2 already has great players losing stupid games more often than brood war because of simplified mechanics. This could amplify that effect even more (zerg specifically). You just said no its not easier, but who were you playing against, what's your rank, what testing conditions etc. More info is needed.

You say brood war never had these crutches but brood war also didn't have MBS, had no automine, and had control groups of 12. These difficult mechanics meant that a guy like sea would not drop a single game to foreigners.

I actually dislike the macro mechanics in concept as they're clearly an APM sink, but I'd like to see it get replaced by something suitable, I really don't want this game to become micro wars where your average NA GM can take games off code s players.

But that's the issue. I want foreigners to be able to make up their lack of mechanics against Koreans by thinking outside the box. Basically my ideal version of SC2 would have CatZ being one of the strongest NA/LA players.

And then instead of having just players who can click fast and have a way to deal with the holes in their strats, Code S would actually be filled with people who have a deeper understanding of the game, Koreans or not.


I disagree with this big time, foreigners should not be able to make up for their lack of mechanics by making the macro mechanics of the game more friendly or more noob.

The better player should win, the people that practice more should win, if I ever see CatZ take down Innovation or Life because of how noob they made the mechanics that's the day I stop watching Starcraft, foreigners suck, it was the same in BW.

On that note, they should tone down the macro boosters big time to allow smaller scale engagements in the mid game more prevalent/rewarding.

"And then instead of having just players who can click fast and have a way to deal with the holes in their strats, Code S would actually be filled with people who have a deeper understanding of the game, Koreans or not."

Koreans win and Code S is filled with Koreans because they do have a deeper understanding of the game. Foreigners shouldn't be coddled so they can beat people who train 10 times harder to compete on a 10 times more difficult competition level.
"SO MANY BANELINGS!"
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
Last Edited: 2015-08-05 18:28:41
August 05 2015 18:28 GMT
#47
On August 06 2015 03:25 jpg06051992 wrote:
Koreans win and Code S is filled with Koreans because they do have a deeper understanding of the game.


False. Today was a prime example of a Code S Korean failing big time with their strategic decision: Game 3 Bomber vs Trust.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
jpg06051992
Profile Joined July 2015
United States580 Posts
August 05 2015 18:30 GMT
#48
On August 06 2015 03:28 mishimaBeef wrote:
Show nested quote +
On August 06 2015 03:25 jpg06051992 wrote:
Koreans win and Code S is filled with Koreans because they do have a deeper understanding of the game.


False. Today was a prime example of a Code S Korean failing big time with their strategic decision: Game 3 Bomber vs Trust.


Rofl, Koreans are also humans that make tactical/macro errors -____-
"SO MANY BANELINGS!"
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
August 05 2015 18:32 GMT
#49
I want to bring up the analogy of a sports team with few superstars vs a sports team with great team cohesion and strategy. Mechanical skill is like the first team. Deep strategic understanding (with still execution being a factor obviously) is the second team. But we can't have the 2nd team winning championships if the rules are rigged such as anyone who can reach top speed of > 40 km/h during a game automatically gets his team extra points.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
August 05 2015 18:33 GMT
#50
I disagree with this big time, foreigners should not be able to make up for their lack of mechanics by making the macro mechanics of the game more friendly or more noob.

The better player should win, the people that practice more should win, if I ever see CatZ take down Innovation or Life because of how noob they made the mechanics that's the day I stop watching Starcraft, foreigners suck, it was the same in BW.

On that note, they should tone down the macro boosters big time to allow smaller scale engagements in the mid game more prevalent/rewarding.

"And then instead of having just players who can click fast and have a way to deal with the holes in their strats, Code S would actually be filled with people who have a deeper understanding of the game, Koreans or not."

Koreans win and Code S is filled with Koreans because they do have a deeper understanding of the game. Foreigners shouldn't be coddled so they can beat people who train 10 times harder to compete on a 10 times more difficult competition level.


very good sir. I'm glad i'm not the only one offended by that delusional post

mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
Last Edited: 2015-08-05 18:34:28
August 05 2015 18:33 GMT
#51
On August 06 2015 03:30 jpg06051992 wrote:
Show nested quote +
On August 06 2015 03:28 mishimaBeef wrote:
On August 06 2015 03:25 jpg06051992 wrote:
Koreans win and Code S is filled with Koreans because they do have a deeper understanding of the game.


False. Today was a prime example of a Code S Korean failing big time with their strategic decision: Game 3 Bomber vs Trust.


Rofl, Koreans are also humans that make tactical/macro errors -____-


The point is I don't believe any random top korean has expert strategy, they mostly ride their mechanics to the top and model their play on known solid strategy cookie cutter builds.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Little-Chimp
Profile Joined February 2008
Canada948 Posts
August 05 2015 18:35 GMT
#52
On August 06 2015 03:32 mishimaBeef wrote:
I want to bring up the analogy of a sports team with few superstars vs a sports team with great team cohesion and strategy. Mechanical skill is like the first team. Deep strategic understanding (with still execution being a factor obviously) is the second team. But we can't have the 2nd team winning championships if the rules are rigged such as anyone who can reach top speed of > 40 km/h during a game automatically gets his team extra points.


Sports teams run drills and cardio practices non stop, unless conditioning is at least similar, the team with better "mechanics" will always win. This is a horrible example. Starcraft isn't even a team game god damn.
jpg06051992
Profile Joined July 2015
United States580 Posts
August 05 2015 18:35 GMT
#53
On August 06 2015 03:33 mishimaBeef wrote:
Show nested quote +
On August 06 2015 03:30 jpg06051992 wrote:
On August 06 2015 03:28 mishimaBeef wrote:
On August 06 2015 03:25 jpg06051992 wrote:
Koreans win and Code S is filled with Koreans because they do have a deeper understanding of the game.


False. Today was a prime example of a Code S Korean failing big time with their strategic decision: Game 3 Bomber vs Trust.


Rofl, Koreans are also humans that make tactical/macro errors -____-


The point is I don't believe these koreans have expert strategy, they mostly ride their mechanics to the top.


Sorry but I don't think it's an opinion to say that that is crap at worst and delusional at best. SC2 isn't even as mechanically dominated as BW was it is way more strategy based, take a B level Korean against CatZ and see the better decision making.

That's like saying they should make Baseball easier to play that way minor league players can compete with the majors because all the majors do is rely on their superior mechanics to get to the top.
"SO MANY BANELINGS!"
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
August 05 2015 18:38 GMT
#54
On August 06 2015 03:35 Little-Chimp wrote:
Show nested quote +
On August 06 2015 03:32 mishimaBeef wrote:
I want to bring up the analogy of a sports team with few superstars vs a sports team with great team cohesion and strategy. Mechanical skill is like the first team. Deep strategic understanding (with still execution being a factor obviously) is the second team. But we can't have the 2nd team winning championships if the rules are rigged such as anyone who can reach top speed of > 40 km/h during a game automatically gets his team extra points.


Sports teams run drills and cardio practices non stop, unless conditioning is at least similar, the team with better "mechanics" will always win. This is a horrible example. Starcraft isn't even a team game god damn.


The idea is that the player with god-like mechanics is able to reach top speed of very high during a game (and is rewarded greatly for it). Whereas the other player might have all the correct pieces in place, in terms of their strategy, and their strategic pieces might be superior to the god-like-mechanics player but they can't get those extra reward boosts.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
August 05 2015 18:39 GMT
#55
On August 06 2015 03:35 jpg06051992 wrote:
Show nested quote +
On August 06 2015 03:33 mishimaBeef wrote:
On August 06 2015 03:30 jpg06051992 wrote:
On August 06 2015 03:28 mishimaBeef wrote:
On August 06 2015 03:25 jpg06051992 wrote:
Koreans win and Code S is filled with Koreans because they do have a deeper understanding of the game.


False. Today was a prime example of a Code S Korean failing big time with their strategic decision: Game 3 Bomber vs Trust.


Rofl, Koreans are also humans that make tactical/macro errors -____-


The point is I don't believe these koreans have expert strategy, they mostly ride their mechanics to the top.


Sorry but I don't think it's an opinion to say that that is crap at worst and delusional at best. SC2 isn't even as mechanically dominated as BW was it is way more strategy based, take a B level Korean against CatZ and see the better decision making.

That's like saying they should make Baseball easier to play that way minor league players can compete with the majors because all the majors do is rely on their superior mechanics to get to the top.


I just want to see more emphasis on proper strategy and *display* of "deeper understanding of the game" and less emphasis on *relatively invisible* high speed mechanics.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
jpg06051992
Profile Joined July 2015
United States580 Posts
August 05 2015 18:41 GMT
#56
On August 06 2015 03:38 mishimaBeef wrote:
Show nested quote +
On August 06 2015 03:35 Little-Chimp wrote:
On August 06 2015 03:32 mishimaBeef wrote:
I want to bring up the analogy of a sports team with few superstars vs a sports team with great team cohesion and strategy. Mechanical skill is like the first team. Deep strategic understanding (with still execution being a factor obviously) is the second team. But we can't have the 2nd team winning championships if the rules are rigged such as anyone who can reach top speed of > 40 km/h during a game automatically gets his team extra points.


Sports teams run drills and cardio practices non stop, unless conditioning is at least similar, the team with better "mechanics" will always win. This is a horrible example. Starcraft isn't even a team game god damn.


The idea is that the player with god-like mechanics is able to reach top speed of very high during a game (and is rewarded greatly for it). Whereas the other player might have all the correct pieces in place, in terms of their strategy, and their strategic pieces might be superior to the god-like-mechanics player but they can't get those extra reward boosts.


Ok I see what your saying, but it's just wrong man, your talking like these players with God like mechanics just have those mechanics compared to the poor foreigners that are making all of the right moves but not fast enough.

I'm not trying to be an elitist here man but those players with god like mechanics trained way harder then any foreign player besides Snute maybe to get them that way.

Notice how Snute trains non stop in Korea and therefore he is able to at least semi go toe to toe with Koreans? Yea, so do you want to punish people like him that trained hard to get Korean level mechanics so the rest of the crappy foreigners can "have a chance" so to speak?

O__o
"SO MANY BANELINGS!"
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
Last Edited: 2015-08-05 18:42:42
August 05 2015 18:42 GMT
#57
On August 06 2015 03:41 jpg06051992 wrote:
Show nested quote +
On August 06 2015 03:38 mishimaBeef wrote:
On August 06 2015 03:35 Little-Chimp wrote:
On August 06 2015 03:32 mishimaBeef wrote:
I want to bring up the analogy of a sports team with few superstars vs a sports team with great team cohesion and strategy. Mechanical skill is like the first team. Deep strategic understanding (with still execution being a factor obviously) is the second team. But we can't have the 2nd team winning championships if the rules are rigged such as anyone who can reach top speed of > 40 km/h during a game automatically gets his team extra points.


Sports teams run drills and cardio practices non stop, unless conditioning is at least similar, the team with better "mechanics" will always win. This is a horrible example. Starcraft isn't even a team game god damn.


The idea is that the player with god-like mechanics is able to reach top speed of very high during a game (and is rewarded greatly for it). Whereas the other player might have all the correct pieces in place, in terms of their strategy, and their strategic pieces might be superior to the god-like-mechanics player but they can't get those extra reward boosts.


Ok I see what your saying, but it's just wrong man, your talking like these players with God like mechanics just have those mechanics compared to the poor foreigners that are making all of the right moves but not fast enough.

I'm not trying to be an elitist here man but those players with god like mechanics trained way harder then any foreign player besides Snute maybe to get them that way.

Notice how Snute trains non stop in Korea and therefore he is able to at least semi go toe to toe with Koreans? Yea, so do you want to punish people like him that trained hard to get Korean level mechanics so the rest of the crappy foreigners can "have a chance" so to speak?

O__o


Yeah it's like if they rigged the rules of basketball so if you can jump extra-extra high during a slam dunk you get an extra 5 points. I think Lebron James will suddenly be carrying his team a lot more, but that's okay because he practiced and is skilled in his mechanics right?
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
August 05 2015 18:48 GMT
#58
On August 06 2015 03:25 jpg06051992 wrote:
Show nested quote +
On August 06 2015 02:31 [UoN]Sentinel wrote:
On August 06 2015 02:26 Little-Chimp wrote:
I think you dismissed the making the game easier point too swiftly in your Mythbusters section. Making 4-5 more hatches a game is in no way a mechanic substitute for injects every 40 seconds. It's objectively easier. Sc2 already has great players losing stupid games more often than brood war because of simplified mechanics. This could amplify that effect even more (zerg specifically). You just said no its not easier, but who were you playing against, what's your rank, what testing conditions etc. More info is needed.

You say brood war never had these crutches but brood war also didn't have MBS, had no automine, and had control groups of 12. These difficult mechanics meant that a guy like sea would not drop a single game to foreigners.

I actually dislike the macro mechanics in concept as they're clearly an APM sink, but I'd like to see it get replaced by something suitable, I really don't want this game to become micro wars where your average NA GM can take games off code s players.

But that's the issue. I want foreigners to be able to make up their lack of mechanics against Koreans by thinking outside the box. Basically my ideal version of SC2 would have CatZ being one of the strongest NA/LA players.

And then instead of having just players who can click fast and have a way to deal with the holes in their strats, Code S would actually be filled with people who have a deeper understanding of the game, Koreans or not.


I disagree with this big time, foreigners should not be able to make up for their lack of mechanics by making the macro mechanics of the game more friendly or more noob.

The better player should win, the people that practice more should win, if I ever see CatZ take down Innovation or Life because of how noob they made the mechanics that's the day I stop watching Starcraft, foreigners suck, it was the same in BW.

On that note, they should tone down the macro boosters big time to allow smaller scale engagements in the mid game more prevalent/rewarding.

"And then instead of having just players who can click fast and have a way to deal with the holes in their strats, Code S would actually be filled with people who have a deeper understanding of the game, Koreans or not."

Koreans win and Code S is filled with Koreans because they do have a deeper understanding of the game. Foreigners shouldn't be coddled so they can beat people who train 10 times harder to compete on a 10 times more difficult competition level.

Why? By prioritizing micro more, the player who can be everywhere at once, or be where he is not expected to be, will win games because he is everywhere in unexpected places. Innovation has a very robotic style. It is nearly flawless, and it is also very boring.

I'm not saying anyone can be the best. I will never be the best and you probably won't either with this new style. But what we'll have is a new top tier of players with more flashy play and a larger variety of strats.

APM is ultimately going to be the deciding factor either way, with macro, or micro, or whatever. But just like in chess where players memorizing lines to move 15 or something crazy like that makes for boring, repetitive games, a meta that favors heavily macro-centric, conservative gameplay makes games repetitive and dull.

Training 10 times as hard shouldn't mean hitting perfect injects to spam out 10 times as many roaches. It should be doing 10 times as much damage, or saving 10 times as much army.
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[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
August 05 2015 18:49 GMT
#59
If you don't like my CatZ example, take sOs as an innovative top level Korean instead.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
August 05 2015 18:54 GMT
#60
False. Today was a prime example of a Code S Korean failing big time with their strategic decision: Game 3 Bomber vs Trust.


Game 3 Bomber vs Trust what ended the game was someone didn't have a deep enough understanding of the game stepped out on the map before he should have right after doing game ending damage and threw the match because he did not have a good understanding of the game... Bomber knew once he stepped out on the map like that he had his one chance to kill his army and push to his main for the win...
jpg06051992
Profile Joined July 2015
United States580 Posts
August 05 2015 19:01 GMT
#61
On August 06 2015 03:42 mishimaBeef wrote:
Show nested quote +
On August 06 2015 03:41 jpg06051992 wrote:
On August 06 2015 03:38 mishimaBeef wrote:
On August 06 2015 03:35 Little-Chimp wrote:
On August 06 2015 03:32 mishimaBeef wrote:
I want to bring up the analogy of a sports team with few superstars vs a sports team with great team cohesion and strategy. Mechanical skill is like the first team. Deep strategic understanding (with still execution being a factor obviously) is the second team. But we can't have the 2nd team winning championships if the rules are rigged such as anyone who can reach top speed of > 40 km/h during a game automatically gets his team extra points.


Sports teams run drills and cardio practices non stop, unless conditioning is at least similar, the team with better "mechanics" will always win. This is a horrible example. Starcraft isn't even a team game god damn.


The idea is that the player with god-like mechanics is able to reach top speed of very high during a game (and is rewarded greatly for it). Whereas the other player might have all the correct pieces in place, in terms of their strategy, and their strategic pieces might be superior to the god-like-mechanics player but they can't get those extra reward boosts.


Ok I see what your saying, but it's just wrong man, your talking like these players with God like mechanics just have those mechanics compared to the poor foreigners that are making all of the right moves but not fast enough.

I'm not trying to be an elitist here man but those players with god like mechanics trained way harder then any foreign player besides Snute maybe to get them that way.

Notice how Snute trains non stop in Korea and therefore he is able to at least semi go toe to toe with Koreans? Yea, so do you want to punish people like him that trained hard to get Korean level mechanics so the rest of the crappy foreigners can "have a chance" so to speak?

O__o


Yeah it's like if they rigged the rules of basketball so if you can jump extra-extra high during a slam dunk you get an extra 5 points. I think Lebron James will suddenly be carrying his team a lot more, but that's okay because he practiced and is skilled in his mechanics right?


Right, except nothing in SC is rigged for anything but the better player to win, frankly man your example is just terrible lol

Even if that was the case, if there was a player that was naturally talented or worked hard enough to use that advantage, should the game be toned down so the lesser players can compete? Or should Lebron James just be better then your average basketball player?

It's like your saying the Koreans are better because they are Koreans and have awesome mechanics and that's just not fair to the poor foreigners who don't train all day everyday to be excellent at the game.
"SO MANY BANELINGS!"
TokO
Profile Joined July 2011
Norway577 Posts
August 05 2015 19:03 GMT
#62
I think you guys are missing Sentinel's point (and then making a bunch of analogies irrelevant to the argument). He's never arguing for having worse players be able to beat better players. Instead, what he means is that strategic preparation and decisions should have a greater impact on the game than it has now. The way it is now is that to a great extent, you can be very successful just by having very good mechanics. This is in general caused by context-free energy based macrobooster mechanics, which makes SC2 a game of who can use these mechanics most efficiently. Because you need to employ them, there is no strategic choice involved. Macroboosters marginalises strategy because windows of vulnerability caused by your strategic choice tend to be smaller, the better you employ those mechanics. That's why Triple CC was so prevalent for a long period of time.

In contrast to context-free energy macrobooster mechanics, the choice between expanding your infrastructure, economy or army is always a strategic choice. There is always a tradeoff.

Mechanics will be a differentiating factor regardless, changing or removing macrobooster mechanics won't change that in any way. But this also means that it's not necessary to hold on to macroboosters in order to "save" mechanics.
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
Last Edited: 2015-08-05 19:08:52
August 05 2015 19:04 GMT
#63
On August 06 2015 04:01 jpg06051992 wrote:
Right, except nothing in SC is rigged for anything but the better player to win, frankly man your example is just terrible lol

Even if that was the case, if there was a player that was naturally talented or worked hard enough to use that advantage, should the game be toned down so the lesser players can compete? Or should Lebron James just be better then your average basketball player?

It's like your saying the Koreans are better because they are Koreans and have awesome mechanics and that's just not fair to the poor foreigners who don't train all day everyday to be excellent at the game.



I'm saying I would rather have players that have strong strategic elements in their game over players with superior mechanics.

I want to watch tennis players who have great shots and know how to tool their opponent around the court, not players who win the point automatically because they reached a g-force level of god-like acceleration during the rally.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
August 05 2015 19:04 GMT
#64
On August 06 2015 04:01 jpg06051992 wrote:
Show nested quote +
On August 06 2015 03:42 mishimaBeef wrote:
On August 06 2015 03:41 jpg06051992 wrote:
On August 06 2015 03:38 mishimaBeef wrote:
On August 06 2015 03:35 Little-Chimp wrote:
On August 06 2015 03:32 mishimaBeef wrote:
I want to bring up the analogy of a sports team with few superstars vs a sports team with great team cohesion and strategy. Mechanical skill is like the first team. Deep strategic understanding (with still execution being a factor obviously) is the second team. But we can't have the 2nd team winning championships if the rules are rigged such as anyone who can reach top speed of > 40 km/h during a game automatically gets his team extra points.


Sports teams run drills and cardio practices non stop, unless conditioning is at least similar, the team with better "mechanics" will always win. This is a horrible example. Starcraft isn't even a team game god damn.


The idea is that the player with god-like mechanics is able to reach top speed of very high during a game (and is rewarded greatly for it). Whereas the other player might have all the correct pieces in place, in terms of their strategy, and their strategic pieces might be superior to the god-like-mechanics player but they can't get those extra reward boosts.


Ok I see what your saying, but it's just wrong man, your talking like these players with God like mechanics just have those mechanics compared to the poor foreigners that are making all of the right moves but not fast enough.

I'm not trying to be an elitist here man but those players with god like mechanics trained way harder then any foreign player besides Snute maybe to get them that way.

Notice how Snute trains non stop in Korea and therefore he is able to at least semi go toe to toe with Koreans? Yea, so do you want to punish people like him that trained hard to get Korean level mechanics so the rest of the crappy foreigners can "have a chance" so to speak?

O__o


Yeah it's like if they rigged the rules of basketball so if you can jump extra-extra high during a slam dunk you get an extra 5 points. I think Lebron James will suddenly be carrying his team a lot more, but that's okay because he practiced and is skilled in his mechanics right?


Right, except nothing in SC is rigged for anything but the better player to win, frankly man your example is just terrible lol

Even if that was the case, if there was a player that was naturally talented or worked hard enough to use that advantage, should the game be toned down so the lesser players can compete? Or should Lebron James just be better then your average basketball player?

It's like your saying the Koreans are better because they are Koreans and have awesome mechanics and that's just not fair to the poor foreigners who don't train all day everyday to be excellent at the game.

It would actually be like increasing each dimension of the court by 2. So twice as long from end to end, baskets are twice as high off the ground, etc. It would be a different game and disadvantage the players who are more reliant on height/layups, while advantaging the players who shoot from farther away since they're used to the distance and now the basket is bigger. It doesn't mean your average joe is being coddled, it's testing different aspects of your play at the expense of others.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
jpg06051992
Profile Joined July 2015
United States580 Posts
August 05 2015 19:07 GMT
#65
On August 06 2015 04:03 TokO wrote:
I think you guys are missing Sentinel's point (and then making a bunch of analogies irrelevant to the argument). He's never arguing for having worse players be able to beat better players. Instead, what he means is that strategic preparation and decisions should have a greater impact on the game than it has now. The way it is now is that to a great extent, you can be very successful just by having very good mechanics. This is in general caused by context-free energy based macrobooster mechanics, which makes SC2 a game of who can use these mechanics most efficiently. Because you need to employ them, there is no strategic choice involved. Macroboosters marginalises strategy because windows of vulnerability caused by your strategic choice tend to be smaller, the better you employ those mechanics. That's why Triple CC was so prevalent for a long period of time.

In contrast to context-free energy macrobooster mechanics, the choice between expanding your infrastructure, economy or army is always a strategic choice. There is always a tradeoff.

Mechanics will be a differentiating factor regardless, changing or removing macrobooster mechanics won't change that in any way. But this also means that it's not necessary to hold on to macroboosters in order to "save" mechanics.


If what you were saying is true in any way shape or form, then Jaedong would be a Code S level player because of his godly mechanics.

Strategic decisions have a massive impact on the outcome because the macro boosters marginalize who truly has better macro then the other guy, thats why macro in BW was a total 50% of the skill set because it was so difficult compared to the strategy which was extremely well mapped out and usually the better mechanics almost always won.

Notice how JD isn't an S class Korean? Because mechanics already play a way diminished role in SC2 compared to BW and strategy IS paramount.

Yes, I do agree that the macro boosters in the game are kind of a needless APM sink that could be better spent on micro as I previously stated.

I completely understand what you are saying and none of my analogies are irrelevant to the argument at all, if anything the other dudes is or he's just failing to convey his idea in the same manner you did.
"SO MANY BANELINGS!"
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
August 05 2015 19:07 GMT
#66
On August 06 2015 04:03 TokO wrote:
I think you guys are missing Sentinel's point (and then making a bunch of analogies irrelevant to the argument). He's never arguing for having worse players be able to beat better players. Instead, what he means is that strategic preparation and decisions should have a greater impact on the game than it has now. The way it is now is that to a great extent, you can be very successful just by having very good mechanics. This is in general caused by context-free energy based macrobooster mechanics, which makes SC2 a game of who can use these mechanics most efficiently. Because you need to employ them, there is no strategic choice involved. Macroboosters marginalises strategy because windows of vulnerability caused by your strategic choice tend to be smaller, the better you employ those mechanics. That's why Triple CC was so prevalent for a long period of time.

In contrast to context-free energy macrobooster mechanics, the choice between expanding your infrastructure, economy or army is always a strategic choice. There is always a tradeoff.

Mechanics will be a differentiating factor regardless, changing or removing macrobooster mechanics won't change that in any way. But this also means that it's not necessary to hold on to macroboosters in order to "save" mechanics.

That's exactly what I mean.

And to expand on my last addendum, you'd still see either a high code-S-like caliber of play, but it'll prioritize the players who aren't reliant on mechanics alone, but also playing based on what (they think) the opponent isn't used to. The sOs's, the TRUE's, the MC's of Code S.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
TokO
Profile Joined July 2011
Norway577 Posts
Last Edited: 2015-08-05 19:21:11
August 05 2015 19:18 GMT
#67
On August 06 2015 04:07 jpg06051992 wrote:
+ Show Spoiler +
On August 06 2015 04:03 TokO wrote:
I think you guys are missing Sentinel's point (and then making a bunch of analogies irrelevant to the argument). He's never arguing for having worse players be able to beat better players. Instead, what he means is that strategic preparation and decisions should have a greater impact on the game than it has now. The way it is now is that to a great extent, you can be very successful just by having very good mechanics. This is in general caused by context-free energy based macrobooster mechanics, which makes SC2 a game of who can use these mechanics most efficiently. Because you need to employ them, there is no strategic choice involved. Macroboosters marginalises strategy because windows of vulnerability caused by your strategic choice tend to be smaller, the better you employ those mechanics. That's why Triple CC was so prevalent for a long period of time.

In contrast to context-free energy macrobooster mechanics, the choice between expanding your infrastructure, economy or army is always a strategic choice. There is always a tradeoff.

Mechanics will be a differentiating factor regardless, changing or removing macrobooster mechanics won't change that in any way. But this also means that it's not necessary to hold on to macroboosters in order to "save" mechanics.


If what you were saying is true in any way shape or form, then Jaedong would be a Code S level player because of his godly mechanics.

Strategic decisions have a massive impact on the outcome because the macro boosters marginalize who truly has better macro then the other guy, thats why macro in BW was a total 50% of the skill set because it was so difficult compared to the strategy which was extremely well mapped out and usually the better mechanics almost always won.

Notice how JD isn't an S class Korean? Because mechanics already play a way diminished role in SC2 compared to BW and strategy IS paramount.

Yes, I do agree that the macro boosters in the game are kind of a needless APM sink that could be better spent on micro as I previously stated.

I completely understand what you are saying and none of my analogies are irrelevant to the argument at all, if anything the other dudes is or he's just failing to convey his idea in the same manner you did.


Yes, there is a reason why I said that macroboosters were marginalising strategy. I never said that mechanics were the only factor in determining who was the better player. I haven't followed Jaedong closely, but I don't tend to see or hear about his mechanics being very godly in SC2.

Also, yes BW skill was determined by a larger proportion of mechanics, but that doesn't mean macroboosters are a good idea. I'm only arguing that macroboosters are unnecessary.
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
Last Edited: 2015-08-05 19:45:34
August 05 2015 19:45 GMT
#68
Yes, there is a reason why I said that macroboosters were marginalising strategy. I never said that mechanics were the only factor in determining who was the better player. I haven't followed Jaedong closely, but I don't tend to see or hear about his mechanics being very godly in SC2.

Also, yes BW skill was determined by a larger proportion of mechanics, but that doesn't mean macroboosters are a good idea. I'm only arguing that macroboosters are unnecessary.


Believe it or not I completely agree that macroboosters are unnecessary but I feel like there should be something in its place not necessarily macro boosters but something that adds difficulty that helps define the mechanically sound + strategically powerful players... for instance Polt is crazy good strategists arguably one of the best but his mechanics are lacking I don't think he should be GSL Code S Champion 3 years running because he is an amazing strategist...

So all in all I think the game should have a healthy balance of the two and not specifically skewed in one direction or the other so the more balanced the game is of the two the better of a game it will be though I would like to see that skill ceiling higher than it is currently so there is definitive difference between players... or let's say more so than now
jpg06051992
Profile Joined July 2015
United States580 Posts
August 05 2015 19:54 GMT
#69
^ I like both of your posts and perhaps I misunderstood a tad, for the record Sentinel came off alot better, I apologize for the uh, aggression.

I'm just passionate about the skill cap of this game remaining high, compared to MOBAS this is really the last game on Earth that is 100% skill based in a high skill cap design <3
"SO MANY BANELINGS!"
BrokenSegment
Profile Joined July 2015
36 Posts
August 05 2015 19:55 GMT
#70
On August 06 2015 04:45 Pirfiktshon wrote:
Believe it or not I completely agree that macroboosters are unnecessary but I feel like there should be something in its place not necessarily macro boosters but something that adds difficulty that helps define the mechanically sound + strategically powerful players... for instance Polt is crazy good strategists arguably one of the best but his mechanics are lacking I don't think he should be GSL Code S Champion 3 years running because he is an amazing strategist...

So all in all I think the game should have a healthy balance of the two and not specifically skewed in one direction or the other so the more balanced the game is of the two the better of a game it will be though I would like to see that skill ceiling higher than it is currently so there is definitive difference between players... or let's say more so than now


Yes!
Different kind of macro and more micro-positional play.

Maybe simply encourage more base play. All those DH economy models etc...
Then there will be more bases to manage and defend.

In the other thread stuchiu argues that those macro boosters, especially Larva Inject is crucial to the game rythm. However, we don't really know what would happen if it was removed - or better - replaced with something else. That's is theorycrafting... this one - there are actual games behind this. I like it!
TokO
Profile Joined July 2011
Norway577 Posts
Last Edited: 2015-08-05 20:18:03
August 05 2015 20:10 GMT
#71
On August 06 2015 04:45 Pirfiktshon wrote:
+ Show Spoiler +
Yes, there is a reason why I said that macroboosters were marginalising strategy. I never said that mechanics were the only factor in determining who was the better player. I haven't followed Jaedong closely, but I don't tend to see or hear about his mechanics being very godly in SC2.

Also, yes BW skill was determined by a larger proportion of mechanics, but that doesn't mean macroboosters are a good idea. I'm only arguing that macroboosters are unnecessary.


Believe it or not I completely agree that macroboosters are unnecessary but I feel like there should be something in its place not necessarily macro boosters but something that adds difficulty that helps define the mechanically sound + strategically powerful players... for instance Polt is crazy good strategists arguably one of the best but his mechanics are lacking I don't think he should be GSL Code S Champion 3 years running because he is an amazing strategist...

So all in all I think the game should have a healthy balance of the two and not specifically skewed in one direction or the other so the more balanced the game is of the two the better of a game it will be though I would like to see that skill ceiling higher than it is currently so there is definitive difference between players... or let's say more so than now


I think everyone can agree on this. But I think instead of a context-free energy based ability, a better solution would be making strategic options more severe and dynamic. The mechanics should come from utilizing your bundle of investments to its limit and be able to prevail over your opponents, even though on paper your opponents composition might be on paper stronger strategically. In other words, mechanics should be embedded in the elements that costs resources. Obviously the investment in an orbital and a queen costs resources, but when the advantages severely outweighs the costs, it ceases to be a strategic choice and ends up being a necessity. [EDIT: Obviously what I'm describing is very BW-esque, but I think that this is a feature of BW that we can argue for strongly without being totally in the "I want BW 2.0" camp.]

OP in this thread already laid out a lot of good developments that would come from not having macroboosters, many of which would increase mechanical difficulty. For example, more expanding would mean more points of defense and attacks and hence more multitasking. There's a million ways to substitute macroboosters that would make the game better, but we already know that Blizzard would have a hard time accepting most of them.
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
August 05 2015 20:11 GMT
#72
On August 06 2015 04:54 jpg06051992 wrote:
^ I like both of your posts and perhaps I misunderstood a tad, for the record Sentinel came off alot better, I apologize for the uh, aggression.

I'm just passionate about the skill cap of this game remaining high, compared to MOBAS this is really the last game on Earth that is 100% skill based in a high skill cap design <3

Oh yeah I totally agree with you there. That's why I'm still here after all these years.

I'm going to try out that mod when I have the time. What I'm really excited to try is PvP, since without the chrono'd warpgate, I feel like it'll be easier to have all kinds of tech paths like the OP suggests. Since 4 gate is delayed there's a lot more emphasis on expanding vs. robo vs. stargate vs. twilight builds, which makes for more interesting games in that matchup IMO.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Xamo
Profile Joined April 2012
Spain877 Posts
August 05 2015 21:37 GMT
#73
Thanks for your post.
After reading it, I have changed my mind, now I think that a complete removal of macro boosters should be tested during the beta as Blizzard suggests. It seems that straight build order wins will be nerfed, and this is good for the game.
My life for Aiur. You got a piece of me, baby. IIIIIIiiiiiii.
Sogetsu
Profile Joined July 2011
514 Posts
August 06 2015 01:54 GMT
#74
Wait, so what is the MOD? How can I play it? Still no idea about it lol.
If not I will play customs without using Macro Mechs, but I prefer to try the MOD overall and see if they changd something
Raptor: "Es hora de salvar a los E-Sports..." http://i3.minus.com/ibtne3liprtByB.png
HewTheTitan
Profile Joined February 2015
Canada331 Posts
August 06 2015 02:01 GMT
#75
Hey, game gets better when you cut the worst 10-20% and improve the best 10-20%. Macro mechanics are definitely in the worse group
Abacus1
Profile Joined August 2011
Australia45 Posts
August 06 2015 02:06 GMT
#76
This is a really well put together post and takes a look at how the changes would actively change the game opposed to having a knee jerk reaction to things that many players have left untested.

I'm personally really excited to see what the pros will do with that APM now that they don't need to concentrate on tedious tasks. I'm not convinced auto inject is the way to go, I personally would rather the hatcheries just spit out a bit more larvae and have queens concentrate on creep spread and AA, but its a good start to take out some of these mechanics which only exist to make the game mechanically more cumbersome.

Thats not to say that the game being complicated is a bad thing, but the current mechanics are visually really poor to a spectator and not exciting to play either. A complete remax as Zerg is impressive to me because it tells me the player has been hitting injects all game, but until that single moment, the task is completely invisible and not adding anything, I would much rather see someone harassing mutliple bases at once with that APM than injecting back at base. Can't wait to see what the pros do without having to worry about the boring mechanics, especially with LOTV rewarding more expansions.
'We all got our choices to make...'
guN-viCe
Profile Joined March 2010
United States687 Posts
August 06 2015 02:53 GMT
#77
These aren't macro crutches, they are macro boosters.

And there is more to macro than isolated mule/chrono/inject.
Never give up, never surrender!!! ~~ Extraordinary claims require extraordinary evidence -Sagan
BrokenSegment
Profile Joined July 2015
36 Posts
August 06 2015 06:07 GMT
#78
On August 06 2015 05:10 TokO wrote:
OP in this thread already laid out a lot of good developments that would come from not having macroboosters, many of which would increase mechanical difficulty. For example, more expanding would mean more points of defense and attacks and hence more multitasking. There's a million ways to substitute macroboosters that would make the game better, but we already know that Blizzard would have a hard time accepting most of them.

Removing macroboosters alone will not cause more expanding, because of the practical worker cap. One of the community economy models would have to be used.
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
Last Edited: 2015-08-06 08:49:30
August 06 2015 08:48 GMT
#79
I'm all for nerfing macro mechanics. Larva inject should yield a maximum of 2 larva. Maximum larva for a hatchery should be 5 or 4. The game would be better for it.

But there's no reason to remove the current mechanical intensity of macro mechanics. I think macro mechanics would remain mechanically relevant even with 1 or 2 larva per inject. In fact, they'd probably be even more relevant in the lategame than they currently are in SC2.
TokO
Profile Joined July 2011
Norway577 Posts
August 06 2015 10:44 GMT
#80
On August 06 2015 15:07 BrokenSegment wrote:
Show nested quote +
On August 06 2015 05:10 TokO wrote:
OP in this thread already laid out a lot of good developments that would come from not having macroboosters, many of which would increase mechanical difficulty. For example, more expanding would mean more points of defense and attacks and hence more multitasking. There's a million ways to substitute macroboosters that would make the game better, but we already know that Blizzard would have a hard time accepting most of them.

Removing macroboosters alone will not cause more expanding, because of the practical worker cap. One of the community economy models would have to be used.


Yeah, it was a weak example from me, but it's still conceivable that if you couldn't crank out an army fast enough on 3 bases you might want to keep ramping up your economy beyond 3 bases and beyond 70'ish workers. E.g. it's obviously less income for terran without mules, slower unit production for protoss. If zerg needs to add hatcheries they might as well expand with them.
Startyr
Profile Joined November 2011
Scotland188 Posts
August 06 2015 11:02 GMT
#81
The economy is already going through some changes so I would be ok with experimenting with the macro mechanics. The game is still in beta and experimenting with ideas is what that is for.This could be an idea that is thrown out quickly or one that sticks around.

I would not mind weakening the current macro mechanics but increasing the options.

For Terran making the supply drop more appealing, perhaps combined with a weaker mule the supply drop could provide more supply.

For Protoss let the nexus use its energy as a shield battery in addition to chrono boost, maybe even remove photon overcharge for this.

For Zerg, the queen already has a good set of abilities, and managing injects and creep spread are unique mechanics that enable players to display their skill.

Further to this their could be more of an economy tech tree, for example upgrades that increase the movement speed or mining amount of workers just as their are upgrades for the attack and defence of units. Although this may be adding needless complexity and not actually benefit the game.

Everything should have very clear visuals so that it is easy to see when scouting.
I would rather see greater variety and options that allow players to distinguish themselves in different ways than to just remove things completely.

Also I would highly recommend reading the curious case of soO's macro mechanics in the general forum and featured news.
hefa
Profile Joined June 2012
Finland22 Posts
August 06 2015 12:03 GMT
#82
I would love to see this tested in the beta..

My main thoughts:

1. The first mule/inject/chrono are important in HOTS, but with the 12 worker start in LOTV removing the macro boosters would actually be something to consider.

2. Early All-ins would be a bit weaker for every race.
Z: directly limits the amount of units
P: slows down warpgate and probe production -> less money == less units
T: Less money == less marines

3. Without inject larva zergs must spend a bit more for macro harcheries, but I don't see this as a bad thing.. (we did something similar in broodwar) some minerals for constant larva production, for some supply and additional creep spread... I don't think anyone would miss larva inject after a while..

4. Protoss would be a bit slower, but that would be the only change. If this makes them too slow there would be buffs. I think protoss would change the least with this change. And easiest to fix if there are any real problems with this.. just lower the research times.

5. As for terran.. Well I feel like it would make the gameplay smoother as there wouldn't be spikes in the income.. if the production ends up being too costly with the missing mules, balancing would be just lowering the costs for some of the key units or something similar..

6. The game would be better. The thing is that if you aren't currently franctically doing your macro mechanic from the start you aren't playing your race well. I think we currently have three areas in our game:
micro - unit controll, positioning,
macro - economic decisions, production
"macro mechanic" - a random repeatitive task that you must do alongside with the actual game.



weikor
Profile Blog Joined March 2011
Austria580 Posts
Last Edited: 2015-08-06 13:00:52
August 06 2015 12:56 GMT
#83
I recently played a few games vs a friend, masters vs high - on a custom map.

The custom map strips starcraft to its basic form, it only has gateways, barracks, and no macro mechanics.

Youd be surprised at the amount of strategy, skill and macro required to win games. It isnt about doing fancy micro or getting huge macro leads.
You have to focus on multi pronged attacks, positioning, denying expansions and keeping your workers safe much more.
Just because a medivac with speed unloads 8 stimmed marines that shred your mineral line in 2 seconds exists. Doesnt mean its good for the game.

Its not completely balanced by any means, but the point is - removing macro mechanics wont make the game dumbed down.
Small groups of zealots flanking in order to win fights, can be equally as micro intensive as drops from a warp prism. And even with basic units, you can guarantee that players like bomber would be at the top of a ladder.
weikor
Profile Blog Joined March 2011
Austria580 Posts
Last Edited: 2015-08-06 13:00:46
August 06 2015 13:00 GMT
#84
edit
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
August 06 2015 13:53 GMT
#85
I recently played a few games vs a friend, masters vs high - on a custom map.

The custom map strips starcraft to its basic form, it only has gateways, barracks, and no macro mechanics.

Youd be surprised at the amount of strategy, skill and macro required to win games. It isnt about doing fancy micro or getting huge macro leads.
You have to focus on multi pronged attacks, positioning, denying expansions and keeping your workers safe much more.
Just because a medivac with speed unloads 8 stimmed marines that shred your mineral line in 2 seconds exists. Doesnt mean its good for the game.

Its not completely balanced by any means, but the point is - removing macro mechanics wont make the game dumbed down.
Small groups of zealots flanking in order to win fights, can be equally as micro intensive as drops from a warp prism. And even with basic units, you can guarantee that players like bomber would be at the top of a ladder.


This is extremely appealing to me... Now i want to try it out... You are trying this out in the beta correct? If so pm me your info so we can try this out...
TokO
Profile Joined July 2011
Norway577 Posts
August 06 2015 14:56 GMT
#86
Another positive thing is that removing macroboosters increases the impact of economic harass. An investment into tech such as an Oracle PvZ would be much more impactful if a zerg couldn't just build 12-14 drones easily on three bases while the Protosses economy lagged behind because of the tech investment. I feel like removing macroboosters would increase the impact of every other strategic decision. And it could also mean that you could die a lot easier as well.
BrokenSegment
Profile Joined July 2015
36 Posts
August 06 2015 15:41 GMT
#87
On August 06 2015 23:56 TokO wrote:
Another positive thing is that removing macroboosters increases the impact of economic harass. An investment into tech such as an Oracle PvZ would be much more impactful if a zerg couldn't just build 12-14 drones easily on three bases while the Protosses economy lagged behind because of the tech investment. I feel like removing macroboosters would increase the impact of every other strategic decision. And it could also mean that you could die a lot easier as well.

And Terran wouldn't be able to "cheat" its eco income after losing all its SCVs
w3jjjj
Profile Joined April 2007
United States760 Posts
Last Edited: 2015-08-06 22:58:16
August 06 2015 22:41 GMT
#88
Good post, I was very pleasantly surprised when Bliz posted they will experiment with removing macro mechanics, always thought these were untouchable. A few points to add:

1. Removing larva inject will also remove the larva banking mechanism, which will make zerg macro more difficult. In order to get to "perfect" macro, you will have to never let a single hatchery get to 3 larva, or you will lose larva generation. No larva bank also means no instant re-max. A maxed out zerg will have to be more active in trading armies or he would permanently lose larva, unlike current game where you can bank a ton of larva to use later. I think this makes zerg mechanics harder, not easier.

2. Larva inject is not the main time sink for zerg, creep spread is. Any decent player can inject larva quickly, but to spread creep when you have many tumors take way too much time, time you can otherwise spend on doing more exciting stuff like attacking the opponent. I would suggest making creep a lot easier to spread, but drastically reduce the speed boost. So that both sides can attack easier, Terran and Protoss wouldn't fear the creep as much, and Zerg would be more willing to attack off creep, both leads to more aggression and less turtle play.

3. Spending less time looking at your bases means you have more time to look at your army. I doubt a 400 APM pro will all of a sudden play at 200 APM because he no longer needs to drop mules... Pros will play just as fast as before, only they will have more (slightly) time to control their armies, which will widen the skill gap, not the other way around. If you watch a pro Zerg pfvod in BW, other than putting workers on minerals, his screen is almost always on his armies. Unit production is almost always done with hotkeys. You watch a pro Zerg pfvod in SC2, you see a lot more time spend looking at bases, at creeps, and much less on armies. Frankly speaking, more time to look at armies means more action packed game.

4. No mules means you have all the energy in the world for scans, making detection and scouting infinitely easier for Terrans, which would be a good thing. Blind build order losses are not exactly the best aspect of SC2. I hope all races get scouting buffs. Less luck = more skill.

5. Slower worker production means lower opportunity cost for not producing workers! In the current game cutting workers before peak saturation will set you very behind, usually makes you all-in, because your opponent will easily get 20 workers ahead and you can't catch up. Without macro mechanics, everyone will make workers slower, so the player who chose to cut workers for a short duration and make an earlier army wouldn't be game-losing behind in worker count. I believe this will encourage earlier timings, and less "turtle until peak saturation" play.

6. Slower pacing of the game gives player more time to act and react, which means more come back potential. The lower economy will make all-ins less powerful, we will see more pressure play instead of kill or die, and the defending player has better chance to recover afterwards.

7, Larva inject creates a ridiculous phenomenon where Zerg explodes on unit count in the early to mid game, but in the late game that unit count gets reduced when you trade low supply inefficient units for high supply more efficient units, resulting in immobile Zerg deathballs, which should never exist... Without larva inject, Zerg wouldn't have early - mid game numerical explosion, which means each individual Zerg unit can be buffed stronger to compensate for the lower numbers, which means in the late game they wouldn't be complete trash. I would like to see a design where instead of shrinking your army count in hive tech into fewer high supply deathball units, we can see hive Zerg with the fastest production and largest army size.
Chuck Norris can salvage his opponent's structures.
Vexon
Profile Joined December 2014
United States23 Posts
August 07 2015 01:33 GMT
#89
I just want to acknowledge that this is one of the best written and most thoughtful posts I have ever seen on this website. It spawned positive discussion, was not belligerent or confrontational, and was backed up with cogent references to personal experience. (while maybe not with hard data - which could potentially strengthen your argument.) You changed my opinion on this issue. Hats off to you, sir - If everyone on the internet thought like this, the world would be a better place.
Scarlett/soO/PiG/Rotti
MaximilianKohler
Profile Joined August 2011
122 Posts
August 07 2015 04:44 GMT
#90
Good post, thanks.

The arguments I've seen in favor of keeping the current macro boosters has been pretty flawed, to say the least.
masters zerg
GiveMeCake
Profile Joined October 2010
148 Posts
Last Edited: 2015-08-07 05:41:23
August 07 2015 05:39 GMT
#91
This thread is a monumental achievement in the Starcraft community, hell, maybe even the entire net. The thoughts and ideas presented in this thread go far beyond what I ever imagined was possible. I applaud your efforts, you are a literal based god OP.
I had a dream I moved to Korea to become a GSL champion. I slept in PC bangs and practiced only vs the PC. I named my self Death and faced Life in the finals. I beat him, but ended up dying as I killed his last building.
flipstar
Profile Joined January 2011
226 Posts
August 07 2015 10:57 GMT
#92
Thank you for the great OP. I felt TL strat's article was pretty weaksauce with this being strongsauce. I'm a bit disappointed that they didn't find writers with opposite view of current macro mechanics being good, but it's great that you stepped up.

While I'm losing an edge that wins me a ton of games (good injects) i wouldnt mind NOT doing that silly task every xx seconds and rather focus on other stuff. It's true what some have said when it comes to introducing new players to the game. "Yeah, and you need to have a queen inject all the time on all hatches, and until you can reach 80 food without skipping a beat it's no point in us playing".

It's not a good sell, but it's quite truthful. Not to mention that I personally find mules to be terrible design.
tokinho
Profile Blog Joined December 2010
United States785 Posts
Last Edited: 2015-08-07 14:02:56
August 07 2015 14:00 GMT
#93
On August 05 2015 03:28 G3n wrote:
Hi there guys, Since the new blizzard feedback update there has been lots of discussion about changing the macro, and there´s been people who have been very vocal about keeping it the way it is, there's even a really in depth study on the front page about it!

The thing is, I don't think many players have actually played Starcraft 2 WITHOUT the macro "crutches".
I have done it a lot, so I thought it would be a good idea to share the differences I've encountered, share some new insights, and debunk some myths about it.

First things first, I have been playing SC2 for years and it´s been quite some time since I got my beta invite for LOTV, however, my experience with crutchless SC2 mostly focus with HOTS, so bear that in mind.
So,to get to the point, I was playing HOTS a lot, but it got stale after a while, so I turned to mods to spice it up a little, one such mod was one that removed macro crutches and left everything else untouched.
What do I mean by macro crutches? well, injects, chrono, and mules.
Everything else was exactly the same only the crutches were removed.
I found this mod rather amusing so I played it until I got my LOTV invite.

Without further ado, I will point out the differences and details I found about the macro mechanics of SC2 :

Differences :

-The pacing changes-

As is to be expected, with the removal of macro crutches the pacing changed, but not quite in the way you would expect.

Games didn't turn out slower, timings and build times were mostly unaffected, rather, engagements in the early game became scrappier and with less units. You could make a lot of things work with good control. Things like losing a worker or even a unit tended to hurt a lot, so you mostly tried to save both.

The Mid-game is where the game usually picked up into something that resembled the usual SC2 pacing.
The main difference was the abundance and diversity of higher tech units,accompanied by lower tech units and meat shields, but not as many as you would usually see.
Micro is still a big part of the fights, but your macro dictates the pace of the game since you have to expand more and get more production facilities, the managing of more expansions and buildings than usual starts getting in the way of your micro and your micro in the way of your macro, but up to this point it's not that much harder than the usual macro mechanics.

The Late Game is where the game gets completely insane.
I regret to say that I didn't manage to get many games that lasted this long so I don´t have that much to say except that that if you make it this far the game goes nuts and it gets pretty hard to manage everything.
You have so many bases, so many production facilities,so many different unit types spread just about everywhere, so many different places to defend and attack, both players are already fielding their best units and upgrades.
It gets pretty chaotic, especially with bases and buildings that are pretty far away from each other, and especially with all the fighting going on.

So it starts out Slower and it ends up Faster, why? well, logic would dictate that the current macro mechanics should give a faster game all game no? the reason for this isn't readily apparent until you understand...

-The reason for the current mechanics-


Some people believe the current mechanics are there to increase the skill level required, or as an APM sink, but the real reason is actually quite simple.
The reason for the current mechanics is easy to explain :
To make SC2 bigger and better!
You see, the reasoning for these mechanics was to make the things everyone loved about starcraft more prominent in the sequel, more action packed and exciting.
Having things like injects chrono and mules meant more money to spend earlier, more units to be produced faster and more tech to be delivered earlier in the game, this would have given us a bombastic action packed sequel :

The game starts earlier because you get resources faster!
More units means more fights!
Faster upgrades open a world of possibilities!
A faster game will give the more skilled players more chances to really shine!


This would have worked marvelously... if only we had played the game as blizzard intended us to.

-The current macro mechanics reward spamming and turtling-


This is one of the things you wouldn't normally notice, but once you start playing the game without the crutches become really obvious.
Have you ever wondered why marine marauder medivac is so prevalent? why mutabling works on every match up? why gateway units seem so weak? why a player on 3 bases can drag out the game so easily against an opponent with a lot more bases?

It's mostly because the current macro mechanics reward such play, and as soon as we, the players, found out we started abusing it as creatively as we could.
For the most part the current macro crutches reward the spamming of cheap fast units to be produced with little inconvenience, things like drones probes and mules to make more money, and things like zerglings roaches mutas, marines,marauders,medivacs, etc, to be mass produced and thrown at the enemy.
The combination of mules + reactors, and spawn larva+ the classic zerg macromechanics causes this fllood of cheap low tier units to be very easy to make while also making the fielding of higher tier units a lot harder.
The thing is this makes the game seem wonkier/more imbalanced than it actually is.
For example, gateway units aren't actually weak, but protoss has no proper mechanic to spam units(since chrono is more economic and tech driven),and their units aren't really cheap, so they are always overwhelmed by the amount of enemy units from the other two races.
This isn't to say protoss can't spam, but it is a lot harder for protoss and that puts gateway units at a disadvantage.
This isn't exclusive to protoss, any unit from any of the three races is at a disadvantage against more spammable units.
And it isn't something easy to see either, if you make 15 marines at a time you might think it's because your macro is pretty good, but if you see 10 zealots being warped at your third it seems gimmicky, and it makes it seem like protoss as a race is faulty.

Most of the units in the game on their interactions with other units and each other have some pretty solid math, it's the current macro mechanics that throw that math into dis-balance by always giving the cheaper faster more spammable units the advantage.

Just to drive the point home, "teching" was trying to out maneuver cheaper more numerous units with less of more advanced units,
for example going for a fast tank or in an extreme case opening with a tank(an un-sieged one at it because the upgrade was separate) and hold back zerglings/ dragoons with good control until you could get more.
This will get you killed every time in SC2 because the spammable units have the advantage, no matter how good the control, you will get overwhelmed.

The current crutches also promote turtling.
Mules let you have a lot of money very quickly without having to expand,inject and chrono boost also do this to a much lesser extent, and chrono has the added appeal of not having your tech fall behind because you're not expanding, you can always just boost out the upgrades and tech you would otherwise be missing out or getting late. Inject larva doesn't help turtling very much but instead makes saturating bases almost immediate.
And the reality is that there is no reason not to, there is no reason not to chrono or mule or inject, and since there is no reason not to, there is also no reason not to turtle and not to deathball.
Mix this up with defenders advantage and the aforementioned spamming, and turtle play just ends up coming naturally.

-Removing the crutches-


All in all removing the macro crutches seem to promote more unit variety, more engagements, and focus more on control and management.
It also helps with problems like death balls and turtling, while at the same time rewarding expansions and multiple actions around the map.

This were the things I noticed it when I was playing it, and I think the guys at blizzard came to the same conclusions while testing something similar internally.

That said, I think the idea of keeping the crutches but making them easier to use is a bad idea,the problem with these crutches is not that they are hard to use, is that they make the game itself tumble in confusion about its own rules.

-Mythbusting-


-"Without the current macro mechanics the game will be dumbed down, and will require less skill!"

False.
The game isn't really any easier without the crutches and the skill requirements remain unchanged, the main change of the game is in the pacing.

-"I want the game to be more like broodwar and changing the macro mechanics is a step backward!"

Neither broodwar nor starcraft had any macro crutches, play the game if you don't believe me.

-"Macro will now be too easy. This will affect the higher levels of play!"

Not true, macro didn't get easier, you will have to build a lot of production facilities and extra town halls very regularly to get more resources and units only instead of doing it with a spell you do it with your workers.
In average the APM used is just about the same in both instances, and in the later stages of the game it actually becomes harder.

-"Macro mechanics aren't the problem, the problem is that protoss is badly designed/zerg is OP/terran imba"

As stated before, the math on most of the units is pretty solid, its the crutches that thrust this math into disarray most of the time,I think settling the macro issues will settle a lot of balance issues.

-"Changing the pace of the game will make it more boring!"

It's only the beginning stages of the game that are somewhat slower, as the game goes on it actually gets faster. In LOTV this may very well be an intentional side effect.

-Conclusions/ TL;DR-


It's a wild idea, but blizz might be on the ball with this one.

The current macro mechanics are fun and we've grown to love them,and the ways they positively affect the game are easy to see, but the many ways they negatively affect the game aren't until you actually get rid of them.

As I see it, as far as macro crutches go, cutting them would be better than keeping them, and keeping them would be better than making them easier, for making it easier might actually emphasize the problems with them rather than alleviate them.

It may also make the game more accessible, not in the sense that it will be easier to play, but in the sense the logic will be more sound and less "thats just how it is". It makes sense the more numerous units have the advantage, And it does make sense the stronger units can get overwhelmed by the lesser units, it just doesn't make sense that they always get rolled over without much resistance.
It's up to the player to find the situations in which each of his units excels and how to make the most of their control"I could have made it work if...", rather than "i can't go that unit, I'll get rolled over, it's just the way it is" Little bits of thought trains like that, that will make the game more accessible since the logic behind the matches will always be more sound, therefore less confusing to players.

Overall, I recommend trying the game out without the macro crutches,it really spices thing up.
And I would like for blizz to try it out in LOTV if only for a while, just so other players can see just how much depth removing this one thing, it actually adds.



Mod doesn't exist. Galaxy scripting doesn't function to spawn larvae at irregular intervals. Balance is horrific without the mechanisms of chronoboost. This is all just a lie.

Also, it seems like you have a hard time with basic mechanics as you didn't even get an invite until buying the beta. How can you compare something you cannot do? No replays. No support. Waste of time.
Beyond One's Grasp
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
August 07 2015 15:00 GMT
#94
Mod doesn't exist. Galaxy scripting doesn't function to spawn larvae at irregular intervals. Balance is horrific without the mechanisms of chronoboost. This is all just a lie.

Also, it seems like you have a hard time with basic mechanics as you didn't even get an invite until buying the beta. How can you compare something you cannot do? No replays. No support. Waste of time


GRAB YOUR TORCH AND PITCH FORK !!!!!!!!!!!!!!!!

LOOL I had beta probably before you and I am more than willing to try this in order to back his claim because it is extremely logical even if he didn't have the ability to back it up... though if you read his post and not glance over it he doesn't claim to have played a ton of ladder in order to get beta but he did say he's played a lot of modded sc2 so don't judge just because you glance over someone's post don't understand and formulate a false opinion of something LOL
tredc
Profile Joined July 2010
12 Posts
August 07 2015 23:33 GMT
#95
WOW... this post... you might be on to something really big here.

It got me thinking, and while I have little to come with in terms of whether
this or that change in the macro mechanics is better, I do in terms of why this might be important.

So lets start at the beginning, I never really liked how zerg played in SC2 compared to BW,
there was always something off and OP's part with
"So it starts out Slower and it ends up Faster" really hit home because I
often thought about it as the game was too fast and too slow somehow at the same time.
In addition the only time it felt really great was when I tried to play some quick 2
base infestor/muta techbuilds which also involved cutting some injects for faster tech.
(On the other hand they were not good in terms of winning)
I just put this off, I probably just liked the design of zerg in BW better, but this post
got me thinking there was something more to it.

So this comes down to what are the fundamentals that make starcraft starcraft and not another
RTS and to me there are two things that do just this.
The fist one is the obvious when the macro mechanics is concerned the difficult mechanics.
If we make a comparison to chess the main limiting factor
is that you can only move one piece every turn and the decision of which one to move becomes a large strategic choice.
Starcraft on the other hand we are limited by our APM and multitasking in terms of what we can do and that
means that in a competitive setting it is not only the strategic choices that we make but as much a mechanical feat.
In addition Starcraft actually comes back to the strategic choice by giving us too much to do so even the best have to
make choices and we get for example macro players that focuses on the economy and micro players that focuses on unit control.

On the other hand while this is an important component in what makes starcraft what it is,
I think it is focused on far to much and in particular one misses what I think is actually the thing that makes
Starcraft an economy-focused game.
There is another thing that limits players an it is the economic intake itself. Even if you have a perfect player,
there is only so much minerals they can accumulate in a given time and there is the choice in what to spend it on.
Now you might think I sound silly, most RTS have this, but the point is not that they have it, but how the economy
influences these decisions. At first there is always the choice between investing in army etc. and
investment into more economy later compared to games where influencing economy and base building are
limited either by design or they economy was just making some peons in the first few
minutes and then mainly ignore it later.
On the other hand it is neither a focus on maximising economic output and just sitting back in the
base and making the perfect army but in the interesting point that lies in between these, the one of timings.
Where the possibility of cutting down on economy to do attacks and harassment force the opponent to
respond with defences or to take the economic damage, but on the other hand it is not game
deciding in the way that one can just stop improving the economy and expect to win by making units.
On the other hand one can sit back and improve the economy and to build a good army but one cant simply head for the best
it will either leave you low on defences so you can be overwhelmed or not have the fighting
power to head out on the map and claim the resources required for the perfect army and your opponent will contain and starve you.
So when one can play defensively and economic-focused one have to make an army that isn't the best possible but one that corresponds
to a compromise between an army capable taking the necessary economic resources
and what will correspond to a perfect composition.
Also the infrastructure influences decisions, if the opponent makes unit A the natural
response might be to make B as it is extremely good against A. On he other hand this might be
difficult given the production facilities and the economic/technological state of the game and thus the better decision
might be to build C although it is only decent against A.
As a final example, Lets take the BW zerg I spoke about earlier,at least one ting I miss about it was the
special economic situation made by the lack of queens. As hatcheries was expensive and only
gave limited means of production it was difficult to produce large amount of drones without becoming vulnerable to attacks.
On the other hand zerg was mobile, the hatcheries can take new bases and finally
there was only 1 gas with double amount per trip compared top SC2 so it took very few drones to get a good gas income.
Thus zerg often made a lot of expansions and used a lot of higher tech units such as mutalisks lurkers, defilers and
also made swift techswitches to catch the opponent offguard. And it was not from this being
the best unit compositions it was jut a consequence of zergs unique economic situation that lends
itself to this playstyle being good.

While all might not agree with me concerning these two as the important components of starcraft,
some issues often raised, the problem of either 200/200 tutlefest or the mass units
all-ins means we at least have to look at the economic pacing to which the macro mechanics contribute a lot.
In addition, the economic pacing have gone remarkably unnoticed,
while there have been some recent activity but not really in terms of pacing,
mostly trying to create similar marginal mining effects at
BW but this focuses more with just economy rather than its interaction with the rest of the game
or maxed out 3 base scenarios which we preferably would like to avoid in the first
place by changing pacing. But I cant blame them, analysing how a changed economic pacing
affects builds army composition etc. is a much more difficult question and is much more suited to
play-testing as it involves the interactions between the economy and the rest of the game.
But blizzard on the other hand has been very poor, there have been a lot of changes to a vast
array of things in attempt to improve the game but economic pacing has been strangely absent.
There have been one thing, the gold bases but they tended to make things worse otherwise
it has been really fix with the 8 (5/trip) minerals 2 gas(4/trip) set-up
and macro mechanics has also remained mostly unchanged.

This could be contrasted with BW which have not received balance patches since 2001 but has changed
drastically from a lower econ game to the one we know today. But the thing that have changed are the maps, and with them the
economic pacing. As the extreme example the early blizzard ones have as few as 6-7 mineral patches
and quite often no gas at expansion (or no natural expansion at all) and any BW player today
would think it is ridiculous (and very inbalanced) to play on these maps.
So it seems that there is plenty of reason to try out changes in the economic pacing
as in removing macro mechanics and map changes such as changing gas/minerals mining.

As I brought up the single gas I might say some things on this, while the
maxed 3-base situations was a bit of point I am trying to make, it is easy to analyse and it directly
gives 9 free workers which is almost half of an base which might favour more expansions.
In terms of pacing how it will affect games is difficult to tell but the smaller
mineral investment probably brings more tech-openings and later on makes a stronger
connection between number of bases and gas intake as mentioned above
(this is not at all a sneaky attempt to bring back the BW style zerg, I promise) It is
mostly to try to bring up some variety and testing in terms of map-making which also have been absent.
While on the subject of BW although all the changes here changes the game to be BW-like
it is not because of some belief that making the game like BW will fix things, I
believe that the key to finding a good change (if that is even possible, it might just be that
it is other things causing problems) is to just try different things,
but since the two games are quite similar we probably have a better chance of finding good things in what
works for BW than at some other random point.

There are two final things I would like to say, first of to those who thinks how changes it affects the balance,
I would like to remind them that a change in the economic pacing might change up a lot in the game in
quite unexpected ways and that probably includes balance. But because of this, if changing economic pace is
the way to solve problems with the game the way to do it have to be to try out different things until
these problems are solved and then begin the act of balancing the game. Finally to those who still are concerned
with mechanics, these have been on the focus during almost the entire SC2 but these things alone does
not make a good game and this is mostly to try to raise awareness of mostly forgotten
point which both may be very important and may solve several of the issues with SC2.
When it comes to the economic pacing my point is to encourage people to try to change something
that seems to be taken as some unchangeable default, there is nothing that says macro mechanics are bad (or good for those on the opposite side)by
default and whatever turns out to be a good pacing may very well include them although not in their current form.




MaximilianKohler
Profile Joined August 2011
122 Posts
August 07 2015 23:53 GMT
#96
I really like the single gas and fewer workers that BW/starbow have.
masters zerg
J0k3
Profile Joined May 2010
Sweden40 Posts
August 09 2015 17:08 GMT
#97
I hope we get to try Lotv beta without any mules/injects/chrono, it will be very interesting After reading the first post im very excited!
TheDougler
Profile Joined April 2010
Canada8302 Posts
August 10 2015 00:55 GMT
#98
This makes me wonder if (and swallow your anger for a second here to think) 1 supply roaches could come back if we cut macro mechanics. I'm not saying 2 armor roaches, because fuuuuck that, but with cut macro mechanics the larva would again become a limiting factor, and one supply roaches always felt more zergy to me. Just a thought. I'm guessing there's a few similar nerfs to toss and Terran that could similarly be undone. (Like removing some of the band aids for warp ins that were applied over the years like increasing pylon radius back to what it was).
I root for Euro Zergs, NA Protoss* and Korean Terrans. (Any North American who has beat a Korean Pro as Protoss counts as NA Toss)
PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
August 10 2015 02:08 GMT
#99
Everyone pretending that macro mechanics are bad because of some strange analogs they create for actual sports clearly hasn't actually played or watched a lot of sports. Almost every single sport requires a very high level of fitness (much like a very high level macro) to even compete at a high level. And people practice basic mechanical skills in isolation (keepy-uppies anyone?) but it works anyway. In fact, good soccer youth programs focus almost entirely on mechanics and forget formations, tactics, etc. for a very long time. If what the OP says is true then that's actually great news but pretending that every other game or sport doesn't require a very high level of mechanics of some sort to improve is ridiculous.
Taeja the one true Byunjwa~
TokO
Profile Joined July 2011
Norway577 Posts
August 10 2015 03:51 GMT
#100
On August 10 2015 11:08 PinheadXXXXXX wrote:
Everyone pretending that macro mechanics are bad because of some strange analogs they create for actual sports clearly hasn't actually played or watched a lot of sports. Almost every single sport requires a very high level of fitness (much like a very high level macro) to even compete at a high level. And people practice basic mechanical skills in isolation (keepy-uppies anyone?) but it works anyway. In fact, good soccer youth programs focus almost entirely on mechanics and forget formations, tactics, etc. for a very long time. If what the OP says is true then that's actually great news but pretending that every other game or sport doesn't require a very high level of mechanics of some sort to improve is ridiculous.


I think most sports analogies were made in the defense of macro mechanics.
PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
August 10 2015 04:33 GMT
#101
On August 10 2015 12:51 TokO wrote:
Show nested quote +
On August 10 2015 11:08 PinheadXXXXXX wrote:
Everyone pretending that macro mechanics are bad because of some strange analogs they create for actual sports clearly hasn't actually played or watched a lot of sports. Almost every single sport requires a very high level of fitness (much like a very high level macro) to even compete at a high level. And people practice basic mechanical skills in isolation (keepy-uppies anyone?) but it works anyway. In fact, good soccer youth programs focus almost entirely on mechanics and forget formations, tactics, etc. for a very long time. If what the OP says is true then that's actually great news but pretending that every other game or sport doesn't require a very high level of mechanics of some sort to improve is ridiculous.


I think most sports analogies were made in the defense of macro mechanics.

A lot of people said some situations were like giving basketball teams extra points if their players could jump a certain height, or things along these lines.
Taeja the one true Byunjwa~
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
August 10 2015 14:03 GMT
#102
On August 06 2015 04:04 [UoN]Sentinel wrote:
Show nested quote +
On August 06 2015 04:01 jpg06051992 wrote:
On August 06 2015 03:42 mishimaBeef wrote:
On August 06 2015 03:41 jpg06051992 wrote:
On August 06 2015 03:38 mishimaBeef wrote:
On August 06 2015 03:35 Little-Chimp wrote:
On August 06 2015 03:32 mishimaBeef wrote:
I want to bring up the analogy of a sports team with few superstars vs a sports team with great team cohesion and strategy. Mechanical skill is like the first team. Deep strategic understanding (with still execution being a factor obviously) is the second team. But we can't have the 2nd team winning championships if the rules are rigged such as anyone who can reach top speed of > 40 km/h during a game automatically gets his team extra points.


Sports teams run drills and cardio practices non stop, unless conditioning is at least similar, the team with better "mechanics" will always win. This is a horrible example. Starcraft isn't even a team game god damn.


The idea is that the player with god-like mechanics is able to reach top speed of very high during a game (and is rewarded greatly for it). Whereas the other player might have all the correct pieces in place, in terms of their strategy, and their strategic pieces might be superior to the god-like-mechanics player but they can't get those extra reward boosts.


Ok I see what your saying, but it's just wrong man, your talking like these players with God like mechanics just have those mechanics compared to the poor foreigners that are making all of the right moves but not fast enough.

I'm not trying to be an elitist here man but those players with god like mechanics trained way harder then any foreign player besides Snute maybe to get them that way.

Notice how Snute trains non stop in Korea and therefore he is able to at least semi go toe to toe with Koreans? Yea, so do you want to punish people like him that trained hard to get Korean level mechanics so the rest of the crappy foreigners can "have a chance" so to speak?

O__o


Yeah it's like if they rigged the rules of basketball so if you can jump extra-extra high during a slam dunk you get an extra 5 points. I think Lebron James will suddenly be carrying his team a lot more, but that's okay because he practiced and is skilled in his mechanics right?


Right, except nothing in SC is rigged for anything but the better player to win, frankly man your example is just terrible lol

Even if that was the case, if there was a player that was naturally talented or worked hard enough to use that advantage, should the game be toned down so the lesser players can compete? Or should Lebron James just be better then your average basketball player?

It's like your saying the Koreans are better because they are Koreans and have awesome mechanics and that's just not fair to the poor foreigners who don't train all day everyday to be excellent at the game.

It would actually be like increasing each dimension of the court by 2. So twice as long from end to end, baskets are twice as high off the ground, etc. It would be a different game and disadvantage the players who are more reliant on height/layups, while advantaging the players who shoot from farther away since they're used to the distance and now the basket is bigger. It doesn't mean your average joe is being coddled, it's testing different aspects of your play at the expense of others.

I still defend my own sports analogy.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Temeter
Profile Joined April 2014
37 Posts
August 10 2015 14:31 GMT
#103
On August 10 2015 13:33 PinheadXXXXXX wrote:
Show nested quote +
On August 10 2015 12:51 TokO wrote:
On August 10 2015 11:08 PinheadXXXXXX wrote:
Everyone pretending that macro mechanics are bad because of some strange analogs they create for actual sports clearly hasn't actually played or watched a lot of sports. Almost every single sport requires a very high level of fitness (much like a very high level macro) to even compete at a high level. And people practice basic mechanical skills in isolation (keepy-uppies anyone?) but it works anyway. In fact, good soccer youth programs focus almost entirely on mechanics and forget formations, tactics, etc. for a very long time. If what the OP says is true then that's actually great news but pretending that every other game or sport doesn't require a very high level of mechanics of some sort to improve is ridiculous.


I think most sports analogies were made in the defense of macro mechanics.

A lot of people said some situations were like giving basketball teams extra points if their players could jump a certain height, or things along these lines.

That comparision doesn't make any sense, tho. Starcraft doesn't reward points for good macro, just as jumping higher doesn't get you points in basketball. The addional units you produce are the reward, which tend to be quite helpful at winning a match.

Compared, removing macro mechanics is more like prohibiting basketball players from jumping over a certain hight.
sh1RoKen
Profile Joined March 2012
Russian Federation93 Posts
Last Edited: 2015-08-10 14:58:54
August 10 2015 14:58 GMT
#104
On August 10 2015 23:31 Temeter wrote:
Show nested quote +
On August 10 2015 13:33 PinheadXXXXXX wrote:
On August 10 2015 12:51 TokO wrote:
On August 10 2015 11:08 PinheadXXXXXX wrote:
Everyone pretending that macro mechanics are bad because of some strange analogs they create for actual sports clearly hasn't actually played or watched a lot of sports. Almost every single sport requires a very high level of fitness (much like a very high level macro) to even compete at a high level. And people practice basic mechanical skills in isolation (keepy-uppies anyone?) but it works anyway. In fact, good soccer youth programs focus almost entirely on mechanics and forget formations, tactics, etc. for a very long time. If what the OP says is true then that's actually great news but pretending that every other game or sport doesn't require a very high level of mechanics of some sort to improve is ridiculous.


I think most sports analogies were made in the defense of macro mechanics.

A lot of people said some situations were like giving basketball teams extra points if their players could jump a certain height, or things along these lines.

That comparision doesn't make any sense, tho. Starcraft doesn't reward points for good macro, just as jumping higher doesn't get you points in basketball. The addional units you produce are the reward, which tend to be quite helpful at winning a match.

Compared, removing macro mechanics is more like prohibiting basketball players from jumping over a certain hight.

Starcraft 2 is a Strategy game. It should be like a chess. It is very easy to move figures, but only a very good player make it look like a sport. We are competing here with our minds!
It's not like a basketball or football at all! Your opponent's mind should be the only thing that makes game hard for you. You should not be stopped from achieving an advantage by some activities which are not against your opponent. Right now it's more like "My skill in playing vs computer is better than your skill playing vs computer".

Current mechanic in sport metaphor: "If you want to castle you king, you must walk 50 meters on your hands before".
Be polite, be professional, but have a plan to kill everybody you meet.
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
August 10 2015 15:02 GMT
#105
On August 10 2015 23:58 sh1RoKen wrote:
Show nested quote +
On August 10 2015 23:31 Temeter wrote:
On August 10 2015 13:33 PinheadXXXXXX wrote:
On August 10 2015 12:51 TokO wrote:
On August 10 2015 11:08 PinheadXXXXXX wrote:
Everyone pretending that macro mechanics are bad because of some strange analogs they create for actual sports clearly hasn't actually played or watched a lot of sports. Almost every single sport requires a very high level of fitness (much like a very high level macro) to even compete at a high level. And people practice basic mechanical skills in isolation (keepy-uppies anyone?) but it works anyway. In fact, good soccer youth programs focus almost entirely on mechanics and forget formations, tactics, etc. for a very long time. If what the OP says is true then that's actually great news but pretending that every other game or sport doesn't require a very high level of mechanics of some sort to improve is ridiculous.


I think most sports analogies were made in the defense of macro mechanics.

A lot of people said some situations were like giving basketball teams extra points if their players could jump a certain height, or things along these lines.

That comparision doesn't make any sense, tho. Starcraft doesn't reward points for good macro, just as jumping higher doesn't get you points in basketball. The addional units you produce are the reward, which tend to be quite helpful at winning a match.

Compared, removing macro mechanics is more like prohibiting basketball players from jumping over a certain hight.

Starcraft 2 is a Strategy game. It should be like a chess. It is very easy to move figures, but only a very good player make it look like a sport. We are competing here with our minds!
It's not like a basketball or football at all! Your opponent's mind should be the only thing that makes game hard for you. You should not be stopped from achieving an advantage by some activities which are not against your opponent. Right now it's more like "My skill in playing vs computer is better than your skill playing vs computer".

Current mechanic in sport metaphor: "If you want to castle you king, you must walk 50 meters on your hands before".

I'd argue it's a bit of both. StarCraft is a real-time strategy game, so the faster you can do things, the more of an advantage you have. APM is an important part of the game. That being said, I agree with you that macro mechanics that are there for the sake of APM are ridiculous. How you spend your APM should be more of a strategic choice, not a necessity like it is now.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Crownlol
Profile Blog Joined October 2011
United States3726 Posts
August 10 2015 15:02 GMT
#106
That OP was like the first thing that I've actually gotten excited about in regards to SC2 in a looooooong time.
shaGuar :: elemeNt :: XeqtR :: naikon :: method
sh1RoKen
Profile Joined March 2012
Russian Federation93 Posts
August 10 2015 15:12 GMT
#107
On August 11 2015 00:02 [UoN]Sentinel wrote:
Show nested quote +
On August 10 2015 23:58 sh1RoKen wrote:
On August 10 2015 23:31 Temeter wrote:
On August 10 2015 13:33 PinheadXXXXXX wrote:
On August 10 2015 12:51 TokO wrote:
On August 10 2015 11:08 PinheadXXXXXX wrote:
Everyone pretending that macro mechanics are bad because of some strange analogs they create for actual sports clearly hasn't actually played or watched a lot of sports. Almost every single sport requires a very high level of fitness (much like a very high level macro) to even compete at a high level. And people practice basic mechanical skills in isolation (keepy-uppies anyone?) but it works anyway. In fact, good soccer youth programs focus almost entirely on mechanics and forget formations, tactics, etc. for a very long time. If what the OP says is true then that's actually great news but pretending that every other game or sport doesn't require a very high level of mechanics of some sort to improve is ridiculous.


I think most sports analogies were made in the defense of macro mechanics.

A lot of people said some situations were like giving basketball teams extra points if their players could jump a certain height, or things along these lines.

That comparision doesn't make any sense, tho. Starcraft doesn't reward points for good macro, just as jumping higher doesn't get you points in basketball. The addional units you produce are the reward, which tend to be quite helpful at winning a match.

Compared, removing macro mechanics is more like prohibiting basketball players from jumping over a certain hight.

Starcraft 2 is a Strategy game. It should be like a chess. It is very easy to move figures, but only a very good player make it look like a sport. We are competing here with our minds!
It's not like a basketball or football at all! Your opponent's mind should be the only thing that makes game hard for you. You should not be stopped from achieving an advantage by some activities which are not against your opponent. Right now it's more like "My skill in playing vs computer is better than your skill playing vs computer".

Current mechanic in sport metaphor: "If you want to castle you king, you must walk 50 meters on your hands before".

I'd argue it's a bit of both. StarCraft is a real-time strategy game, so the faster you can do things, the more of an advantage you have. APM is an important part of the game. That being said, I agree with you that macro mechanics that are there for the sake of APM are ridiculous. How you spend your APM should be more of a strategic choice, not a necessity like it is now.

You can spend your APM on 1000 different things but macro. You can attack multiple locations. You can outmicro your opponents. You can drop, run-in and attack meanwhile defending from all of these. But these actions are fun to watch!!! These actions are direct actions against your opponent. And who is better at those actions wins the game.

And it would be 10 times more interesting game for everyone if we will not have to spend 60-80% of our AMP on handling our own buildings, production, expanding, macro merchanics and supply.
Be polite, be professional, but have a plan to kill everybody you meet.
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
August 10 2015 15:18 GMT
#108
On August 11 2015 00:12 sh1RoKen wrote:
Show nested quote +
On August 11 2015 00:02 [UoN]Sentinel wrote:
On August 10 2015 23:58 sh1RoKen wrote:
On August 10 2015 23:31 Temeter wrote:
On August 10 2015 13:33 PinheadXXXXXX wrote:
On August 10 2015 12:51 TokO wrote:
On August 10 2015 11:08 PinheadXXXXXX wrote:
Everyone pretending that macro mechanics are bad because of some strange analogs they create for actual sports clearly hasn't actually played or watched a lot of sports. Almost every single sport requires a very high level of fitness (much like a very high level macro) to even compete at a high level. And people practice basic mechanical skills in isolation (keepy-uppies anyone?) but it works anyway. In fact, good soccer youth programs focus almost entirely on mechanics and forget formations, tactics, etc. for a very long time. If what the OP says is true then that's actually great news but pretending that every other game or sport doesn't require a very high level of mechanics of some sort to improve is ridiculous.


I think most sports analogies were made in the defense of macro mechanics.

A lot of people said some situations were like giving basketball teams extra points if their players could jump a certain height, or things along these lines.

That comparision doesn't make any sense, tho. Starcraft doesn't reward points for good macro, just as jumping higher doesn't get you points in basketball. The addional units you produce are the reward, which tend to be quite helpful at winning a match.

Compared, removing macro mechanics is more like prohibiting basketball players from jumping over a certain hight.

Starcraft 2 is a Strategy game. It should be like a chess. It is very easy to move figures, but only a very good player make it look like a sport. We are competing here with our minds!
It's not like a basketball or football at all! Your opponent's mind should be the only thing that makes game hard for you. You should not be stopped from achieving an advantage by some activities which are not against your opponent. Right now it's more like "My skill in playing vs computer is better than your skill playing vs computer".

Current mechanic in sport metaphor: "If you want to castle you king, you must walk 50 meters on your hands before".

I'd argue it's a bit of both. StarCraft is a real-time strategy game, so the faster you can do things, the more of an advantage you have. APM is an important part of the game. That being said, I agree with you that macro mechanics that are there for the sake of APM are ridiculous. How you spend your APM should be more of a strategic choice, not a necessity like it is now.

You can spend your APM on 1000 different things but macro. You can attack multiple locations. You can outmicro your opponents. You can drop, run-in and attack meanwhile defending from all of these. But these actions are fun to watch!!! These actions are direct actions against your opponent. And who is better at those actions wins the game.

And it would be 10 times more interesting game for everyone if we will not have to spend 60-80% of our AMP on handling our own buildings, production, expanding, macro merchanics and supply.

Macro is still crucial. Instead of microing your 5 marines, you can macro, lose the 5, but then you'll have 10 marines which you can attack with. Or you can focus on micro and keep the 5 alive. That's a strategic decision where macro is involved. You can macro different things - do I build 10 marines, or do I tech up and get him with hellions or banshees?

Chrono has some strategic value (what do I chrono, units or upgrades?) but it must always be used, so it can be removed for balance purposes. MULEs have less (save some energy for scan, save more if there's DT's, otherwise, always drop mules), and injects have none at all. You always have to inject and there's no good reason not to.

The reward of high APM is that you can produce more units due to good macro, keep your army alive due to good micro, or do both with really high APM and dominate your opponent. It's a skill that can gradually be learned, but there shouldn't be obstacles in the way with mechanics like inject.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
DinosaurPoop
Profile Blog Joined April 2013
687 Posts
August 10 2015 15:23 GMT
#109
On August 10 2015 23:58 sh1RoKen wrote:
Show nested quote +
On August 10 2015 23:31 Temeter wrote:
On August 10 2015 13:33 PinheadXXXXXX wrote:
On August 10 2015 12:51 TokO wrote:
On August 10 2015 11:08 PinheadXXXXXX wrote:
Everyone pretending that macro mechanics are bad because of some strange analogs they create for actual sports clearly hasn't actually played or watched a lot of sports. Almost every single sport requires a very high level of fitness (much like a very high level macro) to even compete at a high level. And people practice basic mechanical skills in isolation (keepy-uppies anyone?) but it works anyway. In fact, good soccer youth programs focus almost entirely on mechanics and forget formations, tactics, etc. for a very long time. If what the OP says is true then that's actually great news but pretending that every other game or sport doesn't require a very high level of mechanics of some sort to improve is ridiculous.


I think most sports analogies were made in the defense of macro mechanics.

A lot of people said some situations were like giving basketball teams extra points if their players could jump a certain height, or things along these lines.

That comparision doesn't make any sense, tho. Starcraft doesn't reward points for good macro, just as jumping higher doesn't get you points in basketball. The addional units you produce are the reward, which tend to be quite helpful at winning a match.

Compared, removing macro mechanics is more like prohibiting basketball players from jumping over a certain hight.

Starcraft 2 is a Strategy game. It should be like a chess. It is very easy to move figures, but only a very good player make it look like a sport. We are competing here with our minds!
It's not like a basketball or football at all! Your opponent's mind should be the only thing that makes game hard for you. You should not be stopped from achieving an advantage by some activities which are not against your opponent. Right now it's more like "My skill in playing vs computer is better than your skill playing vs computer".

Current mechanic in sport metaphor: "If you want to castle you king, you must walk 50 meters on your hands before".


chessboxing!
When cats speak, mice listen.
sh1RoKen
Profile Joined March 2012
Russian Federation93 Posts
August 10 2015 15:33 GMT
#110
On August 11 2015 00:18 [UoN]Sentinel wrote:
Show nested quote +
On August 11 2015 00:12 sh1RoKen wrote:
On August 11 2015 00:02 [UoN]Sentinel wrote:
On August 10 2015 23:58 sh1RoKen wrote:
On August 10 2015 23:31 Temeter wrote:
On August 10 2015 13:33 PinheadXXXXXX wrote:
On August 10 2015 12:51 TokO wrote:
On August 10 2015 11:08 PinheadXXXXXX wrote:
Everyone pretending that macro mechanics are bad because of some strange analogs they create for actual sports clearly hasn't actually played or watched a lot of sports. Almost every single sport requires a very high level of fitness (much like a very high level macro) to even compete at a high level. And people practice basic mechanical skills in isolation (keepy-uppies anyone?) but it works anyway. In fact, good soccer youth programs focus almost entirely on mechanics and forget formations, tactics, etc. for a very long time. If what the OP says is true then that's actually great news but pretending that every other game or sport doesn't require a very high level of mechanics of some sort to improve is ridiculous.


I think most sports analogies were made in the defense of macro mechanics.

A lot of people said some situations were like giving basketball teams extra points if their players could jump a certain height, or things along these lines.

That comparision doesn't make any sense, tho. Starcraft doesn't reward points for good macro, just as jumping higher doesn't get you points in basketball. The addional units you produce are the reward, which tend to be quite helpful at winning a match.

Compared, removing macro mechanics is more like prohibiting basketball players from jumping over a certain hight.

Starcraft 2 is a Strategy game. It should be like a chess. It is very easy to move figures, but only a very good player make it look like a sport. We are competing here with our minds!
It's not like a basketball or football at all! Your opponent's mind should be the only thing that makes game hard for you. You should not be stopped from achieving an advantage by some activities which are not against your opponent. Right now it's more like "My skill in playing vs computer is better than your skill playing vs computer".

Current mechanic in sport metaphor: "If you want to castle you king, you must walk 50 meters on your hands before".

I'd argue it's a bit of both. StarCraft is a real-time strategy game, so the faster you can do things, the more of an advantage you have. APM is an important part of the game. That being said, I agree with you that macro mechanics that are there for the sake of APM are ridiculous. How you spend your APM should be more of a strategic choice, not a necessity like it is now.

You can spend your APM on 1000 different things but macro. You can attack multiple locations. You can outmicro your opponents. You can drop, run-in and attack meanwhile defending from all of these. But these actions are fun to watch!!! These actions are direct actions against your opponent. And who is better at those actions wins the game.

And it would be 10 times more interesting game for everyone if we will not have to spend 60-80% of our AMP on handling our own buildings, production, expanding, macro merchanics and supply.

Macro is still crucial. Instead of microing your 5 marines, you can macro, lose the 5, but then you'll have 10 marines which you can attack with. Or you can focus on micro and keep the 5 alive. That's a strategic decision where macro is involved. You can macro different things - do I build 10 marines, or do I tech up and get him with hellions or banshees?

Chrono has some strategic value (what do I chrono, units or upgrades?) but it must always be used, so it can be removed for balance purposes. MULEs have less (save some energy for scan, save more if there's DT's, otherwise, always drop mules), and injects have none at all. You always have to inject and there's no good reason not to.

The reward of high APM is that you can produce more units due to good macro, keep your army alive due to good micro, or do both with really high APM and dominate your opponent. It's a skill that can gradually be learned, but there shouldn't be obstacles in the way with mechanics like inject.


All of that is true. Macro is the ability to take an advantage from doing indirect actions against your opponent.

But it is just not fun to watch and play with this.

Imagine that we have 2 marines and a lurker in a silver league game. You can insane micro your marines and kill the lurker. Instead you can just a+move, lose your marines instantly, build 10 marines behind that, go to the lurker location with them, a+move and kill it instantly.

It is twice less action time, it is boring to watch and it is not fun for a player.
Be polite, be professional, but have a plan to kill everybody you meet.
Temeter
Profile Joined April 2014
37 Posts
August 10 2015 15:38 GMT
#111
On August 11 2015 00:33 sh1RoKen wrote:
Show nested quote +
On August 11 2015 00:18 [UoN]Sentinel wrote:
On August 11 2015 00:12 sh1RoKen wrote:
On August 11 2015 00:02 [UoN]Sentinel wrote:
On August 10 2015 23:58 sh1RoKen wrote:
On August 10 2015 23:31 Temeter wrote:
On August 10 2015 13:33 PinheadXXXXXX wrote:
On August 10 2015 12:51 TokO wrote:
On August 10 2015 11:08 PinheadXXXXXX wrote:
Everyone pretending that macro mechanics are bad because of some strange analogs they create for actual sports clearly hasn't actually played or watched a lot of sports. Almost every single sport requires a very high level of fitness (much like a very high level macro) to even compete at a high level. And people practice basic mechanical skills in isolation (keepy-uppies anyone?) but it works anyway. In fact, good soccer youth programs focus almost entirely on mechanics and forget formations, tactics, etc. for a very long time. If what the OP says is true then that's actually great news but pretending that every other game or sport doesn't require a very high level of mechanics of some sort to improve is ridiculous.


I think most sports analogies were made in the defense of macro mechanics.

A lot of people said some situations were like giving basketball teams extra points if their players could jump a certain height, or things along these lines.

That comparision doesn't make any sense, tho. Starcraft doesn't reward points for good macro, just as jumping higher doesn't get you points in basketball. The addional units you produce are the reward, which tend to be quite helpful at winning a match.

Compared, removing macro mechanics is more like prohibiting basketball players from jumping over a certain hight.

Starcraft 2 is a Strategy game. It should be like a chess. It is very easy to move figures, but only a very good player make it look like a sport. We are competing here with our minds!
It's not like a basketball or football at all! Your opponent's mind should be the only thing that makes game hard for you. You should not be stopped from achieving an advantage by some activities which are not against your opponent. Right now it's more like "My skill in playing vs computer is better than your skill playing vs computer".

Current mechanic in sport metaphor: "If you want to castle you king, you must walk 50 meters on your hands before".

I'd argue it's a bit of both. StarCraft is a real-time strategy game, so the faster you can do things, the more of an advantage you have. APM is an important part of the game. That being said, I agree with you that macro mechanics that are there for the sake of APM are ridiculous. How you spend your APM should be more of a strategic choice, not a necessity like it is now.

You can spend your APM on 1000 different things but macro. You can attack multiple locations. You can outmicro your opponents. You can drop, run-in and attack meanwhile defending from all of these. But these actions are fun to watch!!! These actions are direct actions against your opponent. And who is better at those actions wins the game.

And it would be 10 times more interesting game for everyone if we will not have to spend 60-80% of our AMP on handling our own buildings, production, expanding, macro merchanics and supply.

Macro is still crucial. Instead of microing your 5 marines, you can macro, lose the 5, but then you'll have 10 marines which you can attack with. Or you can focus on micro and keep the 5 alive. That's a strategic decision where macro is involved. You can macro different things - do I build 10 marines, or do I tech up and get him with hellions or banshees?

Chrono has some strategic value (what do I chrono, units or upgrades?) but it must always be used, so it can be removed for balance purposes. MULEs have less (save some energy for scan, save more if there's DT's, otherwise, always drop mules), and injects have none at all. You always have to inject and there's no good reason not to.

The reward of high APM is that you can produce more units due to good macro, keep your army alive due to good micro, or do both with really high APM and dominate your opponent. It's a skill that can gradually be learned, but there shouldn't be obstacles in the way with mechanics like inject.


All of that is true. Macro is the ability to take an advantage from doing indirect actions against your opponent.

But it is just not fun to watch and play with this.


So Starcraft isn't fun? Because that's always been a central element of Starcraft 2, and Broodwar was actually even more macro-heavy.

Challenging macro is a base the game is build upon. And a lot of that macro doesn't evolve decisions. Following an uninterrupted build order, buildings workers or units is purely 'busywork' too. Compare Dawn of War or Grey Goo, where you can actually toggle constant production.
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
Last Edited: 2015-08-10 15:50:42
August 10 2015 15:48 GMT
#112
So Starcraft isn't fun? Because that's always been a central element of Starcraft 2, and Broodwar was actually even more macro-heavy.

Challenging macro is a base the game is build upon. And a lot of that macro doesn't evolve decisions. Following an uninterrupted build order, buildings workers or units is purely 'busywork' too. Compare Dawn of War or Grey Goo, where you can actually toggle constant production.


Which is actually the reason I don't play those specific games LOL I think Macro is a beautiful thing and I don't think them removing the macro abilities is necessarily a bad thing atleast at this moment in time. We will have to see how it works like DK said at gamescon....

Personally I think we are at a turning point where if we don't test it now we will never know because I don't think they will make a giant test like this like even 2 months from now being so close to release date...
TimeSpiral
Profile Joined January 2011
United States1010 Posts
August 10 2015 15:53 GMT
#113
The chess thing ... People love to invoke chess, and while there are certainly similarities: positional and material advantages, anticipation, etc, the comparison breaks down pretty hard, and pretty fast.

(1) Chess, you can see the whole board. SC2--for some reason--these hyper-advanced space-traveling races cannot. So, full information (save intention) vs. limited information (save intention).

(2) Chess is a mirror match, always. SC2 is not.

(3) Chess is always played on the same board. SC2 is not, unless you're considering "the game" the same thing as "the board", which I would probably argue against.

And ... for the big one ...

(4) Chess is turn-based. SC is real time.

Really, guys. I'd love to put this comparison to rest. Concepts can be borrowed from both, to enhance contextual understanding, and whatnot, but these are just basic strategy and head-to-head competition concepts. Virtually every contest includes these overlaps.

Moving on ...

Real Time basically means that the faster player has an advantage. There is just no way around this. So, the fact that it is real time very much means that part of the skill and fun and interaction with the game is your ability to interface with the game quickly, accurately, and consistently. If the game were only about strategy, then it would be turn-based.

The game is real-time and strategy.

Moving on ...

The inclination to implement regressive policies. Ugh. I suppose there is some room for this inclination, but it really does irritate me sometimes. For those who may not know: regressives want to return the game to a less sophisticated state, like it was "back in the day". Traditional sports hear this argument from over-the-hill commentators all the time. All the sports balance the advancements in technology with the elements of the game: fairness, spectator value, viability, etc ...

Limiting things like: (1) being able to select multiple units, (2) control-grouping buildings and units, (3) key-bindings, etc ... is absurdly regressive. I sincerely doubt the creators of the games of old: Red Alert, Warcraft 2, Starcraft, etc ... said, "the highest level play will be so much more rewarding if we limit the number of units they can select, and if we deny the ability to key bind buildings and queue units!" I strongly suspect that when these developers were pioneering the mechanics of the game, that is what we ended up with because that's (a) what they were able to think of, and/or (b) what they were technically limited to based on a variety of things. But I'm speculating. Maybe there is an old developer on record about this. Not sure.

Games advanced. Programming became more sophisticated. They all competed with each other. The tech running the games got better. And so the capabilities of in-game management and control also became more sophisticated.

The industry will progress. Period. Embrace it, is my humble suggestion.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Temeter
Profile Joined April 2014
37 Posts
August 10 2015 15:58 GMT
#114
On August 11 2015 00:48 Pirfiktshon wrote:
Show nested quote +
So Starcraft isn't fun? Because that's always been a central element of Starcraft 2, and Broodwar was actually even more macro-heavy.

Challenging macro is a base the game is build upon. And a lot of that macro doesn't evolve decisions. Following an uninterrupted build order, buildings workers or units is purely 'busywork' too. Compare Dawn of War or Grey Goo, where you can actually toggle constant production.


Which is actually the reason I don't play those specific games LOL I think Macro is a beautiful thing and I don't think them removing the macro abilities is necessarily a bad thing atleast at this moment in time. We will have to see how it works like DK said at gamescon....

Personally I think we are at a turning point where if we don't test it now we will never know because I don't think they will make a giant test like this like even 2 months from now being so close to release date...

I honestly got doubts they can even test enough the remaining 2 to 4 months. This would completely throw over the current balance and how the races work at their core. Zerg are build around larva, terran buildorders around Orbitals, and protoss tech/economy around chronoboost. Might recreate an early WoL situation.
Sogetsu
Profile Joined July 2011
514 Posts
August 10 2015 16:39 GMT
#115
It doesn't matter right now... David Kim is gonna cut them in the next patch so we can TEST IT and see ourselves how the game goes without them

I can't wait to try it instead theorycrafting the whole wee about it.
Raptor: "Es hora de salvar a los E-Sports..." http://i3.minus.com/ibtne3liprtByB.png
Temeter
Profile Joined April 2014
37 Posts
August 10 2015 16:56 GMT
#116
On August 11 2015 01:39 Sogetsu wrote:
It doesn't matter right now... David Kim is gonna cut them in the next patch so we can TEST IT and see ourselves how the game goes without them

I can't wait to try it instead theorycrafting the whole wee about it.

I can tell you: If they keep it as it is, then the beta is going to be completely broken. Zerg will be OP like nothing else.

Can't remove two race's heavy macro booster and then slightly nerf the other. Zerg is build around a scalable economy, so they just drop a bunch of macro hatches. Why can they do that? Because the others have next to no pressure potencial.
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
August 10 2015 16:57 GMT
#117
On August 11 2015 00:58 Temeter wrote:
Show nested quote +
On August 11 2015 00:48 Pirfiktshon wrote:
So Starcraft isn't fun? Because that's always been a central element of Starcraft 2, and Broodwar was actually even more macro-heavy.

Challenging macro is a base the game is build upon. And a lot of that macro doesn't evolve decisions. Following an uninterrupted build order, buildings workers or units is purely 'busywork' too. Compare Dawn of War or Grey Goo, where you can actually toggle constant production.


Which is actually the reason I don't play those specific games LOL I think Macro is a beautiful thing and I don't think them removing the macro abilities is necessarily a bad thing atleast at this moment in time. We will have to see how it works like DK said at gamescon....

Personally I think we are at a turning point where if we don't test it now we will never know because I don't think they will make a giant test like this like even 2 months from now being so close to release date...

I honestly got doubts they can even test enough the remaining 2 to 4 months. This would completely throw over the current balance and how the races work at their core. Zerg are build around larva, terran buildorders around Orbitals, and protoss tech/economy around chronoboost. Might recreate an early WoL situation.

Considering their original intent was to create a sort of "SC2.5" with radical changes like 12 workers, new economy, mechanics that destroy existing staples like ravager shot destroying force fields or changing the warp gate mechanic, I think the loss of macro might be right in line with these changes. Obviously there will have to be new balancing accordingly, but it won't be game-breaking.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Temeter
Profile Joined April 2014
37 Posts
Last Edited: 2015-08-10 16:59:41
August 10 2015 16:59 GMT
#118
On August 11 2015 01:57 [UoN]Sentinel wrote:
Show nested quote +
On August 11 2015 00:58 Temeter wrote:
On August 11 2015 00:48 Pirfiktshon wrote:
So Starcraft isn't fun? Because that's always been a central element of Starcraft 2, and Broodwar was actually even more macro-heavy.

Challenging macro is a base the game is build upon. And a lot of that macro doesn't evolve decisions. Following an uninterrupted build order, buildings workers or units is purely 'busywork' too. Compare Dawn of War or Grey Goo, where you can actually toggle constant production.


Which is actually the reason I don't play those specific games LOL I think Macro is a beautiful thing and I don't think them removing the macro abilities is necessarily a bad thing atleast at this moment in time. We will have to see how it works like DK said at gamescon....

Personally I think we are at a turning point where if we don't test it now we will never know because I don't think they will make a giant test like this like even 2 months from now being so close to release date...

I honestly got doubts they can even test enough the remaining 2 to 4 months. This would completely throw over the current balance and how the races work at their core. Zerg are build around larva, terran buildorders around Orbitals, and protoss tech/economy around chronoboost. Might recreate an early WoL situation.

Considering their original intent was to create a sort of "SC2.5" with radical changes like 12 workers, new economy, mechanics that destroy existing staples like ravager shot destroying force fields or changing the warp gate mechanic, I think the loss of macro might be right in line with these changes. Obviously there will have to be new balancing accordingly, but it won't be game-breaking.

Lets hope so! Even Hots had a bunch of gamebreaking things being abused (think blink era).
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
August 10 2015 19:46 GMT
#119
Considering their original intent was to create a sort of "SC2.5" with radical changes like 12 workers, new economy, mechanics that destroy existing staples like ravager shot destroying force fields or changing the warp gate mechanic, I think the loss of macro might be right in line with these changes. Obviously there will have to be new balancing accordingly, but it won't be game-breaking


Dare I say it I agree with sentinel. I think there is going to be some re-balancing and some changes with units to make it more intense with micro... actually to really think about it I feel like DK is setting this up to be like BW .... don't be surprised if we have 12 unit max in control groups and workers have to be micro managed to mine next!!! LOL
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
August 10 2015 19:51 GMT
#120
it's probably going to be easier to balance without macro mechanics, they were all so different and affected the game in different ways sometimes in the late game, sometimes in the early game... either way I'd be pretty happy if they removed it, might be an incentive to play again
[PkF] Wire
Profile Joined March 2013
France24192 Posts
Last Edited: 2015-08-10 21:12:52
August 10 2015 21:12 GMT
#121
I'm still mesmerized they didn't do it right at the beginning (of the beta). Otherwise, the idea is growing on me.
Sogetsu
Profile Joined July 2011
514 Posts
August 10 2015 21:50 GMT
#122
Yeah and with this Protoss could be buffed... like someone said, Chrono SEEMS to be the more strategic Mechanic of the 3, but at the end, everything got nerfed because the abuse of it, the upgrade timings, the unit warpin timings, everything is around people using Chrono to speed up something.
Then without it, any sort of upgrade and even few unit build time could decrease a lot now if they remove it in order to balance the game.

A more linear Eco will maybe allow to better balance among the 3 races and all the units. Maybe David Kim didn't thought about it at first and he explained the skill floor and the new macro awarenes anyone trying to play this need to have, but the change could be good in a lot of ways.

Again... I was like mad the first time I heard about it, but now I think we should test it at least to give it a try.
Raptor: "Es hora de salvar a los E-Sports..." http://i3.minus.com/ibtne3liprtByB.png
BartCraft
Profile Joined March 2015
Netherlands45 Posts
August 10 2015 23:16 GMT
#123
I really like this post. First time since a long time I read something that is well thought out and stays pretty neutral. Good job! I hope bizz has the courage to try it out.
TheDougler
Profile Joined April 2010
Canada8302 Posts
Last Edited: 2015-08-10 23:41:19
August 10 2015 23:40 GMT
#124
On August 10 2015 23:03 [UoN]Sentinel wrote:
Show nested quote +
On August 06 2015 04:04 [UoN]Sentinel wrote:
On August 06 2015 04:01 jpg06051992 wrote:
On August 06 2015 03:42 mishimaBeef wrote:
On August 06 2015 03:41 jpg06051992 wrote:
On August 06 2015 03:38 mishimaBeef wrote:
On August 06 2015 03:35 Little-Chimp wrote:
On August 06 2015 03:32 mishimaBeef wrote:
I want to bring up the analogy of a sports team with few superstars vs a sports team with great team cohesion and strategy. Mechanical skill is like the first team. Deep strategic understanding (with still execution being a factor obviously) is the second team. But we can't have the 2nd team winning championships if the rules are rigged such as anyone who can reach top speed of > 40 km/h during a game automatically gets his team extra points.


Sports teams run drills and cardio practices non stop, unless conditioning is at least similar, the team with better "mechanics" will always win. This is a horrible example. Starcraft isn't even a team game god damn.


The idea is that the player with god-like mechanics is able to reach top speed of very high during a game (and is rewarded greatly for it). Whereas the other player might have all the correct pieces in place, in terms of their strategy, and their strategic pieces might be superior to the god-like-mechanics player but they can't get those extra reward boosts.


Ok I see what your saying, but it's just wrong man, your talking like these players with God like mechanics just have those mechanics compared to the poor foreigners that are making all of the right moves but not fast enough.

I'm not trying to be an elitist here man but those players with god like mechanics trained way harder then any foreign player besides Snute maybe to get them that way.

Notice how Snute trains non stop in Korea and therefore he is able to at least semi go toe to toe with Koreans? Yea, so do you want to punish people like him that trained hard to get Korean level mechanics so the rest of the crappy foreigners can "have a chance" so to speak?

O__o


Yeah it's like if they rigged the rules of basketball so if you can jump extra-extra high during a slam dunk you get an extra 5 points. I think Lebron James will suddenly be carrying his team a lot more, but that's okay because he practiced and is skilled in his mechanics right?


Right, except nothing in SC is rigged for anything but the better player to win, frankly man your example is just terrible lol

Even if that was the case, if there was a player that was naturally talented or worked hard enough to use that advantage, should the game be toned down so the lesser players can compete? Or should Lebron James just be better then your average basketball player?

It's like your saying the Koreans are better because they are Koreans and have awesome mechanics and that's just not fair to the poor foreigners who don't train all day everyday to be excellent at the game.

It would actually be like increasing each dimension of the court by 2. So twice as long from end to end, baskets are twice as high off the ground, etc. It would be a different game and disadvantage the players who are more reliant on height/layups, while advantaging the players who shoot from farther away since they're used to the distance and now the basket is bigger. It doesn't mean your average joe is being coddled, it's testing different aspects of your play at the expense of others.

I still defend my own sports analogy.


That's... Actually fair. I think that's a pretty good analogy, a rare sight in this thread.

Edit: Fayth considering returning? Hype levels rising! I still remember your participation in the fucking glorious Idra vs Smuft thread, and everyone thinking HuK was just your alt account since he was new.
I root for Euro Zergs, NA Protoss* and Korean Terrans. (Any North American who has beat a Korean Pro as Protoss counts as NA Toss)
summerloud
Profile Joined March 2010
Austria1201 Posts
Last Edited: 2015-08-11 11:38:03
August 11 2015 11:34 GMT
#125
before reading this well-written post i was like "wtf they want to take another possibility to customize builds and excel at something away from us?"

now after reading this and thinking about it, it might even be a good idea, looking forward to lotv more than ever, at least they have the courage for bold changes!

i just hope they dont drop the courage, and follow through with logical changes building up on this, namely:

- move perspective up higher so we can see more of the playfield
- make workers cost 1/2 supply or increase supply cap
- make maps way bigger

this could finally be the large-scope STARCRAFT TWO ive always wanted, not just warcraft 3 in space without heroes and with macro gimmicks

now if i just had the beta...

summerloud
Profile Joined March 2010
Austria1201 Posts
Last Edited: 2015-08-11 12:07:20
August 11 2015 12:05 GMT
#126
On August 10 2015 09:55 TheDougler wrote:
This makes me wonder if (and swallow your anger for a second here to think) 1 supply roaches could come back if we cut macro mechanics. I'm not saying 2 armor roaches, because fuuuuck that, but with cut macro mechanics the larva would again become a limiting factor, and one supply roaches always felt more zergy to me. Just a thought. I'm guessing there's a few similar nerfs to toss and Terran that could similarly be undone. (Like removing some of the band aids for warp ins that were applied over the years like increasing pylon radius back to what it was).


i also strongly agree with this, more important would be to make hydras also 1 supply!

furthermore, i hope blizzard also makes some changes to make micro with few units more viable, like reducing damage point to zero.

for larger units with no turrets like BCs, broodlords, thors, voids, etc. i would have always loved to see a very slow turn speed, so you could tackle them from behind with fast units, but i guess thats very un-sc-like and will never happen
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