• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:30
CEST 07:30
KST 14:30
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7
Community News
Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0
StarCraft 2
General
Geoff 'iNcontroL' Robinson has passed away GSTL Returns in 2026! SC4ALL II: SC2 Player Announcement 6/8 - Maru Balance hotfix patch 5.0.16b (July 16) Serral wins Maestros of the Game 2
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) Sparkling Tuna Cup - Weekly Open Tournament SC2 AI Tournament 2026 Fall 2026 GSTL Announcement Master Swan Open (Global Bronze-Master 2)
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout Mutation # 537 Hostile Territory
Brood War
General
BW General Discussion [Personal Project Share] Terran Defense v0.60 ASL22 General Discussion Pros React To: First 'Fastest' Map in ASL History BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Toronto invitational lan 22 august [Megathread] Daily Proleagues [ASL22] Ro24 Group B [ASL22] Ro24 Group A
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Dating: How's your luck? Artificial Intelligence Thread The Letting Off Steam Thread
Fan Clubs
The Creator Fan Club MarineLorD Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Young Players Exit Esports E…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5054 users

Beta Balance Update #11 (Jan 9, 2013) - Page 50

Forum Index > StarCraft 2 HotS
1054 CommentsPost a Reply
Prev 1 48 49 50 51 52 53 Next
Excludos
Profile Blog Joined April 2010
Norway8278 Posts
Last Edited: 2013-01-12 14:37:34
January 12 2013 14:34 GMT
#981
On January 12 2013 23:00 Telenil wrote:
Show nested quote +
On January 12 2013 10:39 nailertn wrote:
On January 11 2013 07:28 Channel Pressure wrote:
There is something intrinsically silly about saying of a company that produced a best selling game that all of you play, 'Has no clue what they are doing'. No clue whatsoever? You mean to say, at blizzard, they threw changes into a hat, drew them out and implemented them? Surely they have a clue. Come on. Yes I agree some of these changes are. . unexpected, but #1 its a beta guys, they have liberty to experiment during a beta. And #2, they are game designers, and very good ones. They do have a clue. Can we just hang in there and be a little less pessamistic?


It would be an exaggeration to say Blizzard has done nothing right in the last decade, but not a big one. All their franchises are feeding off the success of their predecessors.
Yeah, all of us who play Starcraft 2 totally do it because it's fashionable to play the Brood War sequel, not because the game is enjoyable in any shape or form.
/facepalm


Yes. And we keep on playing it even thought there are a million other new fast paced RTS games out there with a lot better quality, and perfect balance even thought the races are unequal in their design.

edit: Yes, I did say perfect balance. I do get that the game isn't actually balanced. But its still getting a very equal (even 55/45% is equal in this scenario) winratio all the way to the top. Most RTS out there have massive imbalances and/or a single unit which can win by itself. They're only fun up to the point where you get slightly competitive and start abusing strategies. I don't think I know of anyone who's done as good a job with their game balance as blizzard.
FHC Nex
Profile Joined July 2011
Bulgaria44 Posts
January 12 2013 15:15 GMT
#982
From a balance point of view I have just one (main) concern: The people at blizzard fail to realize that balancing ONLY around overall W/L ratios is just plain wrong. It seems that in WOL they completely missed the fact that some races have the upper hand in late game so others had to work around that and try to win as early as possible. Not gonna point at any specific matchups, the problem is obvious to everyone. It's sad that they realized it too late

The changes seem interesting to me, gonna try more factory play. I loved mech in SC1 and tried it multiple times in WOL, hopefully it will be worth the effort in HOTS

o/
"It seems that whenever a Terran wins its because "Terran OP" not because the player played well. "Terran OP" has been around since beta and its became an excuse for losses"
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2013-01-12 15:43:41
January 12 2013 15:35 GMT
#983
On January 12 2013 23:34 Excludos wrote:
Show nested quote +
On January 12 2013 23:00 Telenil wrote:
On January 12 2013 10:39 nailertn wrote:
On January 11 2013 07:28 Channel Pressure wrote:
There is something intrinsically silly about saying of a company that produced a best selling game that all of you play, 'Has no clue what they are doing'. No clue whatsoever? You mean to say, at blizzard, they threw changes into a hat, drew them out and implemented them? Surely they have a clue. Come on. Yes I agree some of these changes are. . unexpected, but #1 its a beta guys, they have liberty to experiment during a beta. And #2, they are game designers, and very good ones. They do have a clue. Can we just hang in there and be a little less pessamistic?


It would be an exaggeration to say Blizzard has done nothing right in the last decade, but not a big one. All their franchises are feeding off the success of their predecessors.
Yeah, all of us who play Starcraft 2 totally do it because it's fashionable to play the Brood War sequel, not because the game is enjoyable in any shape or form.
/facepalm


Yes. And we keep on playing it even thought there are a million other new fast paced RTS games out there with a lot better quality, and perfect balance even thought the races are unequal in their design.

edit: Yes, I did say perfect balance. I do get that the game isn't actually balanced. But its still getting a very equal (even 55/45% is equal in this scenario) winratio all the way to the top. Most RTS out there have massive imbalances and/or a single unit which can win by itself. They're only fun up to the point where you get slightly competitive and start abusing strategies. I don't think I know of anyone who's done as good a job with their game balance as blizzard.


everyone can balance a game if they devote a couple of ressources to it (like hire one statistican and he will do it for you).

However, design is much much more difficult to get right than balance (which I define as 50% w/r at highest level of play).

If you get design correct you can obtain the following:
1) Spectators can now clearly see the difference nr. 1 in the world and nr. 50 (we can't do that today - at least not most of us).
2) The game can be balanced across all skill levels (if units are equally difficult to use as to play against then this can be done).
3) Games will be actionoriented, both early, mid and late game.
4) It will not be deathball'ish - instead we will see action all over the place which requires great multitasking.
5) The game could be even more entertaining to watch than BW was

But to get design correctly you need at great understanding of sc2 - something most below master players don't have, and even many master/gm haven't reflected enough upon design to do that.
Also you need great analytical skills.

So not everybody can get design correct - its very difficult and requires a lot of analysis, however it is obtainable and Blizzard is doing a terrible job designwise unfortunately.
Qikz
Profile Blog Joined November 2009
United Kingdom12047 Posts
January 12 2013 15:40 GMT
#984
On January 12 2013 23:34 Excludos wrote:
Show nested quote +
On January 12 2013 23:00 Telenil wrote:
On January 12 2013 10:39 nailertn wrote:
On January 11 2013 07:28 Channel Pressure wrote:
There is something intrinsically silly about saying of a company that produced a best selling game that all of you play, 'Has no clue what they are doing'. No clue whatsoever? You mean to say, at blizzard, they threw changes into a hat, drew them out and implemented them? Surely they have a clue. Come on. Yes I agree some of these changes are. . unexpected, but #1 its a beta guys, they have liberty to experiment during a beta. And #2, they are game designers, and very good ones. They do have a clue. Can we just hang in there and be a little less pessamistic?


It would be an exaggeration to say Blizzard has done nothing right in the last decade, but not a big one. All their franchises are feeding off the success of their predecessors.
Yeah, all of us who play Starcraft 2 totally do it because it's fashionable to play the Brood War sequel, not because the game is enjoyable in any shape or form.
/facepalm


Yes. And we keep on playing it even thought there are a million other new fast paced RTS games out there with a lot better quality, and perfect balance even thought the races are unequal in their design.

edit: Yes, I did say perfect balance. I do get that the game isn't actually balanced. But its still getting a very equal (even 55/45% is equal in this scenario) winratio all the way to the top. Most RTS out there have massive imbalances and/or a single unit which can win by itself. They're only fun up to the point where you get slightly competitive and start abusing strategies. I don't think I know of anyone who's done as good a job with their game balance as blizzard.


I'd love to see these imaginary millions of games.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
duckmaster
Profile Joined August 2011
687 Posts
Last Edited: 2013-01-12 15:55:18
January 12 2013 15:53 GMT
#985
I actually like the no siege upgrade, especially for TvP. Now you can build Siege Tanks reactively when you scout for example a gateway all-in without having to invest too much gas into it. I think in HotS we might see people getting only one or two siege tanks when going for bio since they are actually quite good in midgame. In WoL if you wanna get any siege tanks you better fucking want to build multiple tanks/invest a ton of resources to them due to the upgrade. Obviously not a fix at all for TvZ (they still suck lategame) but very happy about this change for other purposes.
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
January 12 2013 15:59 GMT
#986
On January 13 2013 00:53 duckmaster wrote:
I actually like the no siege upgrade, especially for TvP. Now you can build Siege Tanks reactively when you scout for example a gateway all-in without having to invest too much gas into it. I think in HotS we might see people getting only one or two siege tanks when going for bio since they are actually quite good in midgame. In WoL if you wanna get any siege tanks you better fucking want to build multiple tanks/invest a ton of resources to them due to the upgrade.


But this is just another design myth. It doesn't matter whether tanks become viable in the midgame. What matters is designing units so that they can create interesting games. Having 2 tanks in the midgame adds nothing of interest - it may even be a bad thing as it delays medivac drop play which can be pretty entertaining.

When you evaluate stuff always try to take the role as a spectator listening to a caster. Assume you have seen the unit/ability/strategy being used 500 times, does it still excite you to see it being used the 501th time?

Marine split does that, which Is why everyone agrees on it being a great designed unit. However, people will give a shit about a terran building 1-2 siege tanks in the early midgame for the 501th time - they just wanna see action, micro and multitasking. Therefore we shouldn't care about adding more trivial/pointless choices to the game because they are goanna get boring pretty quickly.
ShamW0W
Profile Joined March 2010
160 Posts
January 12 2013 16:04 GMT
#987
On January 13 2013 00:59 Hider wrote:
Show nested quote +
On January 13 2013 00:53 duckmaster wrote:
I actually like the no siege upgrade, especially for TvP. Now you can build Siege Tanks reactively when you scout for example a gateway all-in without having to invest too much gas into it. I think in HotS we might see people getting only one or two siege tanks when going for bio since they are actually quite good in midgame. In WoL if you wanna get any siege tanks you better fucking want to build multiple tanks/invest a ton of resources to them due to the upgrade.


But this is just another design myth. It doesn't matter whether tanks become viable in the midgame. What matters is designing units so that they can create interesting games. Having 2 tanks in the midgame adds nothing of interest - it may even be a bad thing as it delays medivac drop play which can be pretty entertaining.

When you evaluate stuff always try to take the role as a spectator listening to a caster. Assume you have seen the unit/ability/strategy being used 500 times, does it still excite you to see it being used the 501th time?

Marine split does that, which Is why everyone agrees on it being a great designed unit. However, people will give a shit about a terran building 1-2 siege tanks in the early midgame for the 501th time - they just wanna see action, micro and multitasking. Therefore we shouldn't care about adding more trivial/pointless choices to the game because they are goanna get boring pretty quickly.


Wait, so the concept of map control in an RTS isn't interesting?
Half-Man Half-Amazing
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2013-01-12 16:07:31
January 12 2013 16:06 GMT
#988
On January 13 2013 01:04 ShamW0W wrote:
Show nested quote +
On January 13 2013 00:59 Hider wrote:
On January 13 2013 00:53 duckmaster wrote:
I actually like the no siege upgrade, especially for TvP. Now you can build Siege Tanks reactively when you scout for example a gateway all-in without having to invest too much gas into it. I think in HotS we might see people getting only one or two siege tanks when going for bio since they are actually quite good in midgame. In WoL if you wanna get any siege tanks you better fucking want to build multiple tanks/invest a ton of resources to them due to the upgrade.


But this is just another design myth. It doesn't matter whether tanks become viable in the midgame. What matters is designing units so that they can create interesting games. Having 2 tanks in the midgame adds nothing of interest - it may even be a bad thing as it delays medivac drop play which can be pretty entertaining.

When you evaluate stuff always try to take the role as a spectator listening to a caster. Assume you have seen the unit/ability/strategy being used 500 times, does it still excite you to see it being used the 501th time?

Marine split does that, which Is why everyone agrees on it being a great designed unit. However, people will give a shit about a terran building 1-2 siege tanks in the early midgame for the 501th time - they just wanna see action, micro and multitasking. Therefore we shouldn't care about adding more trivial/pointless choices to the game because they are goanna get boring pretty quickly.


Wait, so the concept of map control in an RTS isn't interesting?

Two tanks are NOT CONTROLLING ANYTHING and they are more of a burden - due to their control and speed - than a boost of power. This is SC2 we are talking about and not BW where two tanks actually deal damage.
If you cant say what you're meaning, you can never mean what you're saying.
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2013-01-12 16:09:26
January 12 2013 16:08 GMT
#989
On January 13 2013 01:04 ShamW0W wrote:
Show nested quote +
On January 13 2013 00:59 Hider wrote:
On January 13 2013 00:53 duckmaster wrote:
I actually like the no siege upgrade, especially for TvP. Now you can build Siege Tanks reactively when you scout for example a gateway all-in without having to invest too much gas into it. I think in HotS we might see people getting only one or two siege tanks when going for bio since they are actually quite good in midgame. In WoL if you wanna get any siege tanks you better fucking want to build multiple tanks/invest a ton of resources to them due to the upgrade.


But this is just another design myth. It doesn't matter whether tanks become viable in the midgame. What matters is designing units so that they can create interesting games. Having 2 tanks in the midgame adds nothing of interest - it may even be a bad thing as it delays medivac drop play which can be pretty entertaining.

When you evaluate stuff always try to take the role as a spectator listening to a caster. Assume you have seen the unit/ability/strategy being used 500 times, does it still excite you to see it being used the 501th time?

Marine split does that, which Is why everyone agrees on it being a great designed unit. However, people will give a shit about a terran building 1-2 siege tanks in the early midgame for the 501th time - they just wanna see action, micro and multitasking. Therefore we shouldn't care about adding more trivial/pointless choices to the game because they are goanna get boring pretty quickly.


Wait, so the concept of map control in an RTS isn't interesting?


That wasn't what I said - you missed the point.
But getting 1-2 tanks to be safe early game doesn't add anything to map control against protoss. It just makes you a bit safer in certain situations which shouldn't neccesarsily be a goal.
The drawback of that is that it actually makes your army a bit more immobile, which means you can drop less efficiently --> more boring games.


My point is that we should redesign units, including tanks, so that they actually can create interesting scenarios, and actually be able to control a certain location efficiently.
But we should never aim to give more pointless choices in the game. If a choice adds an interesting element to the game that we still like to watch for the 501th time, sure that is great, but pointless choises should be never a goal in it self.
ShamW0W
Profile Joined March 2010
160 Posts
January 12 2013 16:10 GMT
#990
Apologies, I missed the quote in your previous post.
Half-Man Half-Amazing
duckmaster
Profile Joined August 2011
687 Posts
January 12 2013 16:50 GMT
#991
On January 13 2013 00:59 Hider wrote:
Show nested quote +
On January 13 2013 00:53 duckmaster wrote:
I actually like the no siege upgrade, especially for TvP. Now you can build Siege Tanks reactively when you scout for example a gateway all-in without having to invest too much gas into it. I think in HotS we might see people getting only one or two siege tanks when going for bio since they are actually quite good in midgame. In WoL if you wanna get any siege tanks you better fucking want to build multiple tanks/invest a ton of resources to them due to the upgrade.


But this is just another design myth. It doesn't matter whether tanks become viable in the midgame. What matters is designing units so that they can create interesting games. Having 2 tanks in the midgame adds nothing of interest - it may even be a bad thing as it delays medivac drop play which can be pretty entertaining.

When you evaluate stuff always try to take the role as a spectator listening to a caster. Assume you have seen the unit/ability/strategy being used 500 times, does it still excite you to see it being used the 501th time?

...


I don't agree with how much you emphasize the spectator's experience over the player's. It might no be exciting to see Tanks (which is debatable) but personally for me it would be way more fun to play with more options (what you call "trivial options"). Having more options means having more depth/strategy to the game. It's a pity if the spectators cannot appreciate that but would rather see terrible terrible damage.
Excludos
Profile Blog Joined April 2010
Norway8278 Posts
January 12 2013 16:57 GMT
#992
On January 13 2013 00:40 Qikz wrote:
Show nested quote +
On January 12 2013 23:34 Excludos wrote:
On January 12 2013 23:00 Telenil wrote:
On January 12 2013 10:39 nailertn wrote:
On January 11 2013 07:28 Channel Pressure wrote:
There is something intrinsically silly about saying of a company that produced a best selling game that all of you play, 'Has no clue what they are doing'. No clue whatsoever? You mean to say, at blizzard, they threw changes into a hat, drew them out and implemented them? Surely they have a clue. Come on. Yes I agree some of these changes are. . unexpected, but #1 its a beta guys, they have liberty to experiment during a beta. And #2, they are game designers, and very good ones. They do have a clue. Can we just hang in there and be a little less pessamistic?


It would be an exaggeration to say Blizzard has done nothing right in the last decade, but not a big one. All their franchises are feeding off the success of their predecessors.
Yeah, all of us who play Starcraft 2 totally do it because it's fashionable to play the Brood War sequel, not because the game is enjoyable in any shape or form.
/facepalm


Yes. And we keep on playing it even thought there are a million other new fast paced RTS games out there with a lot better quality, and perfect balance even thought the races are unequal in their design.

edit: Yes, I did say perfect balance. I do get that the game isn't actually balanced. But its still getting a very equal (even 55/45% is equal in this scenario) winratio all the way to the top. Most RTS out there have massive imbalances and/or a single unit which can win by itself. They're only fun up to the point where you get slightly competitive and start abusing strategies. I don't think I know of anyone who's done as good a job with their game balance as blizzard.


I'd love to see these imaginary millions of games.


Sarcasm
Yoshi Kirishima
Profile Blog Joined July 2009
United States10381 Posts
Last Edited: 2013-01-12 17:14:47
January 12 2013 17:09 GMT
#993
On January 13 2013 00:15 FHC Nex wrote:
From a balance point of view I have just one (main) concern: The people at blizzard fail to realize that balancing ONLY around overall W/L ratios is just plain wrong. It seems that in WOL they completely missed the fact that some races have the upper hand in late game so others had to work around that and try to win as early as possible. Not gonna point at any specific matchups, the problem is obvious to everyone. It's sad that they realized it too late

The changes seem interesting to me, gonna try more factory play. I loved mech in SC1 and tried it multiple times in WOL, hopefully it will be worth the effort in HOTS

o/


Um, thing is they don't balance ONLY around them. They've explained this a couple times in interviews. They've also said they do look at W/L considering things like when a race wins or has advantages. I think it's a bit insulting for you to assume they are so silly as to balance only around overall W/L? They are a professional company o.o

Maybe you are referring to when they were talking about how terran have a slight advantage in the midgame in TvP, and that Protoss has at least a slight advantage lategame? I guess it's up to interpretation, from that post I didn't sense they were totally fine with it, IIRC they said something about it being alright to have small advantages in MUs over different stages, but I'm sure anything more than a small advantage would be looked at.

On January 13 2013 01:08 Hider wrote:
Show nested quote +
On January 13 2013 01:04 ShamW0W wrote:
On January 13 2013 00:59 Hider wrote:
On January 13 2013 00:53 duckmaster wrote:
I actually like the no siege upgrade, especially for TvP. Now you can build Siege Tanks reactively when you scout for example a gateway all-in without having to invest too much gas into it. I think in HotS we might see people getting only one or two siege tanks when going for bio since they are actually quite good in midgame. In WoL if you wanna get any siege tanks you better fucking want to build multiple tanks/invest a ton of resources to them due to the upgrade.


But this is just another design myth. It doesn't matter whether tanks become viable in the midgame. What matters is designing units so that they can create interesting games. Having 2 tanks in the midgame adds nothing of interest - it may even be a bad thing as it delays medivac drop play which can be pretty entertaining.

When you evaluate stuff always try to take the role as a spectator listening to a caster. Assume you have seen the unit/ability/strategy being used 500 times, does it still excite you to see it being used the 501th time?

Marine split does that, which Is why everyone agrees on it being a great designed unit. However, people will give a shit about a terran building 1-2 siege tanks in the early midgame for the 501th time - they just wanna see action, micro and multitasking. Therefore we shouldn't care about adding more trivial/pointless choices to the game because they are goanna get boring pretty quickly.


Wait, so the concept of map control in an RTS isn't interesting?


That wasn't what I said - you missed the point.
But getting 1-2 tanks to be safe early game doesn't add anything to map control against protoss. It just makes you a bit safer in certain situations which shouldn't neccesarsily be a goal.
The drawback of that is that it actually makes your army a bit more immobile, which means you can drop less efficiently --> more boring games.


My point is that we should redesign units, including tanks, so that they actually can create interesting scenarios, and actually be able to control a certain location efficiently.
But we should never aim to give more pointless choices in the game. If a choice adds an interesting element to the game that we still like to watch for the 501th time, sure that is great, but pointless choises should be never a goal in it self.


Terrans already have WM Hellion and Banshee for map control (and raven/viking to snipe observers or help harass). Getting an early tank or two can make you safe against any early pressure, which can then in turn help you to focus on getting map control units out. Or the other way -- get map control units around (hellion and/or Banshee and/or WM harass/drops/etc), and then be able to get quick siege mode tanks out if the protoss is going to attack.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Rabiator
Profile Joined March 2010
Germany3948 Posts
January 12 2013 17:12 GMT
#994
On January 13 2013 01:50 duckmaster wrote:
Show nested quote +
On January 13 2013 00:59 Hider wrote:
On January 13 2013 00:53 duckmaster wrote:
I actually like the no siege upgrade, especially for TvP. Now you can build Siege Tanks reactively when you scout for example a gateway all-in without having to invest too much gas into it. I think in HotS we might see people getting only one or two siege tanks when going for bio since they are actually quite good in midgame. In WoL if you wanna get any siege tanks you better fucking want to build multiple tanks/invest a ton of resources to them due to the upgrade.


But this is just another design myth. It doesn't matter whether tanks become viable in the midgame. What matters is designing units so that they can create interesting games. Having 2 tanks in the midgame adds nothing of interest - it may even be a bad thing as it delays medivac drop play which can be pretty entertaining.

When you evaluate stuff always try to take the role as a spectator listening to a caster. Assume you have seen the unit/ability/strategy being used 500 times, does it still excite you to see it being used the 501th time?

...


I don't agree with how much you emphasize the spectator's experience over the player's. It might no be exciting to see Tanks (which is debatable) but personally for me it would be way more fun to play with more options (what you call "trivial options"). Having more options means having more depth/strategy to the game. It's a pity if the spectators cannot appreciate that but would rather see terrible terrible damage.

More more more is exactly what breaks SC2 and makes it unstable across the playing skill levels.

- Stalkers REQUIRE either Forcefield or Blink to keep up in a battle.
- production speed boosts for the three races kick in at different times which means you HAVE TO scout what is going on in your opponents base
- defending against Banelings REQUIRES a rather frantic Marine-splitting
- offensive Terran proxy buildings or Banshee rushes can ruin your day and have to be scouted to be properly defended

You have to understand that more is NOT better in this case and that "more options" dont only come from having more different units with more abilities to click. More options comes from the map and creative useage of "less than optimal" units.
If you cant say what you're meaning, you can never mean what you're saying.
nailertn
Profile Joined September 2010
48 Posts
January 12 2013 19:38 GMT
#995
On January 12 2013 23:00 Telenil wrote:
Show nested quote +
On January 12 2013 10:39 nailertn wrote:
On January 11 2013 07:28 Channel Pressure wrote:
There is something intrinsically silly about saying of a company that produced a best selling game that all of you play, 'Has no clue what they are doing'. No clue whatsoever? You mean to say, at blizzard, they threw changes into a hat, drew them out and implemented them? Surely they have a clue. Come on. Yes I agree some of these changes are. . unexpected, but #1 its a beta guys, they have liberty to experiment during a beta. And #2, they are game designers, and very good ones. They do have a clue. Can we just hang in there and be a little less pessamistic?


It would be an exaggeration to say Blizzard has done nothing right in the last decade, but not a big one. All their franchises are feeding off the success of their predecessors.
Yeah, all of us who play Starcraft 2 totally do it because it's fashionable to play the Brood War sequel, not because the game is enjoyable in any shape or form.
/facepalm


Most everything good about sc2 is taken directly from bw. They managed to give us pretty explosions and facebook integration in exchange for deathball vs deathball. If you call that 15 years well spent you have some pretty low expectations of a company that brought you Starcraft, Warcraft, Diablo and WoW.
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2013-01-12 20:07:58
January 12 2013 20:01 GMT
#996
On January 13 2013 01:50 duckmaster wrote:
Show nested quote +
On January 13 2013 00:59 Hider wrote:
On January 13 2013 00:53 duckmaster wrote:
I actually like the no siege upgrade, especially for TvP. Now you can build Siege Tanks reactively when you scout for example a gateway all-in without having to invest too much gas into it. I think in HotS we might see people getting only one or two siege tanks when going for bio since they are actually quite good in midgame. In WoL if you wanna get any siege tanks you better fucking want to build multiple tanks/invest a ton of resources to them due to the upgrade.


But this is just another design myth. It doesn't matter whether tanks become viable in the midgame. What matters is designing units so that they can create interesting games. Having 2 tanks in the midgame adds nothing of interest - it may even be a bad thing as it delays medivac drop play which can be pretty entertaining.

When you evaluate stuff always try to take the role as a spectator listening to a caster. Assume you have seen the unit/ability/strategy being used 500 times, does it still excite you to see it being used the 501th time?

...


I don't agree with how much you emphasize the spectator's experience over the player's. It might no be exciting to see Tanks (which is debatable) but personally for me it would be way more fun to play with more options (what you call "trivial options"). Having more options means having more depth/strategy to the game. It's a pity if the spectators cannot appreciate that but would rather see terrible terrible damage.


Let me ask you this; Who in their right mind wants to see "terrible terrible damage" for the 501th time?" Nobody right.

Before fungal got widely abused it was actually considered somewhat of a cool ability. Why?

Because it was kinda diffeerent from muta/bling and most people had not seen it 500+ time in actions. However, today alot of spectators have watched it 500+ times and they hate it.
On the other hand, mech can be extremely entertaining to watch an inifinitive amount of times as it (if designed correctly - blizzard aren't doing that though) will invovle a lot of multitasking and great mechanics.

Unit control and multitasking is what makes people spend time watching starcraft on a daily basis. Trivial decisions aren't.
rumblen
Profile Joined December 2011
United States14 Posts
January 12 2013 20:12 GMT
#997
Now that they have taken away the siege mode upgrade to allow a siege tank to siege, why not add an upgrade that improves the tank for the late game? Give it a real long build time, make it like 150/150, and when it's finished it gives tanks the ability to shoot air units when they are not in siege mode.
Getting better one day at a time
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
January 12 2013 20:16 GMT
#998
On January 13 2013 05:12 rumblen wrote:
Now that they have taken away the siege mode upgrade to allow a siege tank to siege, why not add an upgrade that improves the tank for the late game? Give it a real long build time, make it like 150/150, and when it's finished it gives tanks the ability to shoot air units when they are not in siege mode.


Sounds like a protoss unit to me.
Xtal
Profile Blog Joined February 2010
Haiti385 Posts
January 12 2013 20:42 GMT
#999
Now that siegetanks cant seige.. maybe they should give the diamond bakc upgrade.. it will solve some TvZ problems.
Have you ever heard the story, about the Zergling and the Probe? The Probe didn't make it across the creep.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10381 Posts
January 12 2013 20:46 GMT
#1000
On January 13 2013 05:42 Xtal wrote:
Now that siegetanks cant seige.. maybe they should give the diamond bakc upgrade.. it will solve some TvZ problems.


They can siege without the upgrade now.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Prev 1 48 49 50 51 52 53 Next
Please log in or register to reply.
Live Events Refresh
PSISTORM Gaming Misc
23:00
FSL s11 - code S championships
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft528
Trikslyr27
StarCraft: Brood War
actioN 500
Leta 482
Larva 100
Noble 11
Dota 2
The International87969
Gorgc4193
NeuroSwarm131
League of Legends
JimRising 749
Super Smash Bros
hungrybox541
Other Games
summit1g10486
C9.Mang0271
ViBE196
RuFF_SC271
ROOTCatZ63
Organizations
Other Games
gamesdonequick576
[ Show 18 non-featured ]
StarCraft 2
• Berry_CruncH189
• Hupsaiya 74
• davetesta22
• Kozan
• IndyKCrew
• Migwel
• AfreecaTV YouTube
• intothetv
StarCraft: Brood War
• Light_VIP 15
• iopq 3
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• Noizen31
• lizZardDota231
League of Legends
• Rush1144
• Lourlo894
• Stunt331
Upcoming Events
CranKy Ducklings
4h 30m
PiG Sty Festival
6h 30m
Zoun vs Solar
SHIN vs Maru
Patches Events
10h 30m
Sparkling Tuna Cup
1d 4h
PiG Sty Festival
1d 6h
TBD vs Reynor
Serral vs TBD
OSC
1d 10h
Afreeca Starleague
2 days
hero vs ggaemo
Larva vs Mong
The Patches Monday
2 days
Afreeca Starleague
3 days
Soulkey vs PianO
JyJ vs sSak
GSL
3 days
[ Show More ]
PiGosaur Cup
3 days
Replay Cast
3 days
Afreeca Starleague
4 days
Mini vs Calm
Queen vs EffOrt
Replay Cast
4 days
The PondCast
5 days
IntoTheTV X SOOP
6 days
Liquipedia Results

Completed

Escore Tournament S3: W8
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 1
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.