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TLO on Macro Mechanics - Page 4

Forum Index > Legacy of the Void
191 CommentsPost a Reply
Prev 1 2 3 4 5 6 8 9 10 Next All
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-10-03 20:20:50
October 03 2015 20:20 GMT
#61
...
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
October 03 2015 20:21 GMT
#62
On October 04 2015 03:37 Big J wrote:
Show nested quote +
On October 04 2015 03:17 KrOmander wrote:
Great thing about a 1v1 game like Starcraft is that there is no reason to even acknowledge the meta if you don't want. I love to watch better players and take tips, but straight up cookie cutter has always been a boring way to play RTS games.


I don't know why people give so much of a fuck about "the meta" in Starcraft to begin with. This isn't MagicTG where you counter the overall best deck by bringing a supoptimal one for that one task. You are always equipped with the same options in starcraft and you should just play to your best knowledge and skill. Trying to get advantages by making blind assumptions is always going to be a bad way to play this game.

"The meta" in starcraft is just a way to describe what is being played, but has no implications on your play whatsoever.

this is how koreans approach their tournament matches I believe, they're not trying to figure out a GTO solution or anything, just exploit your opponent as much as you can with the info you've been given prior to the matches
Wrath
Profile Blog Joined July 2014
3174 Posts
October 03 2015 20:26 GMT
#63
It is funny how what he said is completely unrelated to the issue MM creates... Basically:

1. TLO does want macro to be part of the game.
2. TLO sees that MM are the way to do that currently.
3. MM creates many issues that have been explained in details thousands of times.
4. We need a solution to not completely remove the macro but remove the MM due to their damage.
5. Now start thinking.

Qwyn
Profile Blog Joined December 2010
United States2779 Posts
October 03 2015 20:27 GMT
#64
On October 04 2015 00:48 WrathSCII wrote:
The only thing I can agree with here is the "Play like yourself - not like a pro". Seriously I hate anyone try to copy paste a pro build and when you point out a mistake he did in the game he goes "but it is a pro build". Copying like a retard without understanding what is going on in the game and can he do with his own skill to win.

But about the part that MM are important in the game, I couldn't disagree more. The whole point of those MM existence is to cover the gap of MBS left compared to BW. You needed to go back to your base and start producing from every single production building instead of selecting your hotkey and mass production hotkey. So there was a need to make macro harder.

The issue these MM made is the super boost in economy. Example:
Terrans thanks to mules they can sac SCVs late game to gain larger army supply to have more fair late game fight due to no transition point from bio due to bastardized mech state. This seems kinda balanced but it is not fun thing at all. It is super frustrating for both parties.

Zerg another example. Because their supply comes from overlords, they don't even need to go back to base and make depots / pylons. So it will be much simpler than Terrans or Protosses macro by miles. So injects were introduced. The hardest of the 3 MM to balanced that.

Because of how larva stacks in huge numbers, Zerg went from huge army swarm the enemy into a tech switches and instant remaxing.

So basically you want harder macro? Simple. Remove MBS and lets see the harder macro. But making macro boosters as a way to make macro harder is just plain bad and horrible for the game. I'm against making macro super easy mode to focus on battle. I'm against the macro boosters. So again, want harder macro? Remove the MBS and we see harder macro. But macro boosters are not the right method.


Blizzard is never going to revert MBS in SC2. So between having macro mechanics or having none at all, which would you choose? In most cases I prefer macro mechanics. The only time I would not is if they completely rebalanced the game around their removal, which would also never happen...
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Wrath
Profile Blog Joined July 2014
3174 Posts
October 03 2015 20:29 GMT
#65
On October 04 2015 05:27 Qwyn wrote:
Show nested quote +
On October 04 2015 00:48 WrathSCII wrote:
The only thing I can agree with here is the "Play like yourself - not like a pro". Seriously I hate anyone try to copy paste a pro build and when you point out a mistake he did in the game he goes "but it is a pro build". Copying like a retard without understanding what is going on in the game and can he do with his own skill to win.

But about the part that MM are important in the game, I couldn't disagree more. The whole point of those MM existence is to cover the gap of MBS left compared to BW. You needed to go back to your base and start producing from every single production building instead of selecting your hotkey and mass production hotkey. So there was a need to make macro harder.

The issue these MM made is the super boost in economy. Example:
Terrans thanks to mules they can sac SCVs late game to gain larger army supply to have more fair late game fight due to no transition point from bio due to bastardized mech state. This seems kinda balanced but it is not fun thing at all. It is super frustrating for both parties.

Zerg another example. Because their supply comes from overlords, they don't even need to go back to base and make depots / pylons. So it will be much simpler than Terrans or Protosses macro by miles. So injects were introduced. The hardest of the 3 MM to balanced that.

Because of how larva stacks in huge numbers, Zerg went from huge army swarm the enemy into a tech switches and instant remaxing.

So basically you want harder macro? Simple. Remove MBS and lets see the harder macro. But making macro boosters as a way to make macro harder is just plain bad and horrible for the game. I'm against making macro super easy mode to focus on battle. I'm against the macro boosters. So again, want harder macro? Remove the MBS and we see harder macro. But macro boosters are not the right method.


Blizzard is never going to revert MBS in SC2. So between having macro mechanics or having none at all, which would you choose? In most cases I prefer macro mechanics. The only time I would not is if they completely rebalanced the game around their removal, which would also never happen...


I would choose no MM at all just because the horrible effects they have. MBS is just a suggestion. Anything is welcome since the goal we want is to make macro still relevant and critical as micro.
crazedrat
Profile Joined July 2015
272 Posts
Last Edited: 2015-10-03 21:00:35
October 03 2015 20:43 GMT
#66
Good article. Diminishing the strength of macro mechanics streamlines the game into a few macro builds.
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
October 03 2015 20:53 GMT
#67
On October 04 2015 05:20 Big J wrote:
Show nested quote +
On October 04 2015 05:12 ZAiNs wrote:
It's sad how many people think they know more than someone who's played the game for 6-10 hours a day for the last 5 years... You can think larva inject is boring to use, or uninteresting to watch, but everything TLO said is undisputable.

No. Just no. That argument doesn't work to begin with. Especially in this case you'd be contradicting yourself, because QXC is also a person who has been playing the game that much and he has voiced an opinion different than TLO's on some of the points here in multiple occasions. Some of the stuff is disputable.
And really no, the whole notion that because someone is a pro he is always right is just stupid. (and I do agree with many of TLO's points, but I'm differing in some key aspects)

I don't think anything Qxc has said contradicts what TLO is saying. Everyone loves to talk about 'macro mechanics' but it's pretty clear that TLO is talking about larva inject, it doesn't matter if your chrono or MULE are a few seconds late due to pressure, it still matters that you have to do them, it's just far less of a priority when it comes to your time resource so you can save them for when you have a suitable gap. Not everything a pro says is correct, but the specific points TLO are making are based on game understanding, and most that are disupting them don't have enough game understanding in the first place. The fact that people are disagreeing just shows that it's impossible to change some people's minds even when a clear argument is presented by someone who knows more than they ever will.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2015-10-03 21:06:52
October 03 2015 21:01 GMT
#68
On October 04 2015 05:26 WrathSCII wrote:
It is funny how what he said is completely unrelated to the issue MM creates... Basically:

1. TLO does want macro to be part of the game.
2. TLO sees that MM are the way to do that currently.
3. MM creates many issues that have been explained in details thousands of times.
4. We need a solution to not completely remove the macro but remove the MM due to their damage.
5. Now start thinking.



You're looking for an overhaul of the game and that's just not going to happen at this point. Our choice isn't between great macro mechanics and current macro mechanics, it's between current macro and no macro.

Actually we have no choice at all, as per Blizzard's latest posts, but even if we did there is no ideal outcome anymore.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
skatbone
Profile Joined August 2010
United States1005 Posts
October 03 2015 21:02 GMT
#69
On October 04 2015 05:16 Alves wrote:
Show nested quote +
On October 04 2015 04:02 Isarios wrote:
Finally someone can finally tell all the people who scream about making micro more important to go away. Micro is absolutely the WRONG thing to focusing on. The macro mechanics need to be in the game and the game should not be micro focused. If you want micro focused go play warcraft or league.


agree, instead of simplifying the macro mechanics, i hope blizzard could make it even more complicate especially for protoss and zerg, give them more options just like how terran's mule/supplies/scan works, so that players have a chance to make decision between chrono/injection and other options, and also balance the value behind each options so that none of them has a higher priority at all time, for example, making call down supplies becomes more comparable to mules


Technically, Zerg and Protoss do have options--Zerg can use the energy for inject, creep, or transfuse and toss, in HOTS, had to decide how to focus their chrono, enabling macro-eco options, aggressive options, or middleroad options. For Zerg, a decision often has to be made with the first couple of queens to tumor or inject.
Mercurial#1193
Deleted User 132135
Profile Joined December 2010
702 Posts
Last Edited: 2015-10-03 22:08:17
October 03 2015 21:27 GMT
#70
On October 04 2015 05:53 ZAiNs wrote:
Show nested quote +
On October 04 2015 05:20 Big J wrote:
On October 04 2015 05:12 ZAiNs wrote:
It's sad how many people think they know more than someone who's played the game for 6-10 hours a day for the last 5 years... You can think larva inject is boring to use, or uninteresting to watch, but everything TLO said is undisputable.

No. Just no. That argument doesn't work to begin with. Especially in this case you'd be contradicting yourself, because QXC is also a person who has been playing the game that much and he has voiced an opinion different than TLO's on some of the points here in multiple occasions. Some of the stuff is disputable.
And really no, the whole notion that because someone is a pro he is always right is just stupid. (and I do agree with many of TLO's points, but I'm differing in some key aspects)

I don't think anything Qxc has said contradicts what TLO is saying. Everyone loves to talk about 'macro mechanics' but it's pretty clear that TLO is talking about larva inject, it doesn't matter if your chrono or MULE are a few seconds late due to pressure, it still matters that you have to do them, it's just far less of a priority when it comes to your time resource so you can save them for when you have a suitable gap. Not everything a pro says is correct, but the specific points TLO are making are based on game understanding, and most that are disupting them don't have enough game understanding in the first place. The fact that people are disagreeing just shows that it's impossible to change some people's minds even when a clear argument is presented by someone who knows more than they ever will.



TLO really didn't say anything special that hasn't been said already and he is late on the discussion as well as the topic he is talking about is already decided by blizzard. As you figured out he mostly meant larva inject with what he said as most arguments he gave don't fit on mules which you can use before and after doing micro and you don't get notable disadvantage from delaying your mules a few seconds within fights.

Why didn't he go to detail on the subject of why zerg needs additionally punishing macro mechanics compared to the other two races and to what extend this is legitimate (current state vs. to be analyses)? In mid and lategame once the production is mostly built e.g. terrans don't have anything to do than queeing and microing units. This allows more progressive and micro oriented play. A zerg still has to both spread creep and do injects no matter if he is on 4 or 7 hatches. What is his opinion on this matter?

Where is the analysis of the effects of macro in general and macro mechanics in each phase of the game and how much do they take away from each race's microabilities in early/mid/endgame? E.g. why would only spreading creep for a lategame zerg not be enough to equal the efforts of the other races in their lategame? How much effect would auto larva inject have on the early and mid game for the other races to make up for?

Where is his analysis of the lowered vs. full MM both manual? What is his opinion about that? etc.

TLO gave some good points and arguments but what he covered is nowhere near the full picture and was more or less what has been discussed in the past few weeks. He picked a few points that he decided to be important in his view and some detailed insight for why he thinks manual is superior. He completely missed out other points like e.g. why terran doesn't need a demanding MM in its lategame but can solely focus on micro/queeing and obviously still is hard enough to play (in lategame basebuilding is done). He also missed out discussing/evaluating pros and cons of the different alternatives. Therefore it is more of an opinion than an overview on the matter. And thats ok, we should neither criticize him for that nor expect that anyone has or can give a full or close to full picture view on this issue without putting weeks of research and work into it and then still can't generalize many things.

Blizzard asked to not continue to discuss the auto vs. manual anymore but focus on the things that still are about to be decided. TLO doesn't discuss the new matter and therefore there is few current relevance in his post. The relevance now is in if reduced MM have a positive or negative effect on the game and what kind of changes do induce which kind of metagame changes that require which other overall/unit/building changes for the respective races and so on.

I more and more get the idea that ppl who state that none else than current pros can have an idea have absolutely no idea themselves (without refering this to the quote). Especially in the context that nothing was put in relation between the three different races (ppl fear to be called balance whiners probably and for a pro it is of course not PC to talk about that too much) but mostly basic knowledge and facts (for anyone in long enough) were stated it is really absurd to call this the end of wisdom on the topic. Ppl who do so have either no idea or interest in maintaining certain opinions.
Amazonic
Profile Joined September 2010
Sweden239 Posts
October 03 2015 21:34 GMT
#71
This explains quite eloquently what I've been feeling in regards to the macro changes. I feel like the decreased mechanical difficulty can only be a bad thing.
"Amazing how something so simple as a fat person and gravity can be so amusing. Classic!"
FeyFey
Profile Joined September 2010
Germany10114 Posts
October 03 2015 21:52 GMT
#72
Inject can actually be removed, since then you go back every 30 seconds to build units if its gone. xD
The other 2 have a bit of decision making to it, while being really forgiving. So just remove injects and add decisionmaking to creeptumors. Or in other words give inactive tumors a death timer, so you can't just spread creep wildly but maintain it with Queens.
And yes it sounds more fun to me then injects haha.
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
Last Edited: 2015-10-03 22:06:13
October 03 2015 22:03 GMT
#73
On October 04 2015 06:27 LSN wrote:
Show nested quote +
On October 04 2015 05:53 ZAiNs wrote:
On October 04 2015 05:20 Big J wrote:
On October 04 2015 05:12 ZAiNs wrote:
It's sad how many people think they know more than someone who's played the game for 6-10 hours a day for the last 5 years... You can think larva inject is boring to use, or uninteresting to watch, but everything TLO said is undisputable.

No. Just no. That argument doesn't work to begin with. Especially in this case you'd be contradicting yourself, because QXC is also a person who has been playing the game that much and he has voiced an opinion different than TLO's on some of the points here in multiple occasions. Some of the stuff is disputable.
And really no, the whole notion that because someone is a pro he is always right is just stupid. (and I do agree with many of TLO's points, but I'm differing in some key aspects)

I don't think anything Qxc has said contradicts what TLO is saying. Everyone loves to talk about 'macro mechanics' but it's pretty clear that TLO is talking about larva inject, it doesn't matter if your chrono or MULE are a few seconds late due to pressure, it still matters that you have to do them, it's just far less of a priority when it comes to your time resource so you can save them for when you have a suitable gap. Not everything a pro says is correct, but the specific points TLO are making are based on game understanding, and most that are disupting them don't have enough game understanding in the first place. The fact that people are disagreeing just shows that it's impossible to change some people's minds even when a clear argument is presented by someone who knows more than they ever will.



TLO really didn't say anything special that hasn't been said already and he is late on the discussion as well as the topic he is talking about is already decided by blizzard. As you figured out he mostly meant larva inject with what he said as most arguments he gave don't fit on mules which you can use before and after doing micro and you don't get notable disadvantage from delaying your mules a few seconds within fights.

Why didn't he go to detail on the subject of why zerg needs additionally punishing macro mechanics compared to the other two races and to what extend this is legitimate (current state vs. to be analyses)? In mid and lategame once the production is mostly built e.g. terrans don't have anything to do than queeing and microing units. This allows more progressive and micro oriented play. A zerg still has to both spread creep and do injects no matter if he is on 4 or 7 hatches. What is his opinion on this matter?

Where is the analysis of the effects of macro in general and macro mechanics in each phase of the game and how much do they take away from each race's microabilities in early/mid/endgame? E.g. why would only spreading creep for a lategame zerg not be enough to equal the efforts of the other races in their lategame? How much effect would auto larva inject have on the early and mid game for the other races to make up for?

Where is his analysis of the lowered vs. full MM both manual? What is his opinion about that? etc.

TLO gave some good points and arguments but what he covered is nowhere near the full picture and was more or less what has been discussed in the past few weeks. He picked a few points that he decided to be important in his view and some detailed insight for why he thinks manual is superior. He completely missed out other points like e.g. why terran doesn't need a demanding MM in its lategame but can solely focus on micro/queeing and obviously still is hard enough to play (in lategame basebuilding is done). He also missed out discussing/evaluating pros and cons of the different alternatives. Therefore it is more of an opinion than an overview on the matter. And thats ok, we should neither criticize him for that nor expect that anyone has or can give a full or close to full picture view on this issue without putting weeks of research and work into it and then still can't generalize many things.

Blizzard asked to not continue to discuss the auto vs. manual anymore but focus on the things that still are about to be decided. TLO doesn't discuss the new matter and therefore there is few current relevance in his post. The relevance now is in if reduced MM have a positive or negative effect on the game and what kind of changes do induce which kind of metagame changes that require which other overall/unit/building changes for the respective races and so on.

I more and more get the idea that ppl who state that none else than current pros can have an idea have absolutely no idea themselves. :p


There is a lot to discuss and TLO decided to focus on the issue in its most basic form. Blizzard has said they are definitely keeping 'macro mechanics' in the game in some form, but there are A LOT of people who want macro mechanics entirely removed, TLO wrote this article to inform them about the implications it would have on pro-level StarCraft, while also throwing in a bonus of telling them how they should be playing the game at their level.

If TLO addressed everything you're saying he should have then the article would be much longer and bloated and thus the key points he wanted to convey with this particular article would lose their impact. To address some of the questions you asked, the macro mechanics are totally different across all races and shouldn't be compared directly. You ask why T/P don't have punishing late-game macro mechanics but Z do and say it's not fair that they also have to spread creep, well the races are very asymmetrical and all require very different things to be done. Zerg have to larva inject even in the late-game but the benefit is that you can remax on any unit composition you want while looking anywhere on the map very quickly and easily.

The few things that TLO decided to address are pretty much undisputable IMO, and to tell him he is wrong about the implications no macro mechanics larva inject would have on the game AT A PRO-LEVEL (which he plays at...) when you're in diamond league is very silly.

And yea thanks for proving my point about people disagreeing so vehemntly with TLO having no idea what they're talking about ~_~.
Deleted User 132135
Profile Joined December 2010
702 Posts
Last Edited: 2015-10-03 22:51:09
October 03 2015 22:21 GMT
#74
On October 04 2015 07:03 ZAiNs wrote:
Show nested quote +
On October 04 2015 06:27 LSN wrote:
On October 04 2015 05:53 ZAiNs wrote:
On October 04 2015 05:20 Big J wrote:
On October 04 2015 05:12 ZAiNs wrote:
It's sad how many people think they know more than someone who's played the game for 6-10 hours a day for the last 5 years... You can think larva inject is boring to use, or uninteresting to watch, but everything TLO said is undisputable.

No. Just no. That argument doesn't work to begin with. Especially in this case you'd be contradicting yourself, because QXC is also a person who has been playing the game that much and he has voiced an opinion different than TLO's on some of the points here in multiple occasions. Some of the stuff is disputable.
And really no, the whole notion that because someone is a pro he is always right is just stupid. (and I do agree with many of TLO's points, but I'm differing in some key aspects)

I don't think anything Qxc has said contradicts what TLO is saying. Everyone loves to talk about 'macro mechanics' but it's pretty clear that TLO is talking about larva inject, it doesn't matter if your chrono or MULE are a few seconds late due to pressure, it still matters that you have to do them, it's just far less of a priority when it comes to your time resource so you can save them for when you have a suitable gap. Not everything a pro says is correct, but the specific points TLO are making are based on game understanding, and most that are disupting them don't have enough game understanding in the first place. The fact that people are disagreeing just shows that it's impossible to change some people's minds even when a clear argument is presented by someone who knows more than they ever will.



TLO really didn't say anything special that hasn't been said already and he is late on the discussion as well as the topic he is talking about is already decided by blizzard. As you figured out he mostly meant larva inject with what he said as most arguments he gave don't fit on mules which you can use before and after doing micro and you don't get notable disadvantage from delaying your mules a few seconds within fights.

Why didn't he go to detail on the subject of why zerg needs additionally punishing macro mechanics compared to the other two races and to what extend this is legitimate (current state vs. to be analyses)? In mid and lategame once the production is mostly built e.g. terrans don't have anything to do than queeing and microing units. This allows more progressive and micro oriented play. A zerg still has to both spread creep and do injects no matter if he is on 4 or 7 hatches. What is his opinion on this matter?

Where is the analysis of the effects of macro in general and macro mechanics in each phase of the game and how much do they take away from each race's microabilities in early/mid/endgame? E.g. why would only spreading creep for a lategame zerg not be enough to equal the efforts of the other races in their lategame? How much effect would auto larva inject have on the early and mid game for the other races to make up for?

Where is his analysis of the lowered vs. full MM both manual? What is his opinion about that? etc.

TLO gave some good points and arguments but what he covered is nowhere near the full picture and was more or less what has been discussed in the past few weeks. He picked a few points that he decided to be important in his view and some detailed insight for why he thinks manual is superior. He completely missed out other points like e.g. why terran doesn't need a demanding MM in its lategame but can solely focus on micro/queeing and obviously still is hard enough to play (in lategame basebuilding is done). He also missed out discussing/evaluating pros and cons of the different alternatives. Therefore it is more of an opinion than an overview on the matter. And thats ok, we should neither criticize him for that nor expect that anyone has or can give a full or close to full picture view on this issue without putting weeks of research and work into it and then still can't generalize many things.

Blizzard asked to not continue to discuss the auto vs. manual anymore but focus on the things that still are about to be decided. TLO doesn't discuss the new matter and therefore there is few current relevance in his post. The relevance now is in if reduced MM have a positive or negative effect on the game and what kind of changes do induce which kind of metagame changes that require which other overall/unit/building changes for the respective races and so on.

I more and more get the idea that ppl who state that none else than current pros can have an idea have absolutely no idea themselves. :p


There is a lot to discuss and TLO decided to focus on the issue in its most basic form. Blizzard has said they are definitely keeping 'macro mechanics' in the game in some form, but there are A LOT of people who want macro mechanics entirely removed, TLO wrote this article to inform them about the implications it would have on pro-level StarCraft, while also throwing in a bonus of telling them how they should be playing the game at their level.

If TLO addressed everything you're saying he should have then the article would be much longer and bloated and thus the key points he wanted to convey with this particular article would lose their impact. To address some of the questions you asked, the macro mechanics are totally different across all races and shouldn't be compared directly. You ask why T/P don't have punishing late-game macro mechanics but Z do and say it's not fair that they also have to spread creep, well the races are very asymmetrical and all require very different things to be done. Zerg have to larva inject even in the late-game but the benefit is that you can remax on any unit composition you want while looking anywhere on the map very quickly and easily.

The few things that TLO decided to address are pretty much undisputable IMO, and to tell him he is wrong about the implications no macro mechanics larva inject would have on the game AT A PRO-LEVEL (which he plays at...) when you're in diamond league is very silly.

And yea thanks for proving my point about people disagreeing so vehemntly with TLO having no idea what they're talking about ~_~.


You don't get it mate! Cheers anyway.

Just one little hint, quoting myself:

Why didn't he go to detail on the subject of why zerg needs additionally punishing macro mechanics compared to the other two races and to what extend this is legitimate (current state vs. to be analyses)? In mid and lategame once the production is mostly built e.g. terrans don't have anything to do than queeing and microing units. This allows more progressive and micro oriented play. A zerg still has to both spread creep and do injects no matter if he is on 4 or 7 hatches. What is his opinion on this matter?

I don't majorly disagree with the general things that TLO stated about the difficulty of the game in reference to macro. I figured out that if you want to discuss that it is beneficial to have demanding macro mechanics and detrimental to have easy macro this must be discussed in all directions without factoring out things. A terran in lategame doesn't have these demanding macro mechanics when queeing units but zerg has two with spreading creep and injecting all the time, which can get really tiring when you have alot of hatcheries. How can you argue that it is good for zerg to have this in lategame but it doesn't matter that terran doesn't have it in lategame? The same happens the other way round when removing macro mechanics all together and the early/midgame is getting too easy for zerg but the lategame gets more equal.

TLO doesn't explain at all why it hasn't been detrimental for the game yet that terran hasn't got demanding lategame macro but it would be detrimental to have less demanding early/midgame macro with zerg.

The criticism is about what TLO missed out on and not about what he said, and that was just one relevant example.


KrOmander
Profile Joined August 2014
United Kingdom78 Posts
Last Edited: 2015-10-03 22:29:53
October 03 2015 22:28 GMT
#75
Maybe TLO does not find Zerg lategame injects and the ability/luxury to spread creep as difficult as you try and make out?
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
Last Edited: 2015-10-03 22:34:01
October 03 2015 22:32 GMT
#76
On October 04 2015 07:21 LSN wrote:
Show nested quote +
On October 04 2015 07:03 ZAiNs wrote:
On October 04 2015 06:27 LSN wrote:
On October 04 2015 05:53 ZAiNs wrote:
On October 04 2015 05:20 Big J wrote:
On October 04 2015 05:12 ZAiNs wrote:
It's sad how many people think they know more than someone who's played the game for 6-10 hours a day for the last 5 years... You can think larva inject is boring to use, or uninteresting to watch, but everything TLO said is undisputable.

No. Just no. That argument doesn't work to begin with. Especially in this case you'd be contradicting yourself, because QXC is also a person who has been playing the game that much and he has voiced an opinion different than TLO's on some of the points here in multiple occasions. Some of the stuff is disputable.
And really no, the whole notion that because someone is a pro he is always right is just stupid. (and I do agree with many of TLO's points, but I'm differing in some key aspects)

I don't think anything Qxc has said contradicts what TLO is saying. Everyone loves to talk about 'macro mechanics' but it's pretty clear that TLO is talking about larva inject, it doesn't matter if your chrono or MULE are a few seconds late due to pressure, it still matters that you have to do them, it's just far less of a priority when it comes to your time resource so you can save them for when you have a suitable gap. Not everything a pro says is correct, but the specific points TLO are making are based on game understanding, and most that are disupting them don't have enough game understanding in the first place. The fact that people are disagreeing just shows that it's impossible to change some people's minds even when a clear argument is presented by someone who knows more than they ever will.



TLO really didn't say anything special that hasn't been said already and he is late on the discussion as well as the topic he is talking about is already decided by blizzard. As you figured out he mostly meant larva inject with what he said as most arguments he gave don't fit on mules which you can use before and after doing micro and you don't get notable disadvantage from delaying your mules a few seconds within fights.

Why didn't he go to detail on the subject of why zerg needs additionally punishing macro mechanics compared to the other two races and to what extend this is legitimate (current state vs. to be analyses)? In mid and lategame once the production is mostly built e.g. terrans don't have anything to do than queeing and microing units. This allows more progressive and micro oriented play. A zerg still has to both spread creep and do injects no matter if he is on 4 or 7 hatches. What is his opinion on this matter?

Where is the analysis of the effects of macro in general and macro mechanics in each phase of the game and how much do they take away from each race's microabilities in early/mid/endgame? E.g. why would only spreading creep for a lategame zerg not be enough to equal the efforts of the other races in their lategame? How much effect would auto larva inject have on the early and mid game for the other races to make up for?

Where is his analysis of the lowered vs. full MM both manual? What is his opinion about that? etc.

TLO gave some good points and arguments but what he covered is nowhere near the full picture and was more or less what has been discussed in the past few weeks. He picked a few points that he decided to be important in his view and some detailed insight for why he thinks manual is superior. He completely missed out other points like e.g. why terran doesn't need a demanding MM in its lategame but can solely focus on micro/queeing and obviously still is hard enough to play (in lategame basebuilding is done). He also missed out discussing/evaluating pros and cons of the different alternatives. Therefore it is more of an opinion than an overview on the matter. And thats ok, we should neither criticize him for that nor expect that anyone has or can give a full or close to full picture view on this issue without putting weeks of research and work into it and then still can't generalize many things.

Blizzard asked to not continue to discuss the auto vs. manual anymore but focus on the things that still are about to be decided. TLO doesn't discuss the new matter and therefore there is few current relevance in his post. The relevance now is in if reduced MM have a positive or negative effect on the game and what kind of changes do induce which kind of metagame changes that require which other overall/unit/building changes for the respective races and so on.

I more and more get the idea that ppl who state that none else than current pros can have an idea have absolutely no idea themselves. :p


There is a lot to discuss and TLO decided to focus on the issue in its most basic form. Blizzard has said they are definitely keeping 'macro mechanics' in the game in some form, but there are A LOT of people who want macro mechanics entirely removed, TLO wrote this article to inform them about the implications it would have on pro-level StarCraft, while also throwing in a bonus of telling them how they should be playing the game at their level.

If TLO addressed everything you're saying he should have then the article would be much longer and bloated and thus the key points he wanted to convey with this particular article would lose their impact. To address some of the questions you asked, the macro mechanics are totally different across all races and shouldn't be compared directly. You ask why T/P don't have punishing late-game macro mechanics but Z do and say it's not fair that they also have to spread creep, well the races are very asymmetrical and all require very different things to be done. Zerg have to larva inject even in the late-game but the benefit is that you can remax on any unit composition you want while looking anywhere on the map very quickly and easily.

The few things that TLO decided to address are pretty much undisputable IMO, and to tell him he is wrong about the implications no macro mechanics larva inject would have on the game AT A PRO-LEVEL (which he plays at...) when you're in diamond league is very silly.

And yea thanks for proving my point about people disagreeing so vehemntly with TLO having no idea what they're talking about ~_~.


You don't get it mate! Cheers anyway.

Just one little hint, quoting myself:

Why didn't he go to detail on the subject of why zerg needs additionally punishing macro mechanics compared to the other two races and to what extend this is legitimate (current state vs. to be analyses)? In mid and lategame once the production is mostly built e.g. terrans don't have anything to do than queeing and microing units. This allows more progressive and micro oriented play. A zerg still has to both spread creep and do injects no matter if he is on 4 or 7 hatches. What is his opinion on this matter?

I don't majorly disagree with the general things that TLO stated about the difficulty of the game in reference to MM. I figured out that if you want to discuss that it is beneficial to have demanding macro mechanics and detrimental to have easy macro this must be discussed in all directions without factoring out things. A terran in lategame doesn't have these demanding macro mechanics when queeing units but zerg has two with spreading creep and injecting all the time, which can get really tiring when you have alot of hatcheries. How can you argue that it is good for zerg to have this in lategame but it doesn't matter that terran doesn't have them in lategame? The same is true the other way round when removing macro mechanics alltogether and the early/midgame is getting too easy for zerg but the lategame gets more equal. TLO doesn't explain why it is not detrimental for the game that terran hasn't got demanding lategame macro but it would be detrimental for zerg to have less demanding early/midgame macro.

The criticism is about what TLO missed out on and not about what he said, and that is just one relevant example.

This article isn't meant to be a super in-depth evaluation on every facet of larva inject, it's meant to address a few key points, you're criticising the article for something it had no intention of addressing because it would dilute its key message.

Terran doesn't have to larva inject or spread creep in the late game but they have to do other intensive things. During the late-game especially all 3 races have WAY MORE things to do than can physically be done, larva inject and creep spread are just 2 things to do in an extremely long list of things that can be done, Terran and Protoss have just as many things to do. Even if T/P had less individual things to do, it doesn't really matter if T/P get to devote 3% more of their time to moving their units because the races are asymmetric and their utilization is different.

Your quesiton isn't really about macro mechanics, but why does Zerg have it harder in the late-game which isn't true. In my previous post I gave an example of something in the late-game that is much easier for Zerg than the other races -- they can max on an entire army extremely quickly and easily while looking anywhere they want (like at their army during the tail-end of a fight) by pressing the hotkey with all their Hatcheries and maybe pressing the Ultralisk hotkey 8 times rapidly then holding the Z key for a few seconds to max out on Ultra Ling, whereas T has to manage multiple buildings with queues and P has to look away and warp-in each unit individually which takes time even with holding down the hotkey, and switch between Stargates/Robos if they want any of those units.
Deleted User 132135
Profile Joined December 2010
702 Posts
Last Edited: 2015-10-03 22:53:26
October 03 2015 22:36 GMT
#77
On October 04 2015 07:28 KrOmander wrote:
Maybe TLO does not find Zerg lategame injects and the ability/luxury to spread creep as difficult as you try and make out?

He probably doesn't find early and midgame terran macro as difficult as I do as well. So what?

What you miss is that it can more or less objectively be measured that zerg macro in early and midgame would be alot easier than that of P/T when macro mechanics were removed (I think everyone agrees here).

But as well I think it is safe to say that with macro mechanics in place the lategame macro of zerg is more diffucult than that of P/T.


@Zains
ok, we can leave it to that

Disagreeing on the lategame zerg macro tho. Another aspect of that is that the production of zerg is scattered around the map which requires alot of attention as your units spawn left and right and can easily be picked out before they group up. Even on pro level you see players fail frequently while doing this and in general I got the feeling that spreading creep and injecting is taking too much quality away that could be used better. Anyway the current solution with queeing injects is kind of perfect. Hence now should be discussed to what extend macro mechanics are required, beneficial or detrimental.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
October 03 2015 22:45 GMT
#78
On October 04 2015 03:37 Big J wrote:
Show nested quote +
On October 04 2015 03:17 KrOmander wrote:
Great thing about a 1v1 game like Starcraft is that there is no reason to even acknowledge the meta if you don't want. I love to watch better players and take tips, but straight up cookie cutter has always been a boring way to play RTS games.


I don't know why people give so much of a fuck about "the meta" in Starcraft to begin with. This isn't MagicTG where you counter the overall best deck by bringing a supoptimal one for that one task. You are always equipped with the same options in starcraft and you should just play to your best knowledge and skill. Trying to get advantages by making blind assumptions is always going to be a bad way to play this game.

"The meta" in starcraft is just a way to describe what is being played, but has no implications on your play whatsoever.


This is unexpected. There are fairly obvious advantages that come with being familiar with the meta. Its amorphous, of course, and doesn't guarantee anything, but in a game of limited information, understand trends and having an understanding of probabilities certainly helps in the overall scheme of things.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Big J
Profile Joined March 2011
Austria16289 Posts
October 03 2015 22:58 GMT
#79
On October 04 2015 07:45 TimeSpiral wrote:
Show nested quote +
On October 04 2015 03:37 Big J wrote:
On October 04 2015 03:17 KrOmander wrote:
Great thing about a 1v1 game like Starcraft is that there is no reason to even acknowledge the meta if you don't want. I love to watch better players and take tips, but straight up cookie cutter has always been a boring way to play RTS games.


I don't know why people give so much of a fuck about "the meta" in Starcraft to begin with. This isn't MagicTG where you counter the overall best deck by bringing a supoptimal one for that one task. You are always equipped with the same options in starcraft and you should just play to your best knowledge and skill. Trying to get advantages by making blind assumptions is always going to be a bad way to play this game.

"The meta" in starcraft is just a way to describe what is being played, but has no implications on your play whatsoever.


This is unexpected. There are fairly obvious advantages that come with being familiar with the meta. Its amorphous, of course, and doesn't guarantee anything, but in a game of limited information, understand trends and having an understanding of probabilities certainly helps in the overall scheme of things.


Well, you gotta keep all possibilities in mind. Even if it's unorthodox, but that it's probably because it is weak and you don't need a hard reaction to it. Or with the proper reaction you just flatly win.
sertas
Profile Joined April 2012
Sweden890 Posts
October 03 2015 23:15 GMT
#80
On October 03 2015 23:22 Jaedrik wrote:
I think he's very off on the "play any way you want" philosophy.
If one wants to win, they better have their macro booster use down to spades.
Macro, in general, is far more important in this game at most levels of play, so, no there really isn't a depth of playstyle diversity as he claims.
How I wish it were, but, alas...

Edit: However, I do agree that micro in this game is shallow in itself, but he suggests other things need to be hard so that pros make mistakes in the relatively simple system because their attention is focused elsewhere.
Instead, I say make micro deep itself, rather than make other things complex to add mistakes.

This goes further against his "more difficult = better," because we should carefully distinguish between difficulty created by depth, and difficulty created by complexity. Sometimes, it's hard to distinguish, but I'd say his prognosis / rhetoric leans too far to the complexity side instead of the depth side.



you are wrong. I usualy make 2 extra macro hatcheries when i go muta harass so i dont have to hit injects even close to perfect ok i was only mid master for like 10 season but you can be a capable player without perfect macro just make more unit producing structures to compensate
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