What is your biggest SC2 worry at the moment? - Page 9
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Gapato
France43 Posts
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shalafi
394 Posts
Maybe because every unit is so agile now, the clash of big armies look very lame. It's two blobs advancing and shooting each other. Nothing as cool as dozens of hydras fighting dozens of zealots, goons and some HT support in Sc1. Battles so big that they didn't fit in a screen. | ||
BisuDagger
Bisutopia19027 Posts
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MutaDoom
Canada1163 Posts
On April 12 2010 15:14 ComradeDover wrote: When I read garbage like this, I wonder why the people who believe this would ever crawl out from under their Brood War rocks to give their opinions anyway. You already have a game released with all those features. Why are you trying to turn SC2 into a cheap SC1 imitation with better graphics, rather than a new gaming experience? THANK YOU! I read a few pages of this garbage, so many people whining about the same things. I'm starting to get really pissed off at all the complaining. Lots of these people haven't even played the god damn game. | ||
MutaDoom
Canada1163 Posts
On April 15 2010 22:44 BisuDagger wrote: What's mbs? sorry if someone asked I didn't have time to read through the forum. Multiple Building Selection. It's highlighting all your rax/gateways/hatches or whatever you want, at once. | ||
TurboDreams
United States427 Posts
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Terranist
United States2496 Posts
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azndsh
United States4447 Posts
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Mios
United States686 Posts
there needs to be something to force players to fight early, things on the map that require risk early on but are worth it if you're the more skilled player. yea, fast expo is an example of this, but most of the time it seems like the opponent either lets it go up and attack before they lose the tech/econ advantage, or simply counter expo. there needs to be more ACTION. maybe give 1 geyser and/or make mineral patches run out a lot sooner, forcing players to expo multiple times risking a timed rush.. etc. the xelnaga towers are nice to have control of, and it creates a point of conflict SOMETIMES, but they are too insignificant. there need to be more things like the xelnaga tower that are crucial to have control of mid-late game, creating a point of conflict. it needs to be so that if you simply wait in ur base and mass an army (boring as shit when both players do this, it needs to change), your risking giving your opponent some kind of advantage. for example in wc3 there are neutral monsters all around the map which are necessary to kill, but at the same time also risky because if you're attacked while trying to kill these neutrals you're at a significant disadvantage. i dont want to make this game like wc3, but that is something that kept pro wc3 games exciting from the very beginning. early/mid game constant conflict is key, and is created by creating the urgent need to have forces somewhere besides turtled in next to photon cannons. someone has to agree with me | ||
MMmmmmmmmm
United States36 Posts
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AmstAff
Germany949 Posts
if i had 2 votes + [x] not balanced | ||
Roblin
Sweden948 Posts
what do people mean with no high ground advantage? there are lots of high ground advantages! game-wise, I would say high ground advantage is changed/buffed rather than removed 1. You can see downwards but not upwards, i.e. if you have a unit on high ground and they have a unit on lowground, you will see their unit but they wont see yours, ideal for scouting overlords and other units. 2. You can, if you are lucky, get free shots off on "passersbys" 3. Terrans can (I play zerg fyi) fire down on expansions from high ground without being shot by low ground static defense unless they have an air-unit close by. (I have lost a number of expansions to this strat) 4. Not really an advantage but... its much easier to wall off nowadays, there is no need to have additional advantage other than your own wall, also, isn't it a good thing they removed a factor that made turtling easier? who wants to play (or see) a turtling game anyway? | ||
brocoli
Brazil264 Posts
When some semi-obvious strat like 2 thor push generates a lot of discussion because of its innovation, it gets my attention. Also, I have seen a lot of creative stuff in this forum, but most haven't ever been tested. | ||
Orpheos
United States1663 Posts
I was wondering, does anyone else think the unit sizes being really small/lots of clumping is something that needs to be fixed? I think making bigger units would add more positioning ie less blob vs blob leading to more interesting big army battles where more creative shapes and battle lines are drawn because of terrain etc. Also it seems like that would add abit more micro into the game too. | ||
CursOr
United States6335 Posts
I miss Vultures scurrying around in a battle laying mines, trying to surround dragoons. Lurkers burrowing and un-burrowing. Plague, Dark Swarm and scourge. There just were a lot more little things going on in the battle that made such a huge difference. Now, its almost like you put the 2 armies on a scale to weigh their Mass, and see who won. The exceptions to this, IMO are EMP, Storms and Fungal Growth... but still not nearly as good. | ||
enzym
Germany1034 Posts
but i do think that what also made scbw so great was the feeling of how the units move while microed. it sucked in wc3 and it doesnt feel on par with bw in sc2 either. thats my "biggest" concern. | ||
iheartpurplez
Canada54 Posts
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Orpheos
United States1663 Posts
On April 17 2010 03:00 enzym wrote: i think highround advantage and mbs is nothing but a habit that carried over from scbw... something that needs getting used to (and i got used to it). but i do think that what also made scbw so great was the feeling of how the units move while microed. it sucked in wc3 and it doesnt feel on par with bw in sc2 either. thats my "biggest" concern. I think MBS and automine are "nothing but a habit" since they are obvious UI improvements that really dont have downsides. high ground on the other hand adds alot of depth to the game. it allows the map to make a much bigger difference on the gameplay. maps like HBR just wouldnt be as cool to watch and to play. and if it makes the game too complicated for newbies they can just play on relatively flat maps like they always have(me included) like python and luna. | ||
Whiplash
United States2928 Posts
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die.meistersinger
United States8 Posts
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