Community Feedback Update - September 10 - Page 11
Forum Index > Legacy of the Void |
niilzon
Belgium105 Posts
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stuchiu
Fiddler's Green42661 Posts
On September 11 2015 15:08 WrathSCII wrote: The game currently is 99% mechanics, whats wrong if it was 70% or 60% mechanics? its actually like 30% mechanics. | ||
Cyro
United Kingdom20285 Posts
It's really not, improving from being better than 5% of players to being better than 90% of players is all about getting more money and spending it and that continues into the top 5%, top 2%, top 1%, 0.1%. This is very strongly correlated with MMR - it dwarves most other differences until you're already at the top of the ladder. ![]() http://www.teamliquid.net/forum/starcraft-2/266019-do-you-macro-like-a-pro Years old but still stands. | ||
Ozmodeus
United States24 Posts
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Asturas
Finland587 Posts
And I still prefer WoL/HotS macro mechanics. | ||
Yiome
China1687 Posts
I understand the beta is running out of time and all, but this is not the time to back off... Please... You already have the courage to test the one thing that changes the core of sc2, at least give yourself some credits and follow it through. Changes everything back to what it is now is definitely not going to give this game any longevity what so ever. Disappointed... | ||
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stuchiu
Fiddler's Green42661 Posts
On September 11 2015 15:37 Cyro wrote: It's really not, improving from being better than 5% of players to being better than 90% of players is all about getting more money and spending it and that continues into the top 5%, top 2%, top 1%, 0.1%. This is very strongly correlated with MMR - it dwarves most other differences until you're already at the top of the ladder. ![]() http://www.teamliquid.net/forum/starcraft-2/266019-do-you-macro-like-a-pro Years old but still stands. There are multiple fallacies in that argument. First you are completely unable to quantify or measure differences in strategy, tactics, mindset, play time across different leagues and compare them to spending efficiency. Secondly, spending efficiency isnt just correlated to macro, but also accounts for the learning, execution and deviation of standard builds/metas. That study doesnt take into account the effect of increased strategical knowledge and its effects on macro. All we have here is information on how SQ differentiates between leagues of players. With no data actually backing it up, you cant actually say mechanics are a larger factor than either micro, strategy or tactics. As for where my number comes from, it's based on overall success rates of mid-top tier pros from 2010 to now and the tools they used to reach that success. | ||
WickedBit
United States343 Posts
On September 11 2015 15:27 Thouhastmail wrote: I'm out; won't but it. bye! Same here ![]() | ||
wrj
219 Posts
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SigmaoctanusIV
United States3313 Posts
When they removed all the macro mechanics I almost jumped the gun and bought my preorder I am so happy I waited. I know they still have lots of changes but I will wait and continue observing it's development... | ||
Khai
Australia551 Posts
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ZAiNs
United Kingdom6525 Posts
On September 11 2015 16:21 Khai wrote: Blizzard is ruining SC for me, I always felt SC is unique because it is a game of mechanics as well as strategy. I still feel it is important that the game rewards players with good mechanical skill, what happened to the philosophy of making a game which is "easy to learn but difficult to master"? The way things are going LotV is going to be quite a meaningless RTS that doesn't deserve to be called Starcraft... I enjoyed improving every game when I played BW and even SC2 as I get better and more efficient. If everyone gets good straight away the game is just going to become boring. Sigh I wish Blizz would just make BW with better graphics sometimes ~_~ Did you read the patch? | ||
Inex
Bulgaria443 Posts
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Parser
Italy87 Posts
Furthermore, I am not really convinced that abolishing the mechanics makes the game easier: it simply permits to use your apms (from bronze to GM) to other aspects of the game. Look at archon tournaments: it is obvious that two people can do micro related things that one person cannot, so if you remove the need to pay attention to macro mechanics, still the most mechanical gifted player has plenty of fields in which take advantages of is mechanical proficiency (and probably is more fun to use your apms on microing your army better than, for example, on hitting the injects) | ||
gTank
Austria2559 Posts
Great changes are announced and tried in the beta (its a beta ffs) and people whine. Blizzard responds to the whiners and revert the changes and people whine again. Hell, people where whining about mules/Inject/CB since WoL. People that have not even played the beta should not have a voice to talk about this game, or vote in the polls, or post on blizzard forums about LotV. | ||
91matt
United Kingdom147 Posts
Exactly, sc2 is already too easy mechanically. | ||
Penev
28475 Posts
Add a bio unit. | ||
DemigodcelpH
1138 Posts
All of a sudden you have a less steroided more challenging game that is more fun and more dynamic. SC2 is way too easy mechanically to have longevity. | ||
LDaVinci
France130 Posts
I feel like stacking inject is a very good compromise. The game keep being a mechanic game, which it has always been. A very demanding game that is unforgiving for lesser player (except T and P, just kidding). But allowing to stack larvae makes it more easy to play for a newby. I've heard people talk about having 20 queens per hatch. This is so bullshit. What do you do of all the energy that is unused, and all the supply that this cost ? (maybe in ZvZ versus mutalisks, thank you Hydra). I've also heard about macro hatches being dead. I feel like this is completely wrong, and I'll try to develop it here. What it allows is for a lesser player to compensate for his lack of apm. He can for instance do double inject if he has allways double energy. Here is an example : 1 queen at 50 energy (double injects). The player can stack two injects on his hatch, which would mimic a pro having perfect two consecutive injects. At the end of this, the queen has 50 energy again and the player can double stack. But overall he will have still miss one inject. and the stacked energy is only good later. If he had a macro hatch he would have had two sets of larvae. Now this allows player to improve also : I double stack injects, then I go back to my base at 30 energy and stack another one, etc... then I can improve over games, without it being to painful for my macro. For the early game, people have good injects overall, so it won't effect anything. But for late game, who hasn't been back to his base seeing queens with full energy, then again the next time... ? if you stack injects, then at the latter stages of the game when micro is the most important, you have to worry much less about it. And again if you have a macro hatch, you'll get double larvae from your one full-energy queen. In this case, you can manage full time injects. This has got the good effect of the autocasted injects for bad player, but you still have to return occasionally to your base to re-stack injects. Better player will still have an advantages on this, cause every energy that is stacked is not used, just as when Terran stacks there marine production. To make it short, I feel like this is a very good compromise. Better player will still have a big advantage over lesser player early and mid game. but macro mechanics will be more forgiving for lesser player in the late game, when you want to focus hard on your micro. I like this direction NB : I have seen in the past a lot of people saying that stacking injects could be good (or at least an improvement). Now we may have it, everyone complains... | ||
Thouhastmail
Korea (North)876 Posts
Just letme tell you what they`ve done to Marauders; Concussive Shell requires upgrade Archons become Massive When Zealot Charges, it must give damage at least once well, it is true that they never nerfed Marauder itself, but it sounds quite cherry-picking. | ||
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