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Active: 1395 users

What is your biggest SC2 worry at the moment? - Page 7

Forum Index > Polls & Liquibet
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hefty
Profile Joined January 2005
Denmark555 Posts
April 13 2010 23:23 GMT
#121
I have to say smart spell casting.

I really don't like this feature, it removes so much from microing aspects of the game. Not that there aren't enough skill differencing paramtres as it is, because there might be, but because watching good storms is very entertaining if they require skill to place well.
sung_moon
Profile Blog Joined September 2008
United States10110 Posts
April 14 2010 03:07 GMT
#122
no multiple problems option?
Forever Young
OneOther
Profile Blog Joined August 2004
United States10774 Posts
Last Edited: 2010-04-14 03:10:16
April 14 2010 03:08 GMT
#123
On April 12 2010 11:37 ShadowDrgn wrote:
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.

This. The entire defensive play is very limited for all those reasons listed above, and that was a huge part of BW. The actual gameplay feels much more limited. It's just all about army vs army.

It's not just higher ground, btw. Unit positioning and battle management are no longer important as they were in BW.
Trap
Profile Blog Joined May 2009
United States395 Posts
April 14 2010 03:42 GMT
#124
I would say better unit control / more units that emphasized better unit control. The "defenders advantage" to me is secondary and could be done through unit design, doesn't necessarily need to be done by miss percentage (forcefield, mines, etc.) Strangely this lack of defending advantage also makes harass builds weaker since you're more liable to be overrun off a counter on 1 base following a harass strategy.
coffeetoss | "Team Liquid Fantasy Proleague: Tales of Miserable Failure and Deep Regret" -Kanil
intrudor
Profile Blog Joined December 2009
Canada446 Posts
April 14 2010 03:53 GMT
#125
how come 90% of TL said an SC2PROmod would have been a bad idea?

sure...its too early since we're still in the beta phase....but are we gonna let the franchise die?

+ Show Spoiler +
PRO MOD PLZ!
USER MIGHT BE WARNED FOR THIS COMMENT
supernova
Profile Blog Joined April 2010
Canada148 Posts
April 14 2010 03:58 GMT
#126
I think that the REAL problem with SC2 is that people aren't being paitient enough with Blizzard. It has been, what 3 months? and everyone saying "Oh, it isn't balanced" and "Oh, the old units that I loved aren't in it". Nothing is set in stone. I'm sure there were a lot of complaints when the original came out and Blizzard responded by making Brood War. And I'm sure that intially, Brood War wasn't balanced so they had to make a few tweaks to it. Every player needs to relax and just have fun with the game now. I have faith in Blizzard putting the high ground back in and (perhaps) bring back some of the units that we all love. We, as StarCraft fans, need to ride out the storm and wait for what the final project will be. Have hope! For if there is no hope, there can be no tommorrow...
"And we played the first thing that came to our heads and it just so happened to be, it was the best song in the world, the best song in the world!" Tenacious D
dangots0ul
Profile Blog Joined January 2009
United States919 Posts
April 14 2010 04:34 GMT
#127
anyone who said not enough macro is most likely mentally handicaped
i type teamliquid into the url subconsciously... all...the...time...
Jonoman92
Profile Blog Joined September 2006
United States9108 Posts
April 14 2010 04:43 GMT
#128
Voted:

Game Isn't Balanced:

cuz i can't win TvP
intrudor
Profile Blog Joined December 2009
Canada446 Posts
April 14 2010 04:47 GMT
#129
On April 14 2010 03:34 MorroW wrote:
i wish u could vote on everything :x

the game isnt so fun to play atm because of all these reasons


Why are your SC2 impressions so favorable in your Fragster.de interview then?
USER MIGHT BE WARNED FOR THIS COMMENT
Brett
Profile Blog Joined October 2002
Australia3822 Posts
April 14 2010 04:57 GMT
#130
My biggest SC2 worry at the moment IS STILL NOT HAVING A FKN BETA KEY!!!!!!!!!! $*($^(& $^(&$#^
FyRe_DragOn
Profile Blog Joined November 2006
Canada2056 Posts
Last Edited: 2010-04-14 05:09:29
April 14 2010 05:06 GMT
#131
where the fuck is ALL OF THE ABOVE

and i dont play beta either, i just found out about these horrendous flaws now.

edit: agree with the person who said no defensive advantage too
aka DragOn[NaS]
CandleJack
Profile Joined March 2010
United States104 Posts
April 14 2010 05:17 GMT
#132
I put "other" because i think the biggest problem currently is that late game terran macro falls so far behind the other two races. Chrono boost and larvae injection is always useful but towards the late game having 150 minutes isn't the biggest help a lot of the time.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
April 14 2010 05:38 GMT
#133
Balance pretty much covers the rest of the poll options.
..and then I would, ya know, check em'. (Aka SpoR)
billyX333
Profile Blog Joined January 2008
United States1360 Posts
April 14 2010 10:59 GMT
#134
i said MBS and Automine but also wanted to say not enough macro or not enough unit control
Am i that big of a minority that I just want to macro my opponents to death and let them kill themselves with awful control group mechanics?
nitdkim
Profile Blog Joined March 2010
1264 Posts
April 14 2010 11:07 GMT
#135
game's not as intense because with higher ground advantage, you can never know if your push would work and that creates an excitement... but right now, all you can do is scout and never attack if your forces cant beat the others and there isnt that 10-20% chance of uncertainty that comes with higher ground miss mechanic.
PM me if you want random korean images translated.
bEsT[Alive]
Profile Joined July 2009
606 Posts
Last Edited: 2010-04-14 12:16:42
April 14 2010 12:08 GMT
#136
I chose no higher ground followed closely by game balance, but that will take at least a dozen patches to fix.

Another concern I have is the unit composition of Terran and Zerg. Some units don't serve a good enough purpose, i.e. the Ultralisk and some units overlap one another. It wasn't well thought out at all.

Here's an analogy,

If you go to the Theatre and a gun prop is onstage, then they better USE the fucking GUN.

We don't need another shitty unit like the Scout. The only time its used is to embarrass the other player for being terrible and when you are way out front. There is no excuse. Either find a purpose for the unit in question, or scratch the idea and come up with a new one that would benefit the player. Every unit in a RTS should serve a purpose.
If you obey all the rules you miss all the fun - Katharine Hepburn
abrasion
Profile Joined April 2010
Australia722 Posts
April 14 2010 12:13 GMT
#137
I strongly feel the controls in this game could be significantly updated to make the UI more powerful.
I love the game and I don't want it drastically changed or anything but I'd like to see some more functionality for subgroup modifiers, perhaps being able to hold ALT and perform some alternate functions etc.
http://abrasion.shackspace.com/example02.gif
http://abrasion.shackspace.com/example02fast.gif
http://abrasion.shackspace.com/example03.gif
http://abrasion.shackspace.com/example03fast.gif

Wouldn't mind being able to rally units to not only a spot but a group too, perhaps right click on the group icon created down the bottom, per hotgroup?

What about alt 'disabling' smartcast and MBS?
Hold ALT and press D with 7 larvae selected and it builds 7 drones in one press?

When you highlight 37 units, it'd be nice if it said down the bottom in the black box the number 37 somewhere - it's not a big ask :/

I've been pushing these ideas on the beta forums but I've been abrasive in how I present my opinion and most people are QQ'ing for unit balance there so unfortunately few of my posts have had much luck :/


Pretty sure a lot of purists on this site would hate (some) of the ideas but hell I think they'd be handy.
derpmods
merz
Profile Blog Joined July 2004
Sweden2760 Posts
April 14 2010 13:21 GMT
#138
To be honest, the things I was most worried about pre-beta (MBS/Automine) turned out to be the things I'm least worried about now.

Rant:

+ Show Spoiler +


Defenders advantage is as good as gone, which is annoying as hell. The way units automatically go into formations and clump up is retarded, smartcast is makes some units waaaaaaaay too powerful and easy to use.

The situation with hard counters is ridiculous, positional or economical advantage matters little or not at all far too often. This is causes the most absurd situations in (from what i've experienced) mirror matchups. Where a Hidden switch to marauders in a TvT midgame, basically can turn the game around in the matter of seconds even though your opponent has the situational advantage (sieged all the keypoints/huge tank lines) + is up two or three bases.

The ability to gain proper intel is severly limited (at least for the majority of the races) and forces the players to gamble or play overly safe which just increases the amount of "pure BO wins" that we sometimes saw in SC/BW.
Winners never quit, quitters never win.
Caos2
Profile Joined November 2008
United States1728 Posts
April 14 2010 15:20 GMT
#139
From what I can gather from reading these posts is that SC2 is like the new Star Wars Trilogy.
Since George Lucas had all the money in the world* and all the advanced tech he could do exactly what he wanted, but some of the magic is lost. Refer to the amazing 7-part review of the Phantom Menace (link).

In SC2 all the small things (in the eye of the spectator) that got implemented like auto-mine, auto-surround, smart-cast took the magic of the game.

No longer watching a white stream of Marines (as in that famous Flash vs Type-B match) is impressive, we've got multiple buildings selection and selection of over 12 untis now, same as Dark Swarm or Psyonic Storms over tanks was sometimes mind-blowing.

In summary, BW was fun because it didn't allow the players to do much, everything was hard work. Who'd ever thought that selecting a far away Overlord with some Mutas could revolutionize the game?

*for Top Gear fans, read it like Clarkson would.
tedster
Profile Joined May 2009
984 Posts
April 14 2010 15:39 GMT
#140
Biggest flaw is how much defense sucks. Defense needs to not suck. It should take less resources to defend successfully than to attack successfully.
the last wcs commissioner
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