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Why the Warhound should NOT be balanced - Page 7

Forum Index > StarCraft 2 HotS
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iAmiAnC
Profile Blog Joined July 2011
United Kingdom317 Posts
Last Edited: 2012-09-10 17:19:11
September 10 2012 17:04 GMT
#121
I always got the impression the Warhound is filling a void in the Terran arsenal for the 1 APM fire and forget no micro a-move units that the other 2 races already have. As a Terran player I almost welcomed the idea that they get a unit where you can a-move vs Protoss (like a Protoss) and sit there watching the battle unfold in your favor. Ideally there would be no units like that of course, but Protoss already has so many. Charge Zealots, Archons, Colossus etc. are already as bad as the warhound in my book and would need looking at alongside reworking the Warhound. There must be a way of making Factory units viable vs Protoss that is slightly less silly than the Warhound of course. Looking at it objectively then an a-move, no micro unit with an autocasting ability isn't going to lead to interesting gameplay and needs to be ditched. The problem is I can think of units that are already in WoL which fit that bill (I hate Charge Zealots).

The current situation where the best strategy seems to be stacking Warhounds at the expense of Siege Tanks, Thors and Hellions certainly doesn't seem right for a start. Positional play with Siege Tanks and the idea of "breaking the mech Terran" is far more interesting to watch than seeing 20 Mechwarrior Marauders on crack zooming into the Protoss (and Zerg LOL) army and steamrolling it with no regard for positioning or micro. The TvP Battle Report where the Terran had a more balanced mech army (with tanks) is what I was hoping for, but I imagine it's difficult to tune the Warhound and Siege Tank such that a Terran wants to have a mixture of the two in their army. It seems like it will be hard to get away from mass Warhound TvP when the Siege Tank is so disappointing in the matchup.
http://www.twitch.tv/iamianc <- High master EU terran stream /w commentary!
Legio
Profile Joined December 2008
Sweden235 Posts
September 10 2012 17:07 GMT
#122
I agree that the warhound needs an overhaul, but for other reasons. The game is based around the principle of Terran - high dps, low health, protoss - high health, low mobility, zerg - high mobility, low dps. If you add a tanky, fast unit to terran you break the whole principle of the different races.

If you nerf the WH as much as it needs to be nerfed, then it becomes the Thor that already exist.
Zorkmid
Profile Joined November 2008
4410 Posts
September 10 2012 17:07 GMT
#123
I don't understand this.

You're saying that:

1. The Warhound is powerful and easy to use.
2. That making a powerful unit that is difficult to use would be a good design.
3. Don't nerf the Warhound.

What am I missing here?
rauk
Profile Blog Joined February 2009
United States2228 Posts
September 10 2012 17:08 GMT
#124
On September 11 2012 02:07 Zorkmid wrote:
I don't understand this.

You're saying that:

1. The Warhound is powerful and easy to use.
2. That making a powerful unit that is difficult to use would be a good design.
3. Don't nerf the Warhound.

What am I missing here?


get rid of the warhound obviously...
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 10 2012 17:10 GMT
#125
On September 11 2012 01:37 Condor Hero wrote:
Show nested quote +
On September 11 2012 01:34 Anta wrote:
On September 11 2012 01:28 red4ce wrote:
I wonder if maybe the blandness of the warhound isn't a terran problem, but a zerg/protoss one. Looking back at the goliath and the dragoon, there really isn't anything inspired about their design. What made these units fun to watch was that they had an opponent worthy of micro-ing against rather than just 1a2a3a4a. For the goliath this opponent was the carrier and for the dragoon it was the vulture/spidermine.



Why don't we see this sort of thing in SC2? It isn't because the units are too limited in design. Ground units can split and target fire in SC2 just as they could in BW. It's because there aren't any enough situations for this kind of micro to take place.

i agree.

but what you also can see here: shit is just dying to fast in sc2.

Yeah I hate unit clumping. You can hardly see shit in a max vs max fight.


Yeah, that is one of the issues with SC2. Units "clumped" in BW, but they also took up more space on the screen, so it was less of an issue. Also, the units were sprites on a grid, displayed on a CTR screen in a resolution smart phones have surpassed; rather than 3d models on 3d map, showing in wide screen at 1920 x 1080. You would be hard pressed to get a max army all on one screen in BW, but is SC2 is no problem just because everything is so much smaller, faster and meaner.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
nocrA
Profile Joined August 2011
Italy27 Posts
Last Edited: 2012-09-10 17:18:07
September 10 2012 17:13 GMT
#126
On September 11 2012 02:04 Brahoono wrote:

Even in a game like Broodwar which was like super hard on the mechanics the very good players who are flash, jaedong or older ones like boxer usually won everything because they were the smartest guys out there. Also they have beastly mechanics...so there is NO reason not to have both sides to this game. Thats why its a REALTIME strategy game...it will and has to have a strong mechanical component.

If you only want strategy in there you have to play a turnbased strategy game.



Do you think that chess part of Chess Boxing has the same strategic value of a normal chess game because having both boxing("mechanics") and chess doesn't lower the strategy? (I'm using your reasoning)

I think the more things you put in a game the more every aspect becomes less relevant.

If we had less mechanics if the game was good we would focus more on the strategy.
Unfortunately I think that RTS can't have very complex startegy, maybe it's because imperfect information hinders that(coin-flips)

But I'm ready to change idea
(╯°□°)╯︵ ┻━┻
Bertolt
Profile Joined March 2011
United States75 Posts
September 10 2012 17:13 GMT
#127
Thank you, especially with all of the multitasking intensive fun stuff toss is getting.

P.S. just realized who the OP was. <3 orb ^^
Just because you are a character, dosnt mean you have character
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
September 10 2012 17:23 GMT
#128
I'd like to see the Warhound as a support caster, like and Electronic Warfare unit that can, say, nullify forcefields, disrupt guardian shields, drain energy, etc.
Knowing is half the battle... the other half is lasers.
kinglemon
Profile Joined September 2011
Germany199 Posts
September 10 2012 17:23 GMT
#129
nice text, totally agree.
Brahoono
Profile Joined September 2012
119 Posts
September 10 2012 17:26 GMT
#130
On September 11 2012 02:13 nocrA wrote:
Show nested quote +
On September 11 2012 02:04 Brahoono wrote:

Even in a game like Broodwar which was like super hard on the mechanics the very good players who are flash, jaedong or older ones like boxer usually won everything because they were the smartest guys out there. Also they have beastly mechanics...so there is NO reason not to have both sides to this game. Thats why its a REALTIME strategy game...it will and has to have a strong mechanical component.

If you only want strategy in there you have to play a turnbased strategy game.



Do you think that chess part of Chess Boxing has the same strategic value of a normal chess game because having both boxing("mechanics") and chess doesn't lower the strategy? (I'm using your reasoning)

I think the more things you put in a game the more every aspect becomes less relevant.

If we had less mechanics if the game was good we would focus more on the strategy.
Unfortunately I think that RTS can't have very complex startegy, maybe it's because imperfect information hinders that(coin-flips)

But I'm ready to change idea


That's where I disagree a lot. I really don't think that if you tone down mechanics a lot you will see a lot more strategy. You basically automate mechanics by training a lot. The decisionmaking in scbw even though it requires a lot more mechanics has way more strategic depth than sc2. Highground advantage and more units that allow you to control space a lot more for example give a lot of strategic depth. Also you don't have that deathball syndrom allowing you to do way more with your units.
Zorkmid
Profile Joined November 2008
4410 Posts
September 10 2012 17:33 GMT
#131
On September 11 2012 02:08 rauk wrote:
Show nested quote +
On September 11 2012 02:07 Zorkmid wrote:
I don't understand this.

You're saying that:

1. The Warhound is powerful and easy to use.
2. That making a powerful unit that is difficult to use would be a good design.
3. Don't nerf the Warhound.

What am I missing here?


get rid of the warhound obviously...


Oops! Guess I skipped over that part.
00Visor
Profile Blog Joined February 2011
4337 Posts
September 10 2012 17:40 GMT
#132
I`ll be the one to disagree. (with orbs reasoning)
- misleading sensationalist headline, just write what your real point is ("Get rid of the warhound")
- SC2 has easier mechanics than broodwar, but there is still a very long way to master it totally. when you write that "Newbies get bored quickly, because they can do everything", I disagree heavily, out of own experience, your "newbies" are at least master players
- Many people criticize that SC2 shouldnt become a battle of casters, instead there should be simple attack units who are then microed by moving back and forth and focus firing, there were tons of this kind in Broodwar

I don't think that the Warhound is a great unit and I'm unsure about all updates of game mechanics, I mainly don't support orbs reasoning here.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
September 10 2012 17:42 GMT
#133
Don't agree entirely with all the reasoning behind it but I agree with the conclusion: the warhound sucks and needs to be seriously altered.
An attack move unit in itself doesn't need to be bad if it features in interesting strategies. For example hydra's are pretty much the same but they can be just fine. The warhound just sucks because it's intended to be part of the new mech which becomes boring with it. Mech is a slow positional style with huge strength but no mobility. The warhound changes this and makes it just a boring version of MMM. I don't want to see warhound fights in TvT or super slow warhound/battlehellion(maybe even BC) armies in TvP.

Units need flavor of themselves or need to enable other units with flavor. Boring units that hardcounter fun strategies too much sucks. Nerfing it into the ground where it becomes useless in TvZ and hardly used in TvT will probably end up being the solution though. At some point blizzard will have to be pragmatic and start tweakign numbers instead of overhauling entire systems even if the chosen path they have sucks.
Development choices from blizzard have just been terrible the past few years in both diablo and starcraft, they seem to opt for terrible lead designers
Kranyum
Profile Joined September 2012
77 Posts
September 10 2012 17:50 GMT
#134
Hey Orb, I fully agree: it was the kind of post I would have made, but sadly I have lost faith a while ago and I am too busy to care as much as before.

Your point about the warhound is perfectly valid, but what about the following units:

- Roach
- Corruptor
- Collosus
- Immortal
- Thor
- Marrauder

Seems to me that your arguement can be just as easily applied to all these units on the list.
nocrA
Profile Joined August 2011
Italy27 Posts
Last Edited: 2012-09-10 17:54:29
September 10 2012 17:52 GMT
#135
On September 11 2012 02:26 Brahoono wrote:
Show nested quote +
On September 11 2012 02:13 nocrA wrote:
On September 11 2012 02:04 Brahoono wrote:

Even in a game like Broodwar which was like super hard on the mechanics the very good players who are flash, jaedong or older ones like boxer usually won everything because they were the smartest guys out there. Also they have beastly mechanics...so there is NO reason not to have both sides to this game. Thats why its a REALTIME strategy game...it will and has to have a strong mechanical component.

If you only want strategy in there you have to play a turnbased strategy game.



Do you think that chess part of Chess Boxing has the same strategic value of a normal chess game because having both boxing("mechanics") and chess doesn't lower the strategy? (I'm using your reasoning)

I think the more things you put in a game the more every aspect becomes less relevant.

If we had less mechanics if the game was good we would focus more on the strategy.
Unfortunately I think that RTS can't have very complex startegy, maybe it's because imperfect information hinders that(coin-flips)

But I'm ready to change idea


That's where I disagree a lot. I really don't think that if you tone down mechanics a lot you will see a lot more strategy. You basically automate mechanics by training a lot. The decisionmaking in scbw even though it requires a lot more mechanics has way more strategic depth than sc2. Highground advantage and more units that allow you to control space a lot more for example give a lot of strategic depth. Also you don't have that deathball syndrom allowing you to do way more with your units.


My point was more general.

For sc2 I think you are right(I said if the game is good meaning if it has the possibility for complex strategy) but I think my point in general still holds. BTW BW had 12 years to develop strategy where sc2 had 2 years and now we are gonna somewhat start again. But I agree with you that maybe sc2 doesn't support much strategic depth.
But before Botvinnik's (first chess world champion) scientific approach to chess strategy, chess was thought to be a game about tactics and calculation were the first player to make a major mistakes loses and not about strategy (you can read E.A.Poe that in the 18th century thought draughts had more depth than chess + Show Spoiler +

Form The Murders in the Rue Morgue

The faculty of resolution is possibly much invigorated by mathematical study, and especially by that highest branch of it, which, unjustly, and merely because of its retrograde operations, has been called, as if par excellence, analysis. Yet, to calculate is not in itself to analyze.
A chess player, for example, does one without the effort of the other. It follows that the game of chess, in its effects upon mental character, is greatly misunderstood.
I am not now writing a treatise, but simply prefacing a somewhat peculiar narrative by observations very much at random; I will, therefore take occasion to assert that the higher powers of the reflective intellect are decidedly and more usefully tasked by the unostentatious game of draughts than by the elaborate frivolity of chess.
In this latter where the pieces have different and bizarre motions, with various and variable values, what is only complex is mistaken (a not unusual error) for what is profound. The attention is here powerfully called into play. If it flag for an instant, an oversight is committed [“blunder”—the Editor] resulting in injury or defeat.
The possible moves being not only manifold but involute, the chances of such oversights are multiplied; and in nine cases out of ten it is more concentrative rather than the more acute player who conquers.
In draughts, on the contrary, where the motives are unique and have but little variation, the possibilities of inadvertence are diminished; and the mere attention being comparatively left unemployed, what advantages are obtained by either party are obtained by by superior acumen.
)
(╯°□°)╯︵ ┻━┻
ledgerhs
Profile Joined September 2010
United States34 Posts
September 10 2012 17:52 GMT
#136
I think Warhound is a great idea on paper. Right now, terrans get their both anti-air and anti-ground ball upgraded from the same tech tier, much faster. If Warhound is designed to be much stronger than Marauder, and becomes the staple in TvP army mix, then the T should not (in principle) be so well upgraded against air.

In theory, that should make air transitions or air play much more viable (I might horribly wrong).

Thoughts?
kaokentake
Profile Joined July 2012
383 Posts
September 10 2012 17:53 GMT
#137
On September 11 2012 02:50 Kranyum wrote:
Hey Orb, I fully agree: it was the kind of post I would have made, but sadly I have lost faith a while ago and I am too busy to care as much as before.

Your point about the warhound is perfectly valid, but what about the following units:

- Roach
- Corruptor
- Collosus
- Immortal
- Thor
- Marrauder

Seems to me that your arguement can be just as easily applied to all these units on the list.



roach makes some pretty exciting zvp games.

devourers were hardly seen and just existed to counter carrier / bc. same deal with corrupter

collossus / immortal / thor / marauder. I believe each race can have a few a-move units as long as they are exciting to watch. I enjoyed MVP doing thor timings at IEM killing zergs right when they switched into broodlords with the anti-air thor attack.


Each race already has their a-move units. Terran doesnt need another marauder
Dsan
Profile Joined July 2012
Italy6 Posts
September 10 2012 17:55 GMT
#138
Wait what!?
So if Terran gets an amove unit that should be cutted off the game,why are Protoss and Zerg still on Starcraft 2?
Ariuz
Profile Joined October 2011
Germany39 Posts
September 10 2012 17:56 GMT
#139
I agree with everything u just said.

but heres the sad truth, blizzard doesnt care.



starcraft turns more and more noob friendly, attack move units help the casual gamers to win more. this may sound dumb, but blizzard only interests how many players are gonna play starcraft. I also think automine and the count of ur workers doesnt belong to starcraft, but blizzard seems like they dont care about the traditions of starcraft.

its sad.

but thats how it is.
hnim
Profile Joined July 2011
United States86 Posts
September 10 2012 17:58 GMT
#140
I disagree with the marine part, I think it's a well designed unit because of how fragile it is, meaning it is incredibly vulnerable to area of effect damage, meaning that you will get much more mileage out of marine micro than well, almost any other unit.
Mvp fanboy
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