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Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2012-11-26 18:36:12
November 26 2012 18:16 GMT
#101
On November 27 2012 01:34 NostalgiaTag wrote:
As much as blizzard wants a balanaced game, I trust in what blizzard is trying to do. Let me elaborate:

Blizzard could have remade sc1. Put the exact same mechanics back in and the same units. They instead decided to try and be creative and throw in "unballanced" units and then try to balance around them. This is in theory a good idea, because its INTERESTING, I for one dont wana watch a game of ling vs zealot vs marine games all the time. Having creative units makes the game fun. However by having creative units it makes the game much more difficult to balance as we are discussing. Have they done a good job? debatable. But i believe they are doin the best with a confined set of paramaters. Call me a blizzard fan boy but I think they are IN THE END going to make the right decisions, its just going to take some back and forth balancing and experimentation, which is going to make the game more interesting.

I take it you have no experience with BW ... never played it and never watched it.

They didnt "throw in imbalanced units" ... they added "crutches" to make their mechanics work. Forcefield, blink, Fungal are all little helper tools which act as an excuse to say "learn to micro", but in the end the basic math of the units REQUIRES these crutches to keep the game and its lousy balance.

Just look at the Stalker and then look at the Marine. Both are roughly the same dps for ONE unit, but since you can stack more Marines into the same area compared to the much more expensive Stalker the Protoss NEED that Blink and Forcefield to make the unit work at all against the higher "dps per area" of the Marines. Managing Forcefields and/or Blink as a requirement to make the unit work is a terrible idea for such a basic unit ... even if it is an interesting concept. The reason why this is terrible is easy to explain with another comparison: USING a bunch of Banelings is easy; DEFENDING AGAINST them - Marine splitting - is hard and this basically is the core of the problem when looking at the units. You have too many crutches which are needed and gaps in the required skill for the races, which simply wasnt there in BW. You could make this less important by thinning out the units and making engagements less of a "big one" ... its all math and yet Blizzard doesnt notice this.

Oh and some of the crutches - some/many Zerg players are whining about not being able to win without Fungal in its current form - are downright terrible if they reach a critical number (the Infestors that is).

You say that you dont want to watch basic units all the time, but its stupid to think that every unit can have some special gimmick without having the risk that these gimmicks prove too good when you reach a critical number. Why else was the Reaper nerfed, if not for the ability to mass them quickly AND use them to tear down enemy buildings easily. HotS has no more anti-building mines from them and replaces it with a useless out-of-combat-heal. Just watch some BW games and you will see that it ISNT all about basic units if the basic units are "boring" and without any special gimmicks, so you might as well change that misconception there.

You should also remember that "if everything is special ... the special is the norm and its not special anymore", so having lots of basic units involved is good, because it is more exciting when something special happens.
If you cant say what you're meaning, you can never mean what you're saying.
TheSambassador
Profile Joined May 2010
United States186 Posts
November 26 2012 18:57 GMT
#102
On November 27 2012 03:16 Rabiator wrote:
Just look at the Stalker and then look at the Marine. Both are roughly the same dps for ONE unit, but since you can stack more Marines into the same area compared to the much more expensive Stalker the Protoss NEED that Blink and Forcefield to make the unit work at all against the higher "dps per area" of the Marines. Managing Forcefields and/or Blink as a requirement to make the unit work is a terrible idea for such a basic unit ... even if it is an interesting concept. The reason why this is terrible is easy to explain with another comparison: USING a bunch of Banelings is easy; DEFENDING AGAINST them - Marine splitting - is hard and this basically is the core of the problem when looking at the units. You have too many crutches which are needed and gaps in the required skill for the races, which simply wasnt there in BW. You could make this less important by thinning out the units and making engagements less of a "big one" ... its all math and yet Blizzard doesnt notice this.


Your argument about stalkers makes no sense. Stalkers have 1 more range, a ton more HP, are faster, and later on get Blink. Marines have MUCH higher DPS with Stim and have synergy with Medivacs. This argument has absolutely nothing to do with anything. If anything, it's Zealots who need Force Fields in order to stay alive.

Marines NEED stim to be able to fight Stalkers, but you aren't complaining about that. Why not? Because units have abilities, and those abilities make them stronger. Blink makes stalkers stronger and more interesting. Units and their abillities is what Starcraft is all about.

Is using a bunch of Banelings actually easy? Banelings are designed to be cost effective against Marines almost specifically. They SHOULD be "easy" to use. Marine splitting is extremely exciting, and it makes marines, which are supposed to be countered by banelings, cost effective against them. This is one of the BEST parts of TvZ. Splitting marines takes micro, splitting banelings to hit the marines and not waste themselves on one marine at a time takes micro, what are you complaining about here?

Just admit that all you really want is Brood War. There ARE issues with some spells, like Force Field and Fungal, but this sort of whining is really getting old.

Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2012-11-28 11:38:30
November 28 2012 11:14 GMT
#103
On November 27 2012 03:57 TheSambassador wrote:
Show nested quote +
On November 27 2012 03:16 Rabiator wrote:
Just look at the Stalker and then look at the Marine. Both are roughly the same dps for ONE unit, but since you can stack more Marines into the same area compared to the much more expensive Stalker the Protoss NEED that Blink and Forcefield to make the unit work at all against the higher "dps per area" of the Marines. Managing Forcefields and/or Blink as a requirement to make the unit work is a terrible idea for such a basic unit ... even if it is an interesting concept. The reason why this is terrible is easy to explain with another comparison: USING a bunch of Banelings is easy; DEFENDING AGAINST them - Marine splitting - is hard and this basically is the core of the problem when looking at the units. You have too many crutches which are needed and gaps in the required skill for the races, which simply wasnt there in BW. You could make this less important by thinning out the units and making engagements less of a "big one" ... its all math and yet Blizzard doesnt notice this.


Your argument about stalkers makes no sense. Stalkers have 1 more range, a ton more HP, are faster, and later on get Blink. Marines have MUCH higher DPS with Stim and have synergy with Medivacs. This argument has absolutely nothing to do with anything. If anything, it's Zealots who need Force Fields in order to stay alive.

Marines NEED stim to be able to fight Stalkers, but you aren't complaining about that. Why not? Because units have abilities, and those abilities make them stronger. Blink makes stalkers stronger and more interesting. Units and their abillities is what Starcraft is all about.

Is using a bunch of Banelings actually easy? Banelings are designed to be cost effective against Marines almost specifically. They SHOULD be "easy" to use. Marine splitting is extremely exciting, and it makes marines, which are supposed to be countered by banelings, cost effective against them. This is one of the BEST parts of TvZ. Splitting marines takes micro, splitting banelings to hit the marines and not waste themselves on one marine at a time takes micro, what are you complaining about here?

Just admit that all you really want is Brood War. There ARE issues with some spells, like Force Field and Fungal, but this sort of whining is really getting old.


Your argument about the range of Stalkers is irrelevant if they cant "outrange" the Marines and keep them away. They need the crutch of Forcefield to be able to do that. You are also overlooking the point that you get three Marines for every Stalker and thus have three times the dps for the same amount of resources. Stop bringing up upgrades like Blink or Stim and just look at the basic units[*]. I would rather have those Marines than the Stalkers and you kinda HAVE TO have either Blink or Sentries with Forcefield energy to even have a chance to survive with the Stalkers ... since the tight unit clumping makes sure that all Marines will be in range and thus the extra range doesnt really matter.

Now to the Baneling example. What do you need to do to use the Banelings? 1a ... and maybe another 1a when the Marines run to the side. Are you panicking? Nope, you already know that the Banelings will die while you attack.
What does the Terran do? He has about ONE SECOND to properly react and thus is in PANIC MODE. If he doesnt see the Banelings because he was macroing or a decoy attack pulled his attention then it is all over. There are lots of "one second reaction time or die" decisions for non-Zerg, because there is also Fungal Growth.

I wish you would stop about the "Marine splitting is exciting" part and think about "is this actually fair?" and "is this equally possible for Joe Bronzeleague compared to MarineKing?" I think we know the answer to the last part and thus it should be removed or at least toned down. I know no other tier 1 unit, which you can rightclick on a Planetary Fortress and it WILL DIE ... unless there is a big clump of defenders there as well. No other unit has such a huge stackable burst damage and it should be replaced by non-stacking damage over time (1-2 second duration) with friendly fire to non-Banelings.

Just because I think that Broodwar has soled many problems in a better way doesnt mean I dont want an evolution. This isnt a black and white decision and going a few steps back is WISE and not as stupid as you think it is. Learning to acknowledge your own mistakes is an important part in growing up and something newer isnt automatically better than something old. We have lots of experience with both games now and can compare them in their styles adequately. Both have their faults, so why not try to reach the middle ground?

SC2 has too many units on the battlefield in a too high concentration. This makes the battles SHORT and hard to watch/understand as a viewer AND it makes tough units which we should care about (Battlecruiser, Carrier) become pretty much useless because masses of small units can easily overwhelm them and be replaced even easier due to the production speed boosts.

BW has clunky 8-direction movement and sometimes units get stuck or follow a weird pathing. You cant have multiple production buildings selected and workers cant be rallied onto a mineral patch. I could live without these and take an improved setting, BUT the "friendly unit collision" part of the movement is important and has to be kept to give the platoon movement a will of its own and to force the spread of the units. Keeping the 12 unit selection limit is yet another thing to be kept ... and it should be added to a multi-building selection limit as well. So what would be so terrible about such a compromise (which shouldnt take that much to implement)?

To keep the numbers of units at an acceptable level the production speed boosts (and the MULE) should be scrapped as well, since it is a bad thing to have "timings" when race A has its boosts operational and other timings when the same happens for race B and race A knows that it needs to prevent that from happening or it dies due to a better production boost capability of the other race.

[*] REQUIRING clickable abilities to make a unit "keep up" with other units is a terrible concept, because of the different skill of players of different leagues. The best example for the difference in skill and its efficiency is the two abilities for the Knight and the Ogre Mage in Warcraft 2. The defensive heal ability of the Knight made it far less useful and MUCH harder to use compared to the mines cast by the Ogre before the battle. Stimpack is a clickable ability from BW, but it wasnt as necessary or overpowered as it is in SC2 due to the much lower density of Marines.
If you cant say what you're meaning, you can never mean what you're saying.
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