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Active: 1479 users

What is your biggest SC2 worry at the moment?

Forum Index > Polls & Liquibet
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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!!!
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 States8108 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.
Bore
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...
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 12 2010 06:14 GMT
#41
On April 12 2010 14:16 aimaimaim wrote:
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!!



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?
Bring back 2v2s!
xiaofan
Profile Blog Joined July 2006
United States513 Posts
April 12 2010 07:11 GMT
#42
people have just become complacent about the old problems
[AcE]Kenny
Profile Joined February 2010
Cuba12 Posts
April 12 2010 08:00 GMT
#43
SC2 Sucks guys dont you really see??
raga4ka
Profile Joined February 2008
Bulgaria5679 Posts
April 12 2010 08:15 GMT
#44
On April 12 2010 12:08 Ideas wrote:
other:

ZERG IS BORING AS HELL



This ... Either bring back the lurker or an interesting spell caster . Infestors alone aren't enough of a interesting unit , and units moving underground isn't either .
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
April 12 2010 08:22 GMT
#45
Wow, another fail poll.
No higher ground advantage is the only thing reasonable in the list so of course it's going to win. It's even the first option in the poll, just to make sure.
It makes TL sound pathetic when we keep banging on about a non-existent problem that Blizzard is never going to change.

At the end of the day the goal is to get exciting, balanced games that often reach mid-late game. Even in early Beta we are already seeing that Blizzard is achieveing that goal.
Don't hate the player - Hate the game
cartoon]x
Profile Joined March 2010
United States606 Posts
Last Edited: 2010-04-12 08:38:59
April 12 2010 08:34 GMT
#46
On April 12 2010 17:15 raga4ka wrote:
Show nested quote +
On April 12 2010 12:08 Ideas wrote:
other:

ZERG IS BORING AS HELL



This ... Either bring back the lurker or an interesting spell caster . Infestors alone aren't enough of a interesting unit , and units moving underground isn't either .

ya definitely. This is by far the biggest concern I have.
On April 12 2010 09:23 im a roc wrote:
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.

Tons of people hacked broodwar and blizzard wasn't very strict on hacking for the game. Now all those unskilled, maphack reliant noobs are pouring into the beta. But the prospect of having your account banned and having to rebuy a game as expensive as this one should be a strong deterrent.
It is not enough to conquer; one must learn to seduce.
Silentness
Profile Blog Joined August 2009
United States2821 Posts
April 12 2010 08:44 GMT
#47
On April 12 2010 17:34 cartoon]x wrote:
Show nested quote +
On April 12 2010 17:15 raga4ka wrote:
On April 12 2010 12:08 Ideas wrote:
other:

ZERG IS BORING AS HELL



This ... Either bring back the lurker or an interesting spell caster . Infestors alone aren't enough of a interesting unit , and units moving underground isn't either .

ya definitely. This is by far the biggest concern I have.
Show nested quote +
On April 12 2010 09:23 im a roc wrote:
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.

Tons of people hacked broodwar and blizzard wasn't very strict on hacking for the game. Now all those unskilled, maphack reliant noobs are pouring into the beta. But the prospect of having your account banned and having to rebuy a game as expensive as this one should be a strong deterrent.


so SC2 will be Battlenet 2.0 with all the hackers again?
GL HF... YOLO..lololollol.
locopuyo
Profile Joined January 2010
United States144 Posts
April 12 2010 09:01 GMT
#48
I voted balance, but I'm not worried about anything.

The game is pretty damn balanced already and I know blizzard will never stop improving it until it's perfect.

High ground advantage isn't as big as in BW, but the new high ground vision does make a big difference. And I think that is plenty of high ground advantage.
Competitive RTS Shmup - EliteOwnage.com/poe
selboN
Profile Blog Joined January 2008
United States2523 Posts
April 12 2010 09:46 GMT
#49
Need.... more.... MACROOOOO
"That's what happens when you're using a mouse made out of glass!" -Tasteless (Referring to ZergBong)
aimaimaim
Profile Blog Joined March 2010
Philippines2167 Posts
April 12 2010 11:24 GMT
#50
On April 12 2010 15:14 ComradeDover wrote:
Show nested quote +
On April 12 2010 14:16 aimaimaim wrote:
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!!



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?



i dont have problems with new gaming experience. but there is no harm in putting it back, it has been working for 10+ years, then why change it? these are the stuff that made BW a great spectator sport. you watch PROS that display great skills. and you try to imitate it. what blizzard is making is that making the aspect easier for casual gamers to compete in higher levels.

and nowadays, its safe to say that nothing is new .. only improved version of it

now where is the fun in that???
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!
Naib
Profile Blog Joined November 2004
Hungary4843 Posts
April 12 2010 11:29 GMT
#51
I think it's stupid that standing at the edge of your base with ranged units, firing at the opponent who's passing down below can sometimes be disadvantageous (if they have a spotter unit they essentially circle your units, forming a perfect flank and raping you 'cause they don't miss shooting uphill).

This needs to be changed asap.
Complete the cycle!
ZergZergling
Profile Joined December 2004
United States29 Posts
April 12 2010 11:35 GMT
#52
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 agree. No matter how much blizzard nerfs roaches and marauders, they're still boring units.
Belano
Profile Blog Joined May 2009
Sweden657 Posts
April 12 2010 11:45 GMT
#53
On April 12 2010 09:10 im a roc wrote:
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.

I agree that a high ground advantage is a game-breaking flaw. I do, however, think that a miss chance firing uphill is the right answer. SC1 had it, and it worked perfectly. It is also easier to balance and it is not as random as people think as shown by Daigomi's article on t he matter.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=116142
Bring back 1 supply roaches.
GinNtoniC
Profile Blog Joined October 2007
Sweden2945 Posts
April 12 2010 12:00 GMT
#54
The unit blobs. Really. Blob fight vs blob fight.
That's my biggest concern.
Huge fan of JulyZerg, HonestTea and that guy Kim Taek Yong.
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
April 12 2010 12:10 GMT
#55
On April 12 2010 09:10 im a roc wrote:
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.


starcraft has a miss chance, this post doesnt make any sense
Moderatormy tatsu loops r fuckin nice
FlamingTurd
Profile Joined April 2010
United States1059 Posts
April 12 2010 12:22 GMT
#56
Clearly MMMT and Immortals r way imba
Nerf MMMT!!! Liquid`Ret Hwaiting!!!
Jayme
Profile Blog Joined February 2009
United States5866 Posts
April 12 2010 12:44 GMT
#57
On April 12 2010 09:10 im a roc wrote:
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.


I think you have absolutely no idea what the hell you are talking about.

BW had the miss chance and it's widely considered the most balanced RTS ever made. What does that do to your comment now?

Yea...it makes it wrong. There was a huge thread made on why damage reduction wasn't a great idea.
Python is garbage, number 1 advocate of getting rid of it.
behindert
Profile Joined May 2009
19 Posts
April 12 2010 13:01 GMT
#58
Smartcasting/ Autocast for Psistorms, EMP etc. This really destroys the beatuy of StarCraft. In Broodwar seeing 5 storms being casted during a big battle was so awesome, because everybody knew how difficult it is to cast spells. Only the really good players could do this and this seperated them form the averade players.
In SC2 even silver league noobs can lay down blankets of storms over everything on the battlefield.
For Spells like Forcefield or neural parasite i dont mind Smartcasting, because they are not as game deciding as Storm, EMP or fungal growth. For those Blizzard should remove Smartcasting.
Leta for bonjwa
Ghardo
Profile Blog Joined September 2004
Germany1685 Posts
April 12 2010 13:31 GMT
#59
i'm going with this quote :

"sc1 and sc2 is like the difference between guitar and guitar hero" - Morrow

but who cares, game ist still fun and spawns a lot of ESPORTS. may not be the artful masterpiece that sc:bw was but it's still the no1 rts title to be played in the next 4-5 years i guess.

if i had to make a real statement i would say the game doesn't feel like sc:bw did in a slightly negative way. but what does that mean?

possible relations:
-A.I. that takes too much off the player
-boring unit design (roach, marauder, missing lurker)
-hard counters? still unsure whether theory or reality but the sweeping and counter sweeping of whole armies is sometimes astonishing. it shouldn't be rock-paper-scissors without execution.
-cute micro tricks not working anymore (and are there enough replacements in sc2? time will tell)

fun game though and i like watching streams / playing it. only unsure whether it can be taken to the masterful level of sc1 (if it has enough potential).

Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
April 12 2010 13:40 GMT
#60
There's *PLENTY* of macro.
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
nate_river
Profile Joined April 2010
40 Posts
April 12 2010 13:44 GMT
#61
The buildings are dying too fast but the higher ground advantage isn't bad at least they can't see you.
heynes
Profile Joined July 2009
Germany201 Posts
April 12 2010 13:47 GMT
#62
On April 12 2010 12:57 TheAntZ wrote:
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



yeah man thats so true ! i am really missing the epicness. I just played sc1 with a friend after the 6 games we were both said how awesome it was and how epic the battles were. I didn´t get that feeling after playing over 200 games sc2 once.
Qwertify
Profile Joined September 2008
United States2531 Posts
April 12 2010 13:52 GMT
#63
o Other

It's just Broodwar in 3D, combined with elements drawn from eclectic range of sci-fi movies, television shows, non-Blizzard video games, and a lot of WC3. Additionally, to make the game more fun for regular players, the difficulty of the game has been reduced, narrowing the gap between newbies and professional players.

After following SC2's development for sometime, playing some of the Beta, and after much though, I would recommend Blizzard spend at least another year on its development, if not more. I'd rather wait a year or two than have to deal with this piece of garbage for the next decade.

If you think the game is already good, then I think you are settling for too little. I really thought that SC2 could redefine gaming even further, making BW look like a feeble precursor to something much greater. Specifically I would point out features like competitive gameplay, unique micro/macro features, strategic play and theorycrafting, race behavior and setup, and many others.
CJ Entusman #24
SaetZero
Profile Blog Joined December 2009
United States855 Posts
April 12 2010 14:07 GMT
#64
I picked the higher ground advantage.

Though Roaches in general are a close second, lol. ....says the Zerg player.

Played a stupid ZvZ last night, seriously... so ridiculous. -_-
Never Forget. #TheRevolutionist
Zerum
Profile Joined February 2008
Sweden348 Posts
April 12 2010 14:11 GMT
#65
voted balance but just remembered that we still don't got any chat lobes or x-continental gaming T_T
Musoeun
Profile Blog Joined March 2009
United States4324 Posts
April 12 2010 14:20 GMT
#66
On April 12 2010 22:01 behindert wrote:
Smartcasting/ Autocast for Psistorms, EMP etc. This really destroys the beatuy of StarCraft. In Broodwar seeing 5 storms being casted during a big battle was so awesome, because everybody knew how difficult it is to cast spells. Only the really good players could do this and this seperated them form the averade players.
In SC2 even silver league noobs can lay down blankets of storms over everything on the battlefield.
For Spells like Forcefield or neural parasite i dont mind Smartcasting, because they are not as game deciding as Storm, EMP or fungal growth. For those Blizzard should remove Smartcasting.


IDK, with the current state of swarm the forcefield probably does more to change the outcome of some battles...
Don't Shoot the Penguins. | Dance, 성은, dance! | Killer FanKlub | Action sucks. | Storm Terran hwaiting.
sLiniss
Profile Blog Joined May 2009
United States849 Posts
April 12 2010 15:04 GMT
#67
no higher ground advantage + game not balanced...

screws me over on ladders
MuffinDude
Profile Blog Joined November 2008
United States3837 Posts
April 12 2010 15:23 GMT
#68
mauraders and roaches.
Zerg can be so abusive sometimes | third member of the "loli is not a crime club" PM konadora to join!
Ghardo
Profile Blog Joined September 2004
Germany1685 Posts
Last Edited: 2010-04-21 14:41:13
April 12 2010 15:36 GMT
#69
oh, i forgot, force field sometimes produces awesome, sometimes silly situations. if anyone has played cs 1.6 ... it really reminds me of the riot shield. it's just ridiculous that you can be "invulnerable" and cut yourself off from the confrontation, by that disrupting the natural flow of the game.

the best example of what force fields are in my eyes is found in the following excerpt of a wiki article on "tag".

Base

Players may be "safe" from being tagged within a pre-determined area, when off the ground, or when touching a particular structure; [...], a player is safe when touching the named material. This safe zone has long been called a "gool", [...]


as a tactical element i really like force field but it shouldn't be so easily accessible / only work in spaces where there are no units (which would reduce its usability in combat a bit), otherwise it's just "lame" in my eyes and makes punishing the protoss player + decently microing while in battle near impossible.
PanzerDragoon
Profile Joined March 2010
United States822 Posts
April 12 2010 15:54 GMT
#70
On April 12 2010 09:10 im a roc wrote:
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.

Wait, so why would adding a miss chance not make it like Brood War...

since thats exactly how it worked there?


Add the miss chance, make a ramp worth more than a flat choke.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
April 12 2010 16:00 GMT
#71
On April 12 2010 10:41 Mastermind wrote:
bnet

aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
Mykill
Profile Blog Joined February 2009
Canada3402 Posts
April 12 2010 16:39 GMT
#72
high ground
with my vote it makes 666 votes
[~~The Impossible Leads To Invention~~] CJ Entusman #52 The problem with internet quotations is that they are hard to verify -Abraham Lincoln c.1863
RotterdaM
Profile Blog Joined March 2010
Netherlands684 Posts
April 12 2010 16:48 GMT
#73
what is smartcasting? how was it in sc I to make several storms? did you had to click the units manually or?
Commentatorwww.instagram.com/RotterdaM08 for pictures of cute puppies.
Sansucal
Profile Joined October 2007
Germany259 Posts
April 12 2010 16:49 GMT
#74
playing is fun, watching is boring
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 12 2010 17:11 GMT
#75
I said balance because while I also care a tonnnnn about high ground advantage, the fact that Blizzard seems to care way more about the casual gamer than the competitive scene really really scares me.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Mirhi
Profile Joined February 2010
United States389 Posts
April 12 2010 17:48 GMT
#76
Bnet 2.0 =(
Esportsing really hard | www.twitter.com/ffmirhi
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
Last Edited: 2010-04-12 18:28:28
April 12 2010 18:10 GMT
#77
Visual clarity, how easy it is to read what is going on.

also
On April 12 2010 09:41 ComradeDover wrote:
The biggest problem is that it isn't released yet. Everything else that's listed is just people jumping aboard their favorite complaining bandwagon.

lol I agree

I think I can add viability of HTs and power of Storm

Another thing is firing on the move like Vultures or Mutas could but I saw a Banshee doing that yesterday so I guess Blizz didn't remove it. Patrol not working and units, especially flyers, slowing down every time they want to shot would be retarded.
wwww
Mios
Profile Joined April 2010
United States686 Posts
Last Edited: 2010-04-12 18:33:34
April 12 2010 18:31 GMT
#78
On April 12 2010 23:11 Zerum wrote:
voted balance but just remembered that we still don't got any chat lobes or x-continental gaming T_T


Can't believe this hasnt been talked about more. Easy access to low-lag matches between players in other continents is crucial for ANY international league or competition. Segregating USA, Europe, and Asia, especially on BNET 2.0's shitty built in latency, destroys overall competition.

BNET 2.0 has built in latency just like BNET 1.0 with wc3 and sc1 (while this is the case on US servers, Euro servers may have latency similar to ICCUP/Garena which is should be a given for any modern online game). This is the biggest reason why no competitive players use BNET for those games anymore.
I'm really hoping that Blizzard resolves these issues before release, but based on their responses to these inquiries I'm not optimistic.

More people need to bitch about this because for whatever reason, Blizzard has always had a hardon for built in latency in BNET (aka when your ping says 32ms but unit response delay in game is 300-400ms), which kills the fun compared to LAN latency competition (ICCUP/Garena). This is the 21st century, people have online friends from all around the world, not being able to play this fucking game against your friends is laughable. Not to mention not even having a LAN option, which would at least allow the community to take care of the BNET lag/server segregation issues ourselves with a virtual LAN program (again, ICCUP/Garena/Hamachi/Listchecker).

As far as the poll, I voted unit control because there are simply too few units with active abilities, ESPECIALLY with zerg, which reduces the overall depth of the game.

I also agree with another poster who expressed concern about a lack of points of conflict on the map, which forces players to simply sit in their base or expo massing their army, while maybe doing a little scouting or harassing in the meantime. I was a competitive wc3 player and, despite its flaws, it had a very interesting metagame involving risk-variable creep camps, item shops, and mercenary camps which provide economic and army synergy advantages to the player who locks down the area. This made the early and mid game interesting because it forced a lot of confontation as players had to fight over valuable creep kills, items, etc. The xel'naga towers are nice to have but are too insignificant and not worth the risk of fighting to gain control over it, rich mineral fields have the same problem (not to mention there are always multiple gold mineral spots, usually 2, having one next to each base).

I'm not sure how to fix this, but to me this is a large part of why watching games is so boring because theres simply not as much action as in wc3 or sc1. There are a few exceptionally good games, but even these have less depth which makes for a boring a simple metagame.
Simply put, there needs to be another aspect added to sc2 to give it more depth and help define itself. Whether it's another resource, upkeep, more unique unit abilities, mercenaries.. areas on the map that are worth fighting for like health/mana regen fountains, etc.

I'm sure once pros play a lot and figure out the game it will gain more depth, and this is still beta so I'm not too worried, but I do know that changes need to be made before SC2 will become a fun e-sport, let alone becoming a form of art requiring immense skill, focus, and ingenuity we're all hoping for.
no LAN and intercontinental bnet = T_T
MeSaber
Profile Joined December 2009
Sweden1235 Posts
April 12 2010 18:59 GMT
#79
On April 12 2010 09:10 Manit0u wrote:
2 geysers.


2 Gays.
-.-
DreaM)XeRO
Profile Blog Joined December 2008
Korea (South)4667 Posts
April 12 2010 19:00 GMT
#80
uphill factor was my second choice. imo it added another dimension to sc:bw play

but imo i hate the lack of unit control. its legit just army composition now a days
cw)minsean(ru
Goshawk.
Profile Blog Joined June 2008
United Kingdom5338 Posts
April 12 2010 19:10 GMT
#81
On April 12 2010 14:16 aimaimaim wrote:
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!!



Balance comparision with WC3 is dumb, cos WC3's heroes make the game sooo much harder to balance.
Kyuukyuu
Profile Blog Joined January 2009
Canada6263 Posts
April 12 2010 19:21 GMT
#82
The removal of lurkers, mines, and reavers
Mios
Profile Joined April 2010
United States686 Posts
April 12 2010 19:48 GMT
#83
On April 13 2010 04:10 Goshawk. wrote:
Balance comparision with WC3 is dumb, cos WC3's heroes make the game sooo much harder to balance.


after playing wc3 competitively for 4 years i learned that there's always a way to win with any of the 4 races, considering the many aspects to wc3 i think blizzard did a decent job balancing it early, they just stopped putting any work into the game for the last few years and orcs, specifically the blademaster, got out of control. it stayed fun for a while though, because it was a lot different than any other RTS, and even though it wasnt perfectly balanced, there was a lot of depth. micro in big fights was HUGE, and there was ALWAYS a lot more you could do to win, and that high skill treshhold is what kept wc3 viable as an esport.

starcraft 2 just isnt that different, which atm makes it kinda boring to watch, and will make it not last too long as an esport. sc:bw had a high skill threshold and a lot of depth in the details, which sc2 lacks currently.

sc2 needs more depth and a higher skill threshold. Right now you dont notice a big difference between the best players and the amateurs who play a lot. Sure the best players have the macro down and are faster and more experienced, but i think they will plateau soon and be caught up to unless some changes are made.
no LAN and intercontinental bnet = T_T
Lovin
Profile Joined May 2009
Denmark812 Posts
April 12 2010 20:12 GMT
#84
Gotta go with the highground.. Highly disturbing!
AKA SuddenSalad
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
April 12 2010 21:16 GMT
#85
Voted "Other". To specify:

Heart of the Swarm and Legacy of the Void. The SC2 devs promised new multiplayer units with each expansion, but I'm not sure the design space is there for more units to fit in seamlessly with the rest of the unit roster. SC2's unit roster is already at least comparable in breadth to that of Brood Wars, but adding a new unit to each race for each expansion pack (2 new units for every race) sounds like in some cases they'll just have to compromise on game quality to deliver the new units promises.

I'd much rather have a situation in which new units are NOT introduced unless a race has a pretty serious hole to plug which said new unit could fill in nicely; instead, just give us the single-player experience of the Zerg and Protoss (I would seriously buy the expansions just for that), added tools for the map editor for more options for UMS maps, and maybe give us some microtransaction credit for Battle.net? My bigger concern, however, is that Blizzard doesn't introduce new units in the expansions just to force players to buy them, if those new units ended up being a net detriment to the game.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
teekesselchen
Profile Blog Joined April 2010
Germany886 Posts
Last Edited: 2010-04-12 21:43:40
April 12 2010 21:42 GMT
#86
On April 12 2010 09:10 im a roc wrote:
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.


Agreed to you with first sentence until you started the second one.
It's not so very very bad random as it sounds (see: "Missing the Point" Article here)

Why I chose other:

I think the overall balance between defense and offense makes it a too aggressive game that does now allow enough variation as you can see it in BW. Thats the huge bad thing to me that will be a gigantic flaw with time.
High Ground Advantage is just a part of it.
It would require very different maps also.
When they were introduced, he made a witticism, hoping to be liked. She laughed extremely hard, hoping to be liked. Then each drove home alone, staring straight ahead, with the very same twist to their faces.
blueblimp
Profile Joined May 2009
Canada297 Posts
April 12 2010 22:06 GMT
#87
On April 12 2010 14:14 Polar_Nada wrote:
strategic positioning should be crucial in an rts. not just choke points


Yes. I voted "Other" for this reason. I don't think high ground advantage matters since SC1 had good maps like Tau Cross and Neo Medusa where high ground advantage wasn't much of a factor at all.
TwilightStar
Profile Blog Joined August 2009
United States649 Posts
April 12 2010 22:27 GMT
#88
I chose other, as my main concern is the "Being revealed" once your last Nex/CC/Hatch dies. This ruins potentially intense games (elim races)

Other than that, I think they need to re-implement high ground advantage (it's a part of SC, it HAS to be there...)

And the game has barely any micro (except for units designed for micro, like reaper...) The game relies solely on unit composition and macro that it makes games less fun to watch.
(5)Twilight Star.scx --------- AdmiralHoth: There was one week when I didn't shave for a month.
ggrrg
Profile Blog Joined September 2009
Bulgaria2716 Posts
April 12 2010 23:57 GMT
#89
How can anyone vote MBS+automine as a problem!? Those two features allow players to concentrate more on micro and tactics, thus making the game more fun to watch and play.

And as far as "not enough macro" is concerned: Really!?
With the extremely fast mining and production times sc2 has, it becomes really hard to spend all your money when having 1-2 expansions while fighting. And the new macro mechanics demand an awful lot later in the game: chrono boosting from 3-4 nexus, larva inject with several queens, warping units right after cooldown is finished, calling mule. All of those would be nearly impossible without mbs and automine...


The problems I have with sc2 is the lack of high ground advantage and the not yet perfect unit balance.
As far as unit control is concerned, I believe that people will learn how to properly micro after they get used to sc2, which might last a while though.
Chuiu
Profile Blog Joined June 2003
3470 Posts
April 12 2010 23:57 GMT
#90
I don't like the unit variety in the game. It feels more like generic RTS games than a sequel to Starcraft.
♞
Iaaan
Profile Joined June 2009
Canada578 Posts
April 13 2010 00:11 GMT
#91
The unit clumping in relation to spell casting IMO, things clump so much that EMP and psi storm seem very difficult/not fun to watch at all. In sc1 is was pretty epic when there are good storms, plagues, or EMPs went off, but now they just seem to destroy everything, every time.
bakedace
Profile Blog Joined March 2010
United States672 Posts
April 13 2010 00:27 GMT
#92
should be able to hit units on high ground with miss percentage just like the sc2 pro mod presented.. this would be the only thing i really want that hasnt already happened.
Zhou
Profile Joined February 2009
United States832 Posts
April 13 2010 00:59 GMT
#93
I think the biggest issue is being able to select a crap-load of units. I like that we can select more than 12, but making it limitless seems to be a problem I think because people will most likely just ball their crap together and send it hurling towards their enemies like a baseball. But maybe I'm wrong, everything else doesn't really bother me as I can see those being okay, or fixed during the beta stages.
im a roc
Profile Blog Joined April 2010
United States745 Posts
April 13 2010 01:03 GMT
#94
On April 12 2010 21:44 Jayme wrote:
Show nested quote +
On April 12 2010 09:10 im a roc wrote:
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.


I think you have absolutely no idea what the hell you are talking about.

BW had the miss chance and it's widely considered the most balanced RTS ever made. What does that do to your comment now?

Yea...it makes it wrong. There was a huge thread made on why damage reduction wasn't a great idea.


I realize that BW had a miss chance percentage, and I am not arguing the balance of the original game. I realize that going into this much further will result in a huge amount of people posting the link to the "Missing the Point" article and telling me that I am, in fact, "Missing the Point", but I have read it through on multiple occasions already, so it won't do you much good. I know that it was a successful mechanic in BW and most progammers support the miss chance over damage reduction. I don't just want to turn this into a flame war and pull this thread completely off topic, so I won't say any more, but I do still think that a damage reduction would be the best mechanic to work with. I just wanted to assure everyone that I'm not completely stupid. (Again, I realize that this post will convince more people that I am actually stupid, however.)
Beware The Proxy Pool Rush
aimaimaim
Profile Blog Joined March 2010
Philippines2167 Posts
April 13 2010 02:02 GMT
#95
SC2 simply isn't a great spectator sport .. its like fighting with army A vs army B in 3D ..

because of the new features of the game ..

bring the old feature back and this game will become a great spectator sport ..
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!
sob3k
Profile Blog Joined August 2009
United States7572 Posts
April 13 2010 03:25 GMT
#96
I hate banshees...they are too good
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
MamiyaOtaru
Profile Blog Joined September 2008
United States1687 Posts
April 13 2010 04:18 GMT
#97
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.

banshees for me. I have nightmares about those. Wraiths were there before, but if they got there before you had hydras somehow they wouldn't destroy your hatchery in seconds flat. Now, 3 banshees destroy a spore walker and queen and tear down the hatch while the hydras are hatching. An early(ish) unit that ignores terrain (flying units) shouldn't be able to destroy a base so easily. I mean mutas were always a pita for non zerg I guess, but they wouldn't destroy a whole base like that
chrisolo
Profile Joined May 2009
Germany2606 Posts
April 13 2010 07:06 GMT
#98
definitly the no high ground advantage... they should stick to the broodwar style of handling it...
¯\_(ツ)_/¯ - aka cReAtiVee
speedphlux
Profile Blog Joined April 2010
Bulgaria962 Posts
April 13 2010 08:47 GMT
#99
Yeah, that "no higher ground advantage" ...
I mean, I sort of agree that in SC BW it was a bit too much, I sometimes had 1 enemy dragoon killing 3 of my dragoons (one was damaged already), but not to have any at all is simply ... rude. 15% IMHO chance of missing should be correct. 20% or more is just silly and anything under 15% means way too much "luck" involved.
... Humanity Is Not What I Suffer From ...
ZooG
Profile Joined January 2008
Sweden618 Posts
April 13 2010 09:15 GMT
#100
no high ground advantage...
"Rain, also a name for a meteorological condition" -Artosis
lazz
Profile Blog Joined January 2009
Australia3119 Posts
April 13 2010 10:40 GMT
#101
no defender's advantage is simply chobo design.

all this time i simply assumed that sc2 had up hill miss chance/damage reduction but i only recently found out that it doesnt. so silly

the skt coach is right, sc2 is too simple.
fams
Profile Blog Joined June 2009
Canada731 Posts
April 13 2010 11:12 GMT
#102
Other: Massive amounts of cheating and match rigging.....
http://www.twitter.com/famsytron/
Monzterg
Profile Joined July 2009
Sweden257 Posts
April 13 2010 11:20 GMT
#103
My biggest worry with SC2 at the moment is that the games arent exciting at all to watch. There is no tention nor excitement for the spectators like there was in SCBW so I think SC2 will have a real hard time to establish itself the same way SCBW has in the current state.
annYeong(o11)
Profile Blog Joined November 2009
Canada784 Posts
April 13 2010 11:51 GMT
#104
On April 12 2010 09:10 im a roc wrote:
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.


I know i'm quoting an incredibly early post that is now most likely off topic. I couldn't resist.

The "randomness is a bad thing to have in a RTS" is a decent arguement, especially in a macro-based RTS like SC and SC2 (unlike for example, W3). What I think you're getting at is the variable damage output of units in W3 - like the footman doing X-Y damage - and I agree that this is too much randomness for a macro based RTS. Where you derailed yourself is suggesting that the miss chance on the cliffs is a random, crazy thing that the player has no control over what-so-ever. Lower ground units running into units on the higher ground is the natural end result of 1) too little scouting and blundering your army into a better situated opponent's forces 2) loss of map control that forces you onto the offensive and allows your enemy to take a fortified, raised position or, 3) the wrong units for the job. All of these can be better attributed to player error and then you get screwed for the mistakes you made, the sign of a good RTS.

So if it all boils down to punishing the player for his mistakes, then why is miss chance better than damage reduction? More real-to-life, lobbing shells or firing rifles over a cliff is clearly not going to be 100% accurate, but when it does hit it's going to do similar damage.

Still though, voted the same as you did - the high ground advantage is either way too big (low tier protoss getting raped by cliffs) or way too small (low tier zerg having a dozen overlords and hydras to take out the cliffing units) I don't feel a decent balance of punishing the player for his mistakes and abusable has been reached. Maybe a return to SC1 high ground system?

TL;DR - Miss chance isn't a result of randomness; Miss Chance > damage reduction, more realistic; and the High Ground system needs a'changing

Poptarts are done, Kenichi-out
Founder of the KiWiKaKi Fanclub: teamliquid.net/forum/viewmessage.php?topic_id=188537 my keyboard is like half broken. like terran. please ignore typos, thanks
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
April 13 2010 13:05 GMT
#105
I can only fear that the game aren't balanced, once the game is as balanced as Starcraft 1 it will be the perfect game
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
iNviSible.yunO
Profile Blog Joined November 2009
Germany211 Posts
April 13 2010 15:55 GMT
#106
higher ground and unit control are the only critical issues IMO.
o.O''
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
April 13 2010 16:50 GMT
#107
No higher ground advantage => definitely
Synwave
Profile Joined July 2009
United States2803 Posts
April 13 2010 17:44 GMT
#108
Voted game balance but all things considered its far more balanced right now than most other RTS's at release.

If there was an option for bnet I would say that. Its so cold and anti-social without chat rooms. I feel like a solitary nerd trapped in a cubicle farm even if I have friends online.
♞Nerdrage is the cause of global warming♞
guii
Profile Joined December 2009
Brazil31 Posts
April 13 2010 17:56 GMT
#109
high ground for sure
SkylineSC
Profile Blog Joined March 2009
United States564 Posts
April 13 2010 18:24 GMT
#110
a lot of the concerns are due to the fact we don't have enough experience with SC2 yet... how exciting is it to watch a match on SC:BW for someone who doesn't understand the game?
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-04-13 18:35:28
April 13 2010 18:34 GMT
#111
i wish u could vote on everything :x

the game isnt so fun to play atm because of all these reasons
Progamerpls no copy pasterino
orcn00b
Profile Joined January 2010
Spain27 Posts
April 13 2010 18:34 GMT
#112
No balance, game suxs hard...Blizzard must work hard
gogogadgetflow
Profile Joined March 2010
United States2583 Posts
April 13 2010 18:45 GMT
#113
Zerg buildings don't bleed :o
WaZuP
Profile Blog Joined July 2009
Germany487 Posts
April 13 2010 19:06 GMT
#114
never played sc2 yet
but i think its highground advantage... worked pretty well in sc1
4Servy
Profile Joined August 2008
Netherlands1542 Posts
April 13 2010 19:58 GMT
#115
Dont have unit control, or atleast non cookie cutter unit control
Lysis
Profile Joined October 2009
United States147 Posts
April 13 2010 20:10 GMT
#116
Voted for not enough unit control. The high ground thing people keep complaining about doesn't bug me one bit, because you can't shoot something you can't see is just fine, and once you get a unit out that can give you vision up a ledge, you probably have enough units to kill off whatever's there.

One more thought: to everyone who says they should remove auto-mine/MBS/smart-casting/what-have-you - go back to Brood War. SC2 is going to be what it is. Also casual players are a much larger market than the hardcore players so it's a good business model to tailor a game more towards the largest potential demographic.
SC2: Tavyr#340 -- Razer Mamba user -- Don't trust anyone who says Terran is imba.
SteffoDeffo
Profile Joined May 2009
Germany48 Posts
April 13 2010 20:17 GMT
#117
high ground ofc
Silan
Profile Joined January 2010
Denmark198 Posts
April 13 2010 20:44 GMT
#118
What if nothing worries you and you're quite comfortable with Blizzards progress?

I voted Other, my reason above .
Life is one crushing defeat after another until you just wish flanders was dead. - Homer
CheAse
Profile Blog Joined July 2009
Canada919 Posts
April 13 2010 21:45 GMT
#119
static D + no high ground advantage limits options of builds, especially in 2v2
SCV good to go sir
moopie
Profile Joined July 2009
12605 Posts
Last Edited: 2010-04-13 22:59:45
April 13 2010 22:59 GMT
#120
Bring reavers/lurkers back, give hellions mines, and increase the hp of all buildings.
I'm going to sleep, let me get some of that carpet.
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 States9104 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
Australia3820 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
cmos543
Profile Joined October 2008
220 Posts
April 14 2010 15:46 GMT
#141
That they will patch over things that are already balanced because their counters are not main stream knowledge yet.
You shall not misuse your screen name by using anonymity to sin
Caos2
Profile Joined November 2008
United States1728 Posts
April 14 2010 15:55 GMT
#142
Just a small note: I believe most are not concerned with balance right now as the game is still in beta and that there will be two more expansions.
From what I can gather the main gripe is about how the game works: smart-casting, MBS and higher-ground advantage (of lack of). We have to be very vocal about these changes because it's gonna be alot harder after the game has shipped.
link18
Profile Joined January 2010
Croatia65 Posts
Last Edited: 2010-04-14 16:50:46
April 14 2010 16:25 GMT
#143
On April 14 2010 21:13 abrasion wrote:
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.



Ok, so lets give some thought as why i think that sc2 will never be that good as Bw.
1.Army positioning and unit control-Pretty much retarded and nonexistant.Units all clump together and hold formation all the time.This sucks big time.Now everyone can make their units go together on one hotkey and not having to worry too much about macro back at home.Also the units on one hotkey means that he doesent need any order of battle which to engage, but unit AI do this for him.

2.Smartcast and auto mine-Again noob friendly options.Now every noob can have great macro because his probes just automine.Stupid and not challenging.I would maybe even support this option if the amount of micro in the game is biggest factor in sc2.Which is not the case.

3.Game design-Units are hard to choose from the blob of units that you have.Cant recognise them from each other very well.An example of this is the sentry, which is very small.When i have immortals, collosi and other stuff, i have great trouble selecting the sentry fast enough.Also things are waaay too shiny and flashy.
4.No high ground advantage-Just ridiculous.Blizzard took a shit on the most basic priciple in warfare:the defender has advantage.Period.

What is Blizzard trying to do here is attract casual players and broader masses to Sc2.But remember that noobs didnt made brood war what it is today...
There are some things that i DO like...but just not nearly enough..

These are mine views on the game as it is now(i played only vs comp as i dont have a beta key).
I dont wanna argue with anyone, but if they dont change a lot of things, this game will never ever become an e-sport.But fine, if someone is more suited to this than bw, im ok with that.
Single and editor should be great though.

So yeah, voted Other.
bconSaberRider
Profile Blog Joined April 2010
Germany47 Posts
April 14 2010 17:01 GMT
#144
My biggest SC2 worry at the moment is my awful internet connection.
It's no fun TT TT
CursOr
Profile Blog Joined January 2009
United States6335 Posts
April 14 2010 17:38 GMT
#145
I was watching some more SC:BW matches last night.
Mainly Stork vs. Ruby... and without spoiling the game...
they did a lot of early dancing with units- either faking rushes or preventing scouting or trying to hide an expo... and I don't see that happening with SC2.

Maybe the game just hasn't developed to that point and we don't quite have the skills yet... but I just don't see it happening. It seems so far to just be "i make a big mass, you make a big mass, someone wins, then we talk about what was good/bad about the composition of our mass." Sure there is some limited harass with Banshee and some minimal early game conflict (maybe between banelings/terran)... but to me I don't see it possible for the sort of early game dialogue we saw in SC1.

My favorite part of SC:BW... at least in the last few years... is in TvP when T tries to siege expand, and float out a CC. Mostly you'd see P with 2 dragoons and 2 zealots trying to harass and delay the expansion, and the wall off, before tanks got out, siege got done, and even later than that if possible.

I sincerely hope some more of this starts happening in SC:2. But for right now, I picked HighGround advantage.. because this could lead to some much more interesting defenses.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
SaftKalasEmil
Profile Blog Joined January 2008
Sweden213 Posts
Last Edited: 2010-04-14 17:53:50
April 14 2010 17:52 GMT
#146
"Other" i just dont get the Starcraft feeling from playing it, just feels to simple and "stupified"


i also think that the high ground thing is just stupid, ofc there should be like it is in sc1.
TeamLiquid CJ Entusman #27 SaftKalasEmil.
WarChimp
Profile Blog Joined March 2010
Australia943 Posts
Last Edited: 2010-04-14 20:57:25
April 14 2010 20:09 GMT
#147
Although what you all are saying is good, you are all forgetting something... It took StarCraft 3 years before it even became an eSport, it was not an eSport until Broodwar came out. Even when StarCraft became an eSport the strategies were very basic, and there was "NO" micro in the early stages of the game, it took the game YEAR"S" not month, before it became fantastic.

StarCraft II just hasn't had a chance to shine, you know why? Because you guys are criticizing the game instead of playing it to find new strategies...

Not only that, but do you guys remember StarCraft alpha build? and I quote "It was like Orcs in space" and overlords could attack, I'm just saying.

The game has yet to go through lots of changes, so what if half of these things aren't implemented yet, it will only take time before Blizzard realizes the mistakes they have made, because although they take ages to create games, at least there good when they are finished.

Seriously check out the OSL 2001 Garimto v BoxeR
http://www.teamliquid.net/vods/?event=114&game=4340

Although there were some exciting parts, the plays were basic and hardly any macro was done, and only some micro, laying spider mines ect... ect...
Zhul
Profile Joined February 2010
Czech Republic430 Posts
April 14 2010 21:00 GMT
#148
High ground.
I don`t understand the guys who says: High ground miss chance will make game random.
Lol is then tactic random? Is then even SCBW random? I really don`t understand.
ColorsOfRainbow
Profile Joined February 2010
Germany354 Posts
April 14 2010 22:25 GMT
#149
On April 12 2010 09:10 Manit0u wrote:
2 geysers.


tehy are godlike perfekt
much more strategy !
holybad
Profile Joined January 2010
United States9 Posts
April 15 2010 01:13 GMT
#150
gonna be patched every week by blizz just like wow. sc2 will be the rts version of wow mark my words!!!
asking whymakes you wiser
DrivE
Profile Blog Joined January 2010
United States2554 Posts
April 15 2010 01:20 GMT
#151
my biggest sc2 worry is that warpgates are gonna get nerfed in the future =/
LUCK IS NO EXCUSE
THE_DOMINATOR
Profile Blog Joined April 2010
United States309 Posts
April 15 2010 01:40 GMT
#152
The one thing I find lacking in sc2 at the moment is the lack of micro. Granted it makes it easier for me as a noob player to win but I only feel like I win because my macro isn't total crap. I want units to have more individuality. I think the way to solve this is give the units more cast spells instead of passive and make the way units move/react more interesting.
DOMINATION
starclaws
Profile Joined April 2010
United States12 Posts
April 15 2010 02:00 GMT
#153
2 geyser turtle.
bro_fenix
Profile Joined February 2010
United States132 Posts
April 15 2010 03:13 GMT
#154
Other (Future of E-Sports): dunno feels like my biggest worry, along with Balance issues
Life isnt about waiting for the storm to pass... Its about learning to dance in the rain.
stolensheep
Profile Blog Joined April 2010
United Kingdom306 Posts
April 15 2010 03:27 GMT
#155
Some balance issues which will be sorted by the release so I'm not too worried, at least I hope they'll be sorted by the release!
twitter.com/stolensheeps
Mindcrime
Profile Joined July 2004
United States6899 Posts
April 15 2010 04:09 GMT
#156
I worry that zerg will remain so boring that I'm forced to play another race.
That wasn't any act of God. That was an act of pure human fuckery.
MMmmmmmmmm
Profile Joined May 2009
United States36 Posts
April 15 2010 04:10 GMT
#157
the game is WAY too much blob vs blob atm but thats probly just cause people dont understand the timing windows yet
intrudor
Profile Blog Joined December 2009
Canada446 Posts
April 15 2010 06:34 GMT
#158
On April 15 2010 13:10 MMmmmmmmmm wrote:
the game is WAY too much blob vs blob atm but thats probly just cause people dont understand the timing windows yet


SC:BW was an instantaneous hit. Even though it wasnt balanced at all and everyone was a n00b in the beginning, the superior quality of the gameplay was evident. i got hooked right after i produced my 4th marine.

So the problem with StarCraft2 is not that people dont understand the timing windows yet. the problem is deeper than that.
USER MIGHT BE WARNED FOR THIS COMMENT
Butigroove
Profile Blog Joined October 2006
Seychelles2061 Posts
April 15 2010 07:53 GMT
#159
I have a key & play at a reasonably high level, and I think high ground & hackers are the biggest problem. I think maybe a +1 range/sight at high ground or something might be good?
beach beers buds beezies b-b-b-baaanelings
zomgzergrush
Profile Joined August 2008
United States923 Posts
April 15 2010 08:32 GMT
#160
The vote speaks for itself.
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
Gapato
Profile Joined April 2010
France43 Posts
April 15 2010 10:50 GMT
#161
Biggest worry ? <caps> I don't have a beta key yet !</caps>
In the name of the submarine
shalafi
Profile Joined July 2008
394 Posts
April 15 2010 11:55 GMT
#162
Other: Clash of big armies.

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
Profile Blog Joined October 2009
Bisutopia19246 Posts
April 15 2010 13:44 GMT
#163
What's mbs? sorry if someone asked I didn't have time to read through the forum.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
MutaDoom
Profile Blog Joined January 2009
Canada1163 Posts
April 15 2010 14:11 GMT
#164
On April 12 2010 15:14 ComradeDover wrote:
Show nested quote +
On April 12 2010 14:16 aimaimaim wrote:
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!!



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
Profile Blog Joined January 2009
Canada1163 Posts
April 15 2010 14:12 GMT
#165
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
Profile Joined April 2009
United States427 Posts
April 15 2010 15:02 GMT
#166
I really wish high ground advantage was put into SC2 Beta. I mean without it, whats the point of having cliffs ect? Might as well play on a flat map with no terrain features whatsoever.
Music is the medicine of the mind || Kill a Zergling and a hundred more will take its place.
Terranist
Profile Blog Joined March 2009
United States2496 Posts
April 15 2010 23:23 GMT
#167
mbs is sort of annoying, it seems like protoss benefits off of it massively while terrans have to deal with a slightly slower macro process.
The Show of a Lifetime
azndsh
Profile Blog Joined August 2006
United States4447 Posts
April 16 2010 01:39 GMT
#168
Other: game is too hard
Mios
Profile Joined April 2010
United States686 Posts
April 16 2010 04:09 GMT
#169
Why has no one talked about the fact that a lot of games are just fast expo and amass army in base while scouting, wait till the perfect army and fight in the middle, someone wins. wow, lame.
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
no LAN and intercontinental bnet = T_T
MMmmmmmmmm
Profile Joined May 2009
United States36 Posts
April 16 2010 04:44 GMT
#170
^^I agree
AmstAff
Profile Blog Joined January 2008
Germany949 Posts
April 16 2010 05:30 GMT
#171
[x] No higher ground advantage

if i had 2 votes + [x] not balanced
after 2 years i reached it = marine icon
Roblin
Profile Joined April 2010
Sweden948 Posts
Last Edited: 2010-04-16 12:26:02
April 16 2010 12:19 GMT
#172
I don't really agree with Mios, from what i have seen, early control and early/midgame is what SC2 is all about, perhaps not in the copper or bronze leauge, but at least a bit in silver (which I am in), and definitelly in gold/plat.

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?
I'm better today than I was yesterday!
brocoli
Profile Joined February 2010
Brazil264 Posts
April 16 2010 15:46 GMT
#173
Other > Pros are not exploring the game nearly enough.

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
Profile Joined April 2010
United States1663 Posts
April 16 2010 16:24 GMT
#174
Just as a disclaimer I dont have beta.

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
Profile Blog Joined January 2009
United States6335 Posts
April 16 2010 17:58 GMT
#175
The "big blob" army problem bothers me every time I think about it.
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.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
enzym
Profile Joined January 2010
Germany1034 Posts
April 16 2010 18:00 GMT
#176
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 fart a lot, often on my gf in bed, then we roll around laughing for 5 mins choking in gas." — exog // "…be'master, the art of reflection. If you are not a thinking man, to what purpose are you a man at all?" — S. T. Coleridge
iheartpurplez
Profile Joined April 2010
Canada54 Posts
April 16 2010 18:04 GMT
#177
i'd say the lack of of the 'defenders' advantage', like the high ground and weak static defenses. also, the lack of PLAGUUUUUUUUUUUUUU .
my love for you, my life for aiur
Orpheos
Profile Joined April 2010
United States1663 Posts
April 16 2010 19:07 GMT
#178
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
Profile Blog Joined October 2008
United States2928 Posts
April 16 2010 20:45 GMT
#179
balance/high ground.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
die.meistersinger
Profile Joined April 2010
United States8 Posts
April 17 2010 00:27 GMT
#180
--- Nuked ---
LunarDestiny
Profile Blog Joined August 2008
United States4177 Posts
April 17 2010 01:25 GMT
#181
On April 17 2010 02:58 cursor wrote:
The "big blob" army problem bothers me every time I think about it.
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.

I think this problem will go away when the overall skill of players increase. But it might take a while for people to stop being lazy and actually use the hotkeys.
Craixs
Profile Joined January 2008
Denmark170 Posts
April 17 2010 01:45 GMT
#182
The camera view, I would like to zoom out a bit sometimes when you spawn at a high location your headbuilding fills 3/4 of the screen which is too much
Entusman #9.
MAX.Void
Profile Joined February 2010
Cuba8 Posts
Last Edited: 2010-04-17 05:43:01
April 17 2010 05:38 GMT
#183
I prefer SCBW much more
SC2=shit
no micro, no macro...
u can play with the fucking mouse
Fruit_Salad
Profile Joined April 2010
United States8 Posts
April 17 2010 05:38 GMT
#184
i think that they need to bring back the "somewhat useless units" like broodwar Queens and shield batteries. also we need more mines :D
Terran > Terran
FragKrag
Profile Blog Joined September 2007
United States11552 Posts
April 17 2010 07:40 GMT
#185
balance #!
*TL CJ Entusman #40* "like scissors does anything to paper except MAKE IT MORE NUMEROUS" -paper
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
April 17 2010 09:21 GMT
#186
banelings are the new mines qq

love some higher ground stuff to be added
Hwaseung Oz fan for life. Swing out, always swing out.
sCuMBaG
Profile Joined August 2006
United Kingdom1144 Posts
April 17 2010 09:41 GMT
#187
most people don't seem to get it.

- the game is not balance
SURE IT ISN'T it'S A BETA GUYS... so this one is now a legit answer in my eyes


either the high ground thing, which really sucks.

or the no unit control thing. which is pretty lame too
FOX-skY
Profile Joined June 2009
Germany42 Posts
April 17 2010 12:19 GMT
#188
Blizzard-KeSPA clash :x
esgn.com – esgntv.com – @ESGN_TV – facebook.com/ESGNTV
rexob
Profile Joined April 2010
Sweden202 Posts
April 17 2010 15:51 GMT
#189
the reavers couldn't catch up!
it's a good day to die
SoMuchBetter
Profile Blog Joined April 2003
Australia10606 Posts
Last Edited: 2010-04-17 17:54:00
April 17 2010 17:49 GMT
#190
zergs boring as hell

defenders advantage is a big one as well
AUSSIESCUM
TeamLiquid eSTROgeneral #1 • RIP
gruntrush
Profile Joined May 2008
Canada134 Posts
April 17 2010 17:52 GMT
#191
i'm not crazy about smart cast. really lets casters win a game solo. I might like it better if the infestor had something that compared to hs missle.
Don't worry, That's halo
Glythrin
Profile Joined February 2009
Sweden15 Posts
April 17 2010 18:38 GMT
#192
I'm thinking the worst thing that possibly could happen to sc2 is the non-existence of a metagame
Making Carriers, a good skill toi have.
Chronocide
Profile Joined August 2007
United States126 Posts
April 17 2010 19:57 GMT
#193
other - zerg is extremely boring at the moment.
"I quickly scanned the area, and saw no observers, so I locked-down as many scouts as I could with my Ghosts, and ordered one to nuke them" -mrxak
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
April 17 2010 22:58 GMT
#194
If the game is boring, that'd be the worst for me.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
Persev
Profile Blog Joined April 2010
United States127 Posts
April 18 2010 00:17 GMT
#195
Some of my concerns for sc2 are:

1. Replayability- Unlike Brood war, theres a "fun factor " missing for me that just makes me stop playing after a few games. On Brood war you never really got "tired" of the game itself. You got physically or mentally tired and that is the factor that made me stop usually. I've probably logg'd about 30k brood war games and 300 sc2 beta games now and i can say I'm more excited about playing brood war than sc2beta right now.

2. Races dont' quite make sense -. Terran has reaper and marauder. To me the hitpoints and power of the marauder really make me feel like its a protoss unit. Conversely the reaper is so fast and nimble and has extreme jump mobility . To me this should be a trait of the zerg. As a whole terran armies in the past were not extremelyl mobile but what they lacked in mobility they made up with in teamwork. A ball of mnm/tanks was a Terran army. Also Zerg has units tht dont' quite fit in as well. A slow,tank (aka roach) seems more of a Toss or Terran unit. It looks biological but its characteristics are more toss (high hitpoints) or terran (low mobility).

3. As of right now the time windows for beginning , mid, late game dont' seem to make sense. Basically the early game time window is so short that for the most part its not existant. IMO there is pretty much only macro mode game style. The benefits of having awesome control over a few units to win the game isn't there anymore. I do understand they want you to have combinations of units, but the macro and control of a big mob of mixed units isnt' nearly as challenging as being able to reaver micro, muta micro, or mnm micro well.
Be nice!
Saturnize
Profile Blog Joined November 2009
United States2473 Posts
April 18 2010 01:06 GMT
#196
On April 12 2010 09:41 ComradeDover wrote:
The biggest problem is that it isn't released yet. Everything else that's listed is just people jumping aboard their favorite complaining bandwagon.


You're right people have no right to complain about the high ground advantage being non existent.
"Time to put the mustard on the hotdog. -_-"
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