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Issues with removing the macro mechanics - Page 5

Forum Index > Legacy of the Void
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DooMDash
Profile Joined May 2010
United States1015 Posts
August 22 2015 16:59 GMT
#81
30 games in now and I hate it even more than before. Seems like the game is revolving around gimmicks to kill workers, if you weren't seeing proxy oracles much pre-patch, you're going to see them a lot more now. Lose more than a few SCV's? Guess what it's basically GG unless you manage to do worker damage as well. You can't leave your base because you have to build replacement workers, and you don't have a big enough army to do any damage or take any more bases. So basically you'll attempt to do worker revenge, or sit in your base and play from an extreme almost unrecoverable disadvantage.
S1 3500+ Master T. S2 1600+ Master T.
Thouhastmail
Profile Joined March 2015
Korea (North)876 Posts
August 22 2015 17:13 GMT
#82
Okay, sorry for late respond, cause my English is not that good and I`m watching Canata`s streaming.

Suppose you`re playing SC against.. somebody; you should do your opening build(called gambit, right?) and the 'strategy' steps in.

'Should I block the entrance with supply depot? how many overlords should I build in case of its loss?'

like this, your choice influences the process of the game; if you do not block with the depot, you may permit zergling`s intrusion but you can build it faster when you build it somewhere nearby. when it comes to Overlords, you may save 100 minerals but also have a risk of supply block caused by control miss.

however, those pumping-up macros like mule and larvae, there`s no room for 'choice'; you`ll lose unless you do it repeatedly.
"Morality is simply the attitude we adopt towards people we personally dislike"
HellHound
Profile Joined September 2014
Bulgaria5962 Posts
Last Edited: 2015-08-22 17:32:13
August 22 2015 17:28 GMT
#83
On August 23 2015 02:13 Thouhastmail wrote:
Okay, sorry for late respond, cause my English is not that good and I`m watching Canata`s streaming.

Suppose you`re playing SC against.. somebody; you should do your opening build(called gambit, right?) and the 'strategy' steps in.

'Should I block the entrance with supply depot? how many overlords should I build in case of its loss?'

like this, your choice influences the process of the game; if you do not block with the depot, you may permit zergling`s intrusion but you can build it faster when you build it somewhere nearby. when it comes to Overlords, you may save 100 minerals but also have a risk of supply block caused by control miss.

however, those pumping-up macros like mule and larvae, there`s no room for 'choice'; you`ll lose unless you do it repeatedly.
Building pointless overlords is called bad macro :D
Chosing whether to mule or save for a scan can change the outcome of the game.
If you are going for a +1 zealot timings vs zerg you chrono your forge. What if you scout and see he has an early roach warren? Do you still chorono the forge?

Anyhow why is everyone so focused on that whole choice thing?
There is no choice to making scvs you just lose if you don't make them constantly there is no room for 'choice'
There is no choice in splitting marines vs banes/storm you just do it as well as you can and if it's not good enough you lose.
There is no choice in how fast you can run or how well you can aim or how far you can jump yet they all let sport players stand apart from each other.
Classic GosoO |sOs| Everyone has to give in, let Life win | Zest Is The Best | Roach Cultist | I recognize the might and wisdom of my Otherworldly overlord | Air vs Air 200/200 SC2 is best SC2 | PRIME has been robbed | Fuck prime go ST | ROACH ROACH ROACH
linuxguru1
Profile Joined February 2012
110 Posts
Last Edited: 2015-08-22 17:35:32
August 22 2015 17:31 GMT
#84
If we make everything cheaper/research faster, the slowness will be compensated for and harassment will be less game-ending?
HellHound
Profile Joined September 2014
Bulgaria5962 Posts
August 22 2015 17:40 GMT
#85
On August 23 2015 02:31 linuxguru1 wrote:
If we make everything cheaper and build faster, the slowness will be compensated for and harassment will be less game-ending?

The question shouldn't be how to patch up the problems it should be how to resolve them.
In this particualr case the problem is there is too much harrass options and they are too good/cheap it makes it impossible to have spread out bases because they will get sniped very easily. Hence we have deathballs and maps that cater to turtling. Because otherwise the game devolves into who can kill more workers faster.
Kind of like the state it is in now in lotv.
Classic GosoO |sOs| Everyone has to give in, let Life win | Zest Is The Best | Roach Cultist | I recognize the might and wisdom of my Otherworldly overlord | Air vs Air 200/200 SC2 is best SC2 | PRIME has been robbed | Fuck prime go ST | ROACH ROACH ROACH
Thouhastmail
Profile Joined March 2015
Korea (North)876 Posts
August 22 2015 17:43 GMT
#86
well, what I`m doing here is introducing Koreans` overall view on this issue, based on collected communities` reaction.
(someone says that I`m pulling it out of my arse, but I can present other adversarial links'http://gall.dcinside.com/board/view/?id=starcraft_new&no=3646407&page=2&search_pos=&s_type=search_all&s_keyword=%EC%86%8D%EB%8F%84
직접 읽어라 공고충놈아.)

well, I admit that I cannot represent whole Koreans and there`s some points that looks like sweeping but I wanna note that there`re some blokes with different view.

"Morality is simply the attitude we adopt towards people we personally dislike"
loft
Profile Joined July 2009
United States344 Posts
Last Edited: 2015-08-22 18:03:23
August 22 2015 18:02 GMT
#87
This post feels less thought out and worse than MorroW's support post.

Also, I think its crazy to say 2 larva injects is BETTER for everyone but Pro Koreans. LOL
TheWinks
Profile Joined July 2011
United States572 Posts
August 22 2015 18:07 GMT
#88
On August 23 2015 02:13 Thouhastmail wrote:
'Should I block the entrance with supply depot? how many overlords should I build in case of its loss?'

like this, your choice influences the process of the game; if you do not block with the depot, you may permit zergling`s intrusion but you can build it faster when you build it somewhere nearby. when it comes to Overlords, you may save 100 minerals but also have a risk of supply block caused by control miss.

however, those pumping-up macros like mule and larvae, there`s no room for 'choice'; you`ll lose unless you do it repeatedly.

Macro isn't just the choices you make in what to build. Macro is everything you to do make stuff. That involves the choices you make but also all the actions you must take to get there. Macro requires dedicated thought and attention to execute properly, and you must properly prioritize what gets your attention. This includes building workers and army and infrastructure.
The game has been so severely built around the macro boost from those mechanics that the game simply feels poor in comparison to the previous setup. Terran bio in particular was built around super saturated mineral lines. Yes, it can be rebalanced, but will the feel of the game be superior? No guarantee.

Why can't I use your same argument in support of macro mechanics? I get a boost from my macro mechanics and can quickly setup the infrastructure I want so I can. In PvT I can chrono an oracle instead of probes and now I must do damage because I have traded economy for harass or cheese. What if we remove that? Now any damage I do is a win. There is no pressure to do a bunch of damage because any lost worker on the Terran side is damage to my advantage. The risk is gone, the opportunity cost decisions are gone. How boring.

Look at how many people are complaining about instant auto inject when the queens pop. This alone has knocked the wind out of the 'never a choice' argument for the one that had the strongest argument for it.

In many ways the way you describe macro sounds like if someone described micro only in terms of map presence and positioning while ignoring things like microing individual or groups of units in fights.
BluemoonSC
Profile Blog Joined November 2010
SoCal8933 Posts
August 22 2015 20:20 GMT
#89
He's not wrong tho. What player would save the first chrono instead of using it the moment its first available on probes. And what terran would rather scan than mule? For that matter, when was the last time you saw a terran get a planetary at their 3rd vs an aggressive plater or wait to make an orbital at their main/nat? Zergs have the least choice of all. If you don't inject, you lose.

There was choice but one choice was clearly better than the other in the majority of situations.

I hope that they figure out a proper balance with the current changes before scrapping it bc I gotta say I'm happy that they're trying this out. I truthfully hope they increase the spawn rate of larva and make queens not auto inject but give 2 extra larva if they do.
LiquidDota Staff@BluemoonGG_
DooMDash
Profile Joined May 2010
United States1015 Posts
August 22 2015 21:44 GMT
#90
People who say mule is just thoughtless have never played Terran. Don't have a scan for a DT? Dead. Don't have a scan for approaching a Zerg? Dead.

If you just mule mindlessly you can lose many games, I know have.
S1 3500+ Master T. S2 1600+ Master T.
linuxguru1
Profile Joined February 2012
110 Posts
Last Edited: 2015-08-22 22:20:23
August 22 2015 22:15 GMT
#91
On August 23 2015 02:40 HellHound wrote:
Show nested quote +
On August 23 2015 02:31 linuxguru1 wrote:
If we make everything cheaper and build faster, the slowness will be compensated for and harassment will be less game-ending?

The question shouldn't be how to patch up the problems it should be how to resolve them.
In this particualr case the problem is there is too much harrass options and they are too good/cheap it makes it impossible to have spread out bases because they will get sniped very easily. Hence we have deathballs and maps that cater to turtling. Because otherwise the game devolves into who can kill more workers faster.
Kind of like the state it is in now in lotv.


LotV is now about "who can kill more workers faster". Isn't that by definition non-deathball-play? Isn't that exactly what we have been asking for all these years? If we keep things the way they are right now, we will see an entirely different SC2 from what we have since 2009. That could be interesting!

However, I am not happy about the removal of macro mechanics. I feel like they increase the skill ceiling of the game and allow for clear distinction between players from different skill levels. I would actually like to see the EXACT OPPOSITE of what they're doing right now: buffing macro mechanics. I'm not sure about the details, but if we can find a way to make macro mechanics more rewarding and/or harder, while at the same time keeping micro-oriented strategies viable, SC2 would be much more interesting.
For example: we could bring back the old macro mechanics and add in a new one for each race. It should be difficult for players to incorporate these new mechanics in their play while microing. Hence, it should also be very rewarding when done right, so as to make up for the sacrifices made in micro or the hits taken from harassment.

I realise that is a very vague idea, but I'm convinced that buffing macro mechanics and making them a bit harder at the same time is the way to go.
DooMDash
Profile Joined May 2010
United States1015 Posts
August 22 2015 22:21 GMT
#92
On August 23 2015 07:15 linuxguru1 wrote:
Show nested quote +
On August 23 2015 02:40 HellHound wrote:
On August 23 2015 02:31 linuxguru1 wrote:
If we make everything cheaper and build faster, the slowness will be compensated for and harassment will be less game-ending?

The question shouldn't be how to patch up the problems it should be how to resolve them.
In this particualr case the problem is there is too much harrass options and they are too good/cheap it makes it impossible to have spread out bases because they will get sniped very easily. Hence we have deathballs and maps that cater to turtling. Because otherwise the game devolves into who can kill more workers faster.
Kind of like the state it is in now in lotv.


LotV is now about "who can kill more workers faster". Isn't that by definition non-deathball-play? .


Just means the game will be slower with small armies. I don't know if everyone being broke all game is the answer to stopping deathballs.

LotV already had the multiple battles going on all across the map because of the fact you mined out so fast and had to spread out everywhere. Now it's slow and has less battles since you don't mine out quickly (no macro mechanics), and when you lose workers its even worse. Might as well go back to one base play.
S1 3500+ Master T. S2 1600+ Master T.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
August 23 2015 00:46 GMT
#93
On August 23 2015 07:21 DooMDash wrote:
Show nested quote +
On August 23 2015 07:15 linuxguru1 wrote:
On August 23 2015 02:40 HellHound wrote:
On August 23 2015 02:31 linuxguru1 wrote:
If we make everything cheaper and build faster, the slowness will be compensated for and harassment will be less game-ending?

The question shouldn't be how to patch up the problems it should be how to resolve them.
In this particualr case the problem is there is too much harrass options and they are too good/cheap it makes it impossible to have spread out bases because they will get sniped very easily. Hence we have deathballs and maps that cater to turtling. Because otherwise the game devolves into who can kill more workers faster.
Kind of like the state it is in now in lotv.


LotV is now about "who can kill more workers faster". Isn't that by definition non-deathball-play? .


Just means the game will be slower with small armies. I don't know if everyone being broke all game is the answer to stopping deathballs.

LotV already had the multiple battles going on all across the map because of the fact you mined out so fast and had to spread out everywhere. Now it's slow and has less battles since you don't mine out quickly (no macro mechanics), and when you lose workers its even worse. Might as well go back to one base play.

Why small armies means it is slower? It is not possible to win or lose with smaller army?

It is only slower if both players decide to turtle each game, but LotV punishes turtling.
TelecoM
Profile Blog Joined January 2010
United States10851 Posts
August 23 2015 00:50 GMT
#94
People blindly supporting this need to and actually play the game more, because the feel of SC2 at the moment is amazing. It feels a lot more like BroodWar and there is a lot more potential for basically everything in this game to take place, because of this change. Terran is not underpowered, Terran players are just used to having Mules lol
AKA: TelecoM[WHITE] Protoss fighting
BonitiilloO
Profile Joined June 2013
Dominican Republic627 Posts
August 23 2015 03:28 GMT
#95
On August 23 2015 09:50 GGzerG wrote:
People blindly supporting this need to and actually play the game more, because the feel of SC2 at the moment is amazing. It feels a lot more like BroodWar and there is a lot more potential for basically everything in this game to take place, because of this change. Terran is not underpowered, Terran players are just used to having Mules lol


i could not agree more.
How may help u?
TheWinks
Profile Joined July 2011
United States572 Posts
August 23 2015 04:55 GMT
#96
On August 23 2015 09:50 GGzerG wrote:
People blindly supporting this need to and actually play the game more

I think you should support your argument more instead of declaring yourself right on the basis that you are right.

How is it like brood war? Why is that a good thing? How is there more potential? How does this not impact balance?
avilo
Profile Blog Joined November 2007
United States4100 Posts
August 23 2015 05:00 GMT
#97
The macro mechanics never needed to be removed or re-worked.

What blizzard has essentially done is change the ruleset of the game for no reason. It would be the equivalent of changing the size of the service box in tennis "just cuz." Or changing distance between goal posts in soccer or rugby. You get the idea.

Blizzard should not be fundamentally changing the ruleset of the game in that way. They should be doing it through patches to unit stats, abilities, designs, new units...that is how SC2 can be improved upon and enhanced.

The economic mechanics of the game are too fundamental to the game and imo should be reverted to pre-patch asap. I saw CnC3 die because developers thought they could do "eco changes." Same thing is going on here.
Sup
i_am_Nite
Profile Joined February 2012
Russian Federation66 Posts
August 23 2015 10:57 GMT
#98
mules = no decision what to do. Cast mules. Or change scan for invis units. If creep is everywhere - cast scan. No Decision.
no mules = decision is to grade cc to oc or not to grade. Or pf on natural/3rd.
Anyway the game go better, now if you want eco - you must build it with buildings and units. Lose it? You fail. Terrans can't just place 20 oc and play with 18 gas workers.
But there comes some troubles for terrs - they start too slow, construction buildings takes scvs from mining, production needs addons (resources+time) to be effective and bio units need upgrades to start being useful. It's realy hard to stop adept agression.

Hatchery: 350 mineras, larva in 15 sec = 4 larvas/min.
Old queen: 150 minerals, build not from larva, injection is 4 per 40 sec (6/min = +150%) larva, but manaregen is 50 energy in 44.(4) sec, so real average number is 4/~45 = 5,33 larva/min (+133%). So queen is cheeper, more production, can attack ground and air and later can spread creep or transfuse.
New queen: same cost, but 2/45 = 2.(6) /min (+66%). At least it's not produce that much larva => can't ignore macro hatcheries if want to expand eco fast.

As for toss - lose chrono, it cut some tech-rushes like fast wgp or blink and slow oracle for ~10 sec. But now tosses can take eco equality in mid-lategame... Maybe they lose not that much, and their early adepts too strong.
Vanadiel
Profile Joined April 2012
France961 Posts
August 23 2015 11:00 GMT
#99
On August 23 2015 14:00 avilo wrote:
The macro mechanics never needed to be removed or re-worked.

What blizzard has essentially done is change the ruleset of the game for no reason. It would be the equivalent of changing the size of the service box in tennis "just cuz." Or changing distance between goal posts in soccer or rugby. You get the idea.

Blizzard should not be fundamentally changing the ruleset of the game in that way. They should be doing it through patches to unit stats, abilities, designs, new units...that is how SC2 can be improved upon and enhanced.

The economic mechanics of the game are too fundamental to the game and imo should be reverted to pre-patch asap. I saw CnC3 die because developers thought they could do "eco changes." Same thing is going on here.


I both disagree and agree with what you say. Changing the fundamentals of the game is doable, and sometimes it can be for the better. After all, that is what they did to the economy of the game, and although it's debatable that they find the best solution, I think most of us will agree that it is at least better than HoTS. But that the point, the change of economy was decided from the beginning, with clear objectives and many different tests, it has follow a clear and logical process: First identify a problem, then finding solutions. This change of macro-mechanics comes a bit out of nowhere, near the end of the big change of beta, with no clear objectives.
Wrath
Profile Blog Joined July 2014
3175 Posts
August 23 2015 11:08 GMT
#100
I wish the game get balanced around no macro mechanics at all, not even auto inject, all must be removed.
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