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Active: 1330 users

What is your biggest SC2 worry at the moment? - Page 2

Forum Index > Polls & Liquibet
Post a Reply
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Musoeun
Profile Blog Joined March 2009
United States4324 Posts
April 12 2010 03:00 GMT
#21
I don't get people ranking "not balanced" so high. It's still beta - I'm waiting at least 2 years/4 patches after release before I start grouching about imbalance too much. It looks at least playably balanced atm, if not SC:BW level, but then it hasn't had a progaming scene for 12 years EITHER.

Macro, again, will probably come with experience: not a huge worry at the moment.

I thought the new high ground mechanic (no sight) would be sufficient for advantage, but after watching a bunch it's just too easy to get vision.
Don't Shoot the Penguins. | Dance, 성은, dance! | Killer FanKlub | Action sucks. | Storm Terran hwaiting.
Deleted User 39582
Profile Joined August 2008
317 Posts
April 12 2010 03:05 GMT
#22
On April 12 2010 09:10 im a roc wrote:
Miss chance makes the game too random and it'll just end up being like WC3.

Was sc1 like that?
Ideas
Profile Blog Joined April 2008
United States8155 Posts
April 12 2010 03:08 GMT
#23
other:

ZERG IS BORING AS HELL

Free Palestine
us.insurgency
Profile Joined March 2010
United States330 Posts
April 12 2010 03:10 GMT
#24
On April 12 2010 12:05 QuasiMachina wrote:
Show nested quote +
On April 12 2010 09:10 im a roc wrote:
Miss chance makes the game too random and it'll just end up being like WC3.

Was sc1 like that?

yes sc1 had a miss percentage
johnlee
Profile Joined June 2009
United States242 Posts
April 12 2010 03:15 GMT
#25
Biggest worry is what Liquid'Drone wrote about in the possibility of the game turning into a clusterfuck of all-in builds and crap without the viability of different strategies be it through scouting, defense, and whatnot.
syedofDAeast
Profile Joined April 2010
Afghanistan8 Posts
April 12 2010 03:26 GMT
#26
the fact that my comp isnt strong enough for the beta T.T
i only know the fantasy build
Flakes
Profile Blog Joined July 2008
United States3125 Posts
April 12 2010 03:36 GMT
#27
Selected choice, clicked vote, breathed a sigh of relief that everyone else thought the same way.
mikeymoo
Profile Blog Joined October 2006
Canada7170 Posts
April 12 2010 03:51 GMT
#28
Other: Will come out in my final year of undergrad and destroy my life.
o_x | Ow. | 1003 ESPORTS dollars | If you have any questions about bans please PM Kennigit
guoguo
Profile Blog Joined November 2009
United States121 Posts
April 12 2010 03:51 GMT
#29
I voted for high ground advantage, but I think the lack of "positional strategy" is a better way to say it. Right now the best place for your army is right outside your main base. It might be due to the maps, but there aren't any strategic locations players are competing for, no viable containment strategies, etc. The lack of high ground advantage might be a large factor but by no means the only one.
TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
April 12 2010 03:57 GMT
#30
In broodwar, when jangbi cast 6 storms over 12+ tanks, what did you think?
I thought 'What the fuck...how is that possible...' with my jaw dropped
In sc2, if you see 20+ storm cast, what do you think?
lol smartcast
In sc1, when someone was harassing his opponent nonstop, attacking another expo, and when you go back to his base and see another huge army waiting, what did you think?
I thought 'What the fuck...not only did he do all that but he managed to macro too?' with my jaw dropped
in sc2, if you see the same thing, what do you think?
lol MBS

The problem is, the intricate details of SC2, such as build orders, timings, base management
You cant SEE these things in effect
Micro is no longer amazing because of smartcast and good AI
So basically, when i watch an sc2 game, I go "oh, that was a smart play"
when I watch a BW game, I go "HOOOLLLY SHIITT REEEBAA PLAAGGUUU"
and THAT is my biggest sc2 worry atm
43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
April 12 2010 04:18 GMT
#31
other: i want my beta key.
Nada's body is South Korea's greatest weapon.
jalstar
Profile Blog Joined September 2009
United States8198 Posts
April 12 2010 04:26 GMT
#32
On April 12 2010 13:18 Kenpachi wrote:
other: i want my beta key.


even with the additional invites, "i don't have a key yet" would rape all other poll options
boesthius
Profile Blog Joined February 2008
United States11637 Posts
April 12 2010 04:54 GMT
#33
--- Nuked ---
Umbrella
Profile Blog Joined September 2007
Taiwan936 Posts
April 12 2010 05:03 GMT
#34
I don't really have a problem with individual UI enhancements like MBS and unlimited unit selection, but all of it does add up. Maybe I'll forget about it later though. Voted unit control, we need more flashy plays overall.
Polar_Nada
Profile Blog Joined June 2008
United States1548 Posts
April 12 2010 05:14 GMT
#35
strategic positioning should be crucial in an rts. not just choke points
[ReD]NaDa and fnaticMSI.SEn fighting~! ::POlar @ UC Irvine::
aimaimaim
Profile Blog Joined March 2010
Philippines2167 Posts
Last Edited: 2010-04-12 05:26:09
April 12 2010 05:16 GMT
#36
Balancing is hard, and when it comes to balancing, look at the latest released RTS by blizzard .. thats right its WC3:TFT, the reason why i am losing faith in blizzard to balance the game .. specially without feedbacks from über-gosu progamers

If they remove that feature where the units can pass other units by pushing it.

it would also be better to remove the auto-formation feature, the game-play is so restricted because of this. too many clustered units being easily pwnd by AoE + Show Spoiler +
(storms are being nerf'd so bad its unfair)


dumben/remove auto-surround from the game (decreasing SCV hp isn't the solution, they have 60hp in BW for a reason)

add the high ground advantage.

make marco harder .. + Show Spoiler +
40+ gateways FTW
..

remove the SMARTCAST .. Jangbi is only human yet he made it possible ..

and for the finale
+ Show Spoiler +
not enough playguu, mines debak, and reba per second
bring LURKER back!!

Religion is a dying idea .. || 'E-sport' outside Korea are nerds who wants to feel like rockstars. || I'm not gonna fuck with trolls on General Forum ever again .. FUCK!
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
April 12 2010 05:24 GMT
#37
Game isnt balanced but it's the freaking beta so that's still not a problem the lack of high ground advantage is.
Angra
Profile Blog Joined May 2009
United States2652 Posts
Last Edited: 2010-04-12 05:33:45
April 12 2010 05:32 GMT
#38
Best option is no high ground advantage, but I'd rather vote for no defender's advantage in general. The game not only is lacking a high ground advantage to give a defender's advantage, but it's lacking defensive units. Units that can serve multiple roles, one of them being defending. Examples from SC1 being things such as lurkers, defilers/dark swarm, spider mines, reavers, more powerful siege tanks, etc. All of those things serve a ton of purposes, but all of them have in common that they can also be used to defend expansions/naturals when you have a lesser army. They grow in strength when they are in a defensive position. Currently hardly any unit in SC2 has this ability. No matter what you make, you die if you don't have as much as your opponent. There's no units that grow in strength when they are put in a defensive position. The only examples I can think of are colossus, banelings and siege tanks, but even then, none of those are nearly as effective at defending as the things listed for SC1, especially when there's no high ground advantage in combination with it.
vvvVec
Profile Joined March 2010
Norway85 Posts
Last Edited: 2010-04-12 05:35:46
April 12 2010 05:35 GMT
#39
Never played SC1, but i'm very fascinated by the little things like vulture patrol micro, air stacking, lurker hold ect. Those small bugs/trix coupled with units you need to micro (i dont think non-smartcast is a fun type of micro) is something i'd like to see in SC2.
slowmanrunning
Profile Joined March 2010
Canada285 Posts
April 12 2010 06:01 GMT
#40
needs more units that aren't straight forward, that require a state of change by pressing a key.
i.e. when a lurker burrows, seige mode, vulture mines, stims, while units like this are in Starcraft 2, only terran really has them in abundance, in the form of stims, and seige tanks. Protoss has zealot charge, blink (which i think needs longer cool down, too easy to pursue fleeing enemys) but zerg don't have much. If you look at roaches, zerglings, hydralisks, mutalisks, and banelings. Zerg units are very boring right now, and the fact that they only have one spell caster, because the queen isn't used in combat. While toss have sentries and high Templar, and terran have ghosts, and ravens.

Mostly I think zerg units need more abilities, to make them more interesting in battle. If not bring back how they were in broodwar, weaker, but more plentiful. Because of hydras being stronger, and roaches being an early armored units, you don't see those massive swarms of zerg like you did in broodwar, you tend to actually see almost even numbers of toss and terran units compared to zerg units.
I aim to become a hydralisk and then stop posting, cause I don't wanna be a queen...
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