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Active: 1622 users

What is your biggest SC2 worry at the moment?

Forum Index > Polls & Liquibet
Post a Reply
1 2 3 4 5 8 9 10 Next All
Guilty
Profile Blog Joined September 2008
Canada812 Posts
April 12 2010 00:03 GMT
#1
I think there is only one real answer...
"How hard could it be?" -J. Clarkson
Manit0u
Profile Blog Joined August 2004
Poland17297 Posts
April 12 2010 00:10 GMT
#2
2 geysers.
Time is precious. Waste it wisely.
im a roc
Profile Blog Joined April 2010
United States745 Posts
April 12 2010 00:10 GMT
#3
I think that the lack of a high ground advantage is a game-breaking flaw. I don't, however, think that a miss chance firing uphill is the answer either. Miss chance makes the game too random and it'll just end up being like WC3. Randomness is great in a single player RPG, but in a controlled and hopefully balanced game like Starcraft in which all numbers are set you need to have damage reduction in order to keep the game consistent and interesting.
Beware The Proxy Pool Rush
ejac
Profile Blog Joined January 2009
United States1195 Posts
April 12 2010 00:15 GMT
#4
The only two answers I'd consider is the game is not balanced and no high ground. The reality is, sc2 beta is 1000 times more balanced than sc1 release was, so I am not worried about that at all. That leaves high ground.
esq>n
YunhOLee
Profile Blog Joined April 2005
Canada2470 Posts
April 12 2010 00:16 GMT
#5
had to go with the fact that the game isn't balanced yet at all, but no higher ground advantage is definately something to worry about.
Live it, love it, play it, kill it. JulyZerg and IPXZerg greatest TL.net fan
wassbix
Profile Joined October 2009
Canada499 Posts
April 12 2010 00:20 GMT
#6
Units aren't fun to watch/play compared to BW

Need more things like vulture/reaver/lurker/defiler/muta micro
Angryhorse
Profile Joined January 2010
Sweden387 Posts
April 12 2010 00:22 GMT
#7
As a specatator I find the "blurl", meaning that the units melt togheter in a massive ball of gray and shiny reflections, worrying.I've only tested about 10 games in the gold leauge so the balance & mechanic issues I will leave to you.
Don't cry blood, the world doesn't revolve around you
im a roc
Profile Blog Joined April 2010
United States745 Posts
April 12 2010 00:23 GMT
#8
Another thing that I am very concerned about is the rampant spread of maphacks. If the entire ladder is dominated by the people who use hacks then the entire game will be dead. Without a fair ladder, there is really no reason for me to want to play the game.
Beware The Proxy Pool Rush
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 12 2010 00:41 GMT
#9
The biggest problem is that it isn't released yet. Everything else that's listed is just people jumping aboard their favorite complaining bandwagon.
Bring back 2v2s!
Sadistx
Profile Blog Joined February 2009
Zimbabwe5568 Posts
April 12 2010 01:11 GMT
#10
I actually dont agree with any of those listed things.

My biggest problem right now is how quick buildings die, everything else can be taken care of with good map design and by letting the good gamers develop strategies.
Actually even the case of buildings dying too fast can be negated with better map design.
jgju
Profile Blog Joined January 2010
United States454 Posts
Last Edited: 2010-04-12 01:22:34
April 12 2010 01:21 GMT
#11
On April 12 2010 09:20 wassbix wrote:
Units aren't fun to watch/play compared to BW

Need more things like vulture/reaver/lurker/defiler/muta micro


I second this. Not all the units have as distinct of a feel, and as such you don't get these little specific micro quirks required for each unit.

For example, part of the reason TvP is so challenging and interesting (depending on who you ask) in BW is because of the mechanics required to set up vultures, tanks, and goliaths, and the different micro roles each play.
"For you biting zealots, here's a quote" - Lauryn Hill
checo
Profile Joined November 2008
Mexico1364 Posts
April 12 2010 01:32 GMT
#12
Don't have a key.... Naaa really High ground advantage
El amor no mueve al mundo, ni hace brillar el sol, pero el amor hace latir este corazon....
da_head
Profile Blog Joined November 2008
Canada3350 Posts
April 12 2010 01:36 GMT
#13
high ground
When they see MC Probe, all the ladies disrobe.
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
April 12 2010 01:41 GMT
#14
bnet
Wings
Profile Joined January 2010
United States999 Posts
April 12 2010 01:42 GMT
#15
i voted high ground advantage of course...

but i really think that SC2 needs to bring back the FUN elements of BW. Right now, it's just big army vs big army, bigger army with better unit composition (& better storms) win. There's not enough of the crucial units that make or break a game, like those flying nexuses (shuttle + reaver), or muta micro, insane dropship plays, etc... this game is too macro-orientated for its own good. units are so weak, so numerous, and so insignificant now. Imagine all those highlights of Boxer doing his insane dropship/tank micro. What use is that? Absolutely useless. In SC2, time spent not macroing is generally = time wasted, unless you need to fight some big battle. That's all SC2 is... big battles. two vultures in your main could have been a turning point in SC1, but 2 helions in your main and you're roflcoptering because they're going to get so few kills, especially because worker production is so ez now.

that said, units I DO like: baneling, reaper, colossus. these kinds of special units are key in harassment and make the game much more fun to watch and play. Big battles are boring as hell now in SC2, I don't know why, but it's just boorrringgg. Strangely, in SC1, those battles were epic as hell... hmm.
The probability of Kim Carrier getting all those predictions wrong is similar to the probability Flash loses a TvT. Kim Carrier MUST BE a genius. His only big mistake... STORK.
Rkie
Profile Blog Joined October 2009
United States1278 Posts
April 12 2010 02:31 GMT
#16
On April 12 2010 10:41 Mastermind wrote:
bnet

yes. this.
ShadowDrgn
Profile Blog Joined July 2007
United States2497 Posts
April 12 2010 02:37 GMT
#17
No defender advantage, which encompasses no higher ground advantage, weak buildings, weak static defense, and no mobile area denial (besides sentries). Things like mine fields and lurkers on ramps were a big part of how BW played, and the lack of these things is driving many SC2 games into single game-deciding fights where the bigger army invariably wins, assuming equal micro.
Of course, you only live one life, and you make all your mistakes, and learn what not to do, and that’s the end of you.
Volkov
Profile Joined September 2009
United States71 Posts
April 12 2010 02:44 GMT
#18
It's more about army composition than army command. It's not entirely a bad thing, but... it is less fun to watch.
meegrean
Profile Joined May 2008
Thailand7699 Posts
April 12 2010 02:50 GMT
#19
no higher ground advantage is just begging for all the players to be cheesy.
Brood War loyalist
yong_zerg
Profile Joined April 2010
Canada3 Posts
April 12 2010 02:56 GMT
#20
the game is not balance yet

but still awesome game!!

^_^
SWARM IS WHAT I DO!!!
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