• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:39
CET 12:39
KST 20:39
  • 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] Finals Preview: Sweet Victory!9[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Evil Geniuses - shutting down14ISSL (IntoTheTV x SOOP SC2 League): Premier5Weekly Cups (October 12-18): 5.0.17 era begins1[$1250] International ShieldBattery League64Weekly Cups (October 5-11): Farewell to 5.0.167
StarCraft 2
General
No more SC2 streamers on team liquid? REPORT: StarCraft 2: Remastered In Development Evil Geniuses - shutting down How do you feel about the mass reverts in the 5.0.17 PTR? Daily SC2 Player Grid - feedback wanted
Tourneys
ScienceCraft (October 24-25) - Live Event Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22 ISSL (IntoTheTV x SOOP SC2 League): Premier WORTEX Challenger Series — Open SC2 LAN in Budapes
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps [A] Nemrods 1/4 players [M] (2) Sweltering Sands
External Content
Mutation # 548 Shining Bright The PondCast: SC2 News & Results Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train
Brood War
General
Rollback Netcode in Brood War Do we even care about balance? [Recap] 0-6 Defeat for Mong's Team Bot on ladder Young Players Tournament Announced by SOOP
Tourneys
[$1250] International ShieldBattery League [BSL23] RO24 Group C Small VOD Thread 2.0 2v2v2v2 Tournament
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) 50,000-Word Terran Builds Memo 2026-10-22 Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Armies of Exigo - YesYes? General RTS Discussion Thread Dawn of War IV
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7284 users

Blizzard is experimenting with new Protoss Macro! - Page 5

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 7 8 9 Next All
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-12-01 14:55:36
December 01 2009 14:54 GMT
#81
WarpIn is a macro mechanic. It was the first that showed macro could be fun.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
meeple
Profile Blog Joined April 2009
Canada10211 Posts
December 01 2009 16:20 GMT
#82
Nice, how did you get that answer?
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
December 01 2009 16:33 GMT
#83
http://sc2pod.com/trackers/blue/starcraft-2/
wwww
Jobbies
Profile Joined May 2009
Scotland72 Posts
Last Edited: 2009-12-01 17:29:28
December 01 2009 17:28 GMT
#84
Hey guys, I wrote a blog sharing my thoughts on this.

http://www.gamereplays.org/starcraft2/portals.php?show=page&name=starcraft-2-protoss-macro-mechanic-experiment

tl;dr, I'm happy with a change of macro mechanics as long as they continue to be race specific.

Personally I think that, since Terran has increased mining capabilities and Zerg has increased production capabilities, what if Protoss were to get reduced production times? Something along those lines.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
December 01 2009 18:13 GMT
#85
On December 02 2009 02:28 Jobbies wrote:
Personally I think that, since Terran has increased mining capabilities and Zerg has increased production capabilities, what if Protoss were to get reduced production times?


[image loading]
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Jobbies
Profile Joined May 2009
Scotland72 Posts
Last Edited: 2009-12-01 18:25:51
December 01 2009 18:22 GMT
#86
Despite the fact that units warp in faster than they build from a gateway, I believe there's a cooldown period, so it's not really very beneficial...

In essence it's not really increased productivity imo.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
December 01 2009 18:23 GMT
#87
It decreases build time. Check Starcraftwiki or sc2armory.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
December 01 2009 18:43 GMT
#88
-------normalbuildtime--------
----warp--- + --cooldown----
?
wwww
Archerofaiur
Profile Joined August 2008
United States4101 Posts
December 01 2009 18:45 GMT
#89
I believe the warp+cooldown is still less then normal. Can anyone who has played confirm this?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2009-12-01 19:36:05
December 01 2009 19:33 GMT
#90
On December 01 2009 23:20 SWPIGWANG wrote:
Personally, I think Dune 2 unit mechanics are perfect, and multiple unit select is the first step to failure. We all know that every unit should be controlled individually!~


People that try to use the "Dune argument" need to be shot in the face. There is a concept known as interface balance, too easy is not good, too difficult is not good either. SC is at the center - it's perfectly balanced in how easy it is for a player to be in control of the game, yet not so easy that the game plays itself or does too many things for the player to eliminate skill differentiation.

So if you are fucking noobie that randomly pops up in a thread about mechanics don't think you are fucking witty with your sarcastic dune1/2 rts argument. just stfu.
Sup
Captain Peabody
Profile Blog Joined May 2009
United States3139 Posts
December 01 2009 20:55 GMT
#91
People that try to use the "Dune argument" need to be shot in the face. There is a concept known as interface balance, too easy is not good, too difficult is not good either. SC is at the center - it's perfectly balanced in how easy it is for a player to be in control of the game, yet not so easy that the game plays itself or does too many things for the player to eliminate skill differentiation.

So if you are fucking noobie that randomly pops up in a thread about mechanics don't think you are fucking witty with your sarcastic dune1/2 rts argument. just stfu.


Peace. While the "Dune argument" is indeed stupid and invalid, being a jerk is doubly so.

In addition, it is worth pointing out that, while of course the macro issue comes down to a balance of competing things, it is by no means self-evident that Starcraft's balance in this area is perfect and cannot be improved upon. There are many legitimate reasons why Blizzard and various players would wish to alter the SC2 macro model from the SC1 original; and many legitimate arguments that could be made for the current SC2 one.
Dies Irae venit. youtube.com/SnobbinsFilms
Archerofaiur
Profile Joined August 2008
United States4101 Posts
December 01 2009 21:42 GMT
#92
On December 02 2009 05:55 Captain Peabody wrote:
Show nested quote +
People that try to use the "Dune argument" need to be shot in the face. There is a concept known as interface balance, too easy is not good, too difficult is not good either. SC is at the center - it's perfectly balanced in how easy it is for a player to be in control of the game, yet not so easy that the game plays itself or does too many things for the player to eliminate skill differentiation.

So if you are fucking noobie that randomly pops up in a thread about mechanics don't think you are fucking witty with your sarcastic dune1/2 rts argument. just stfu.


Peace. While the "Dune argument" is indeed stupid and invalid, being a jerk is doubly so.


Excelent point. While were on topic the "movie arguement" were every game process is automated is equally invalid.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Meta
Profile Blog Joined June 2003
United States6228 Posts
Last Edited: 2009-12-01 21:50:09
December 01 2009 21:49 GMT
#93
The main "problem" with warp-in is it adds a step to macro that wouldn't be there. Instead of 4 (select gateways) z z z z s s s s, the number of clicks are doubled: 4 z click z click z click s click s click s click. Also, you sort of have to remember when the cooldown is up, rather than just queueing more units with surplus funds. Finally, instead of being anywhere while macroing, your screen has to be on the location that your units are warping in.

It's an awesome mechanic, but far more difficult to use than the classic macro style, and would best be used in the late mid game or later when you absolutely need good army positioning, or need your next units to arrive for flanks.
good vibes only
Last Romantic
Profile Blog Joined June 2006
United States20667 Posts
December 01 2009 22:05 GMT
#94
I thought Dune = instant ban
ㅋㄲㅈㅁ
Drunken.Jedi
Profile Joined June 2009
Germany446 Posts
December 01 2009 22:19 GMT
#95
On December 02 2009 04:33 avilo wrote:
Show nested quote +
On December 01 2009 23:20 SWPIGWANG wrote:
Personally, I think Dune 2 unit mechanics are perfect, and multiple unit select is the first step to failure. We all know that every unit should be controlled individually!~


People that try to use the "Dune argument" need to be shot in the face. There is a concept known as interface balance, too easy is not good, too difficult is not good either. SC is at the center - it's perfectly balanced in how easy it is for a player to be in control of the game, yet not so easy that the game plays itself or does too many things for the player to eliminate skill differentiation.

So if you are fucking noobie that randomly pops up in a thread about mechanics don't think you are fucking witty with your sarcastic dune1/2 rts argument. just stfu.

What makes you think that Starcraft has perfect "interface balance"? Why are for example production queues and rally points fine, but MBS and smartcasting not? Why is 12 just the right maximum for unit selection? Why not 6 or 9 or 20?
There is no objective point where the "interface balance" is just right. I fully accept that in your opinion, Starcraft strikes that perfect balance, but you also need to recognise that the vast majority of potential sc2 customers disagrees with you.
Blizzard is not a charitable organisation, so they want to sell their game to as many people as possible. They don't really need to market the game to the Starcraft fans, because we will buy the game anyway, but Joe Average won't buy the game if it has archaic controls.
Zexion
Profile Blog Joined December 2009
Sweden971 Posts
December 01 2009 22:22 GMT
#96
On December 01 2009 16:13 avilo wrote:
qft meeple and others that said the same about nothing being wrong with SC1 macro.

I love blizzard after 4-5 years+ of development on this vaporware of a game still is refusing to acknowledge they are looking for solutions to an imaginary problem.

SC1 macro is perfect. SC1 interface ended up being perfectly balanced between human input and how much the game helps you.

SC2 is not going to come out at this rate with such condilluded development over and over again on unneeded macro mechanics.

How come the cnc developer Dustin Browder appeases the SC community by saying a few times, "if things do not work, we can always go to SC1 macro," yet there has been NO SIGN AT ALL that Browder has attempted pure SC1 macro within their SC2 development process at this stage.

It is time for Browder to try a "different solution" that is "out of the box" for what they are currently trying -> aka SC1 macro which is already tried and tested for 10 years. That's right, a decade.

Solution to macro mechanics? There never was a problem in the firstplace.

/facepalm.

Browder claims to want to make the game great and that it is possible to attempt SC1 macro as a "solution" yet at this stage of development he has not considered it as an option.


http://www.starcraftzone.com/forums/index.php?topic=962.0

I can't be arsed to rewrite what this guy had mind. Enough said about why they should change the macro mechanics in my opinion.
shin ken
Profile Blog Joined October 2009
Germany614 Posts
Last Edited: 2009-12-01 23:07:12
December 01 2009 22:47 GMT
#97
The "definition" of interface balance can change over time.

I recently read in an old FAQ about Warcraft: Orcs and Humans:

Why can I only select 4 men per group?

In an earlier, pre-release version, you could select as many men as you
wanted, but it made the game too easy and boring. You'd build for a while,
then select all your men to attack, go get some coffee, and start the next
scenario.


With every subsequent RTS release, Blizzard changed the interface balance drastically! And every potenial SC2 buyer, with the exception of some SC1 fanatics, expects an equally drastic change in SC2.
fishyjoes
Profile Blog Joined October 2007
Germany644 Posts
December 01 2009 22:54 GMT
#98
On December 02 2009 07:22 Zexion wrote:
Show nested quote +
On December 01 2009 16:13 avilo wrote:
qft meeple and others that said the same about nothing being wrong with SC1 macro.

I love blizzard after 4-5 years+ of development on this vaporware of a game still is refusing to acknowledge they are looking for solutions to an imaginary problem.

SC1 macro is perfect. SC1 interface ended up being perfectly balanced between human input and how much the game helps you.

SC2 is not going to come out at this rate with such condilluded development over and over again on unneeded macro mechanics.

How come the cnc developer Dustin Browder appeases the SC community by saying a few times, "if things do not work, we can always go to SC1 macro," yet there has been NO SIGN AT ALL that Browder has attempted pure SC1 macro within their SC2 development process at this stage.

It is time for Browder to try a "different solution" that is "out of the box" for what they are currently trying -> aka SC1 macro which is already tried and tested for 10 years. That's right, a decade.

Solution to macro mechanics? There never was a problem in the firstplace.

/facepalm.

Browder claims to want to make the game great and that it is possible to attempt SC1 macro as a "solution" yet at this stage of development he has not considered it as an option.


http://www.starcraftzone.com/forums/index.php?topic=962.0

I can't be arsed to rewrite what this guy had mind. Enough said about why they should change the macro mechanics in my opinion.

Thanks for registering dude!
infinite fun: http://dagobah.biz/flash/loituma.swf
ix
Profile Joined July 2003
United Kingdom184 Posts
December 01 2009 23:32 GMT
#99
Lack of smartcaster is good because it does two things. It links spellcaster power very directly to your skill and as a result it lets spells be made very powerful as they're naturally kept in check by the difficulty of their use. You're very unlikely to be able to unload them all before your opponent can snipe a couple of casters or respond.

In SC2 it will be more like WC3 where unloading a cast quantity of spells is trivial, which will knock on to create either a need to nerf the spells or a persistent balance problem as the nerf hurts other aspects of the game like harassment with spells.

The Dune argument is a classical bit of rhetoric- the reductio ad absurdam (take something to the ludicrous extreme to belittle it) and the slippery slope (the implication that one change takes you inevitably to the extreme). I've not yet seen a good argument for the macromechanics though, it's not like the game needs new things to occupy my attention, SC does that fully already. The only argument I see is that it's a newbie helper feature (no need to tell workers to rally) with a dodgy hack on top to try to make macro skillful again.
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
December 01 2009 23:39 GMT
#100
Can someone tell what is exactly wrong with new macro mechanics in general (putting balancing them aside)?

The only thing I don't like is that Terran macro boost just falls from the skies to mine a bit and become piece of junk -_- it doesn't fit nomad race lift-offing and salvaging buildings.

How about Orbital Command making MULEs and launching them to far away expansions for small additional energy?

Once MULE is out of energy it becomes small, additional patch of ~30 minerals?
wwww
Prev 1 2 3 4 5 6 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
Sparkling Tuna Cup
19:00
Weekly #152 (SHIN Mod Edition)
ByuN vs PercivalLIVE!
herO vs Shameless
CranKy Ducklings165
SHIN 24
CranKy Ducklings SOOP11
LiquipediaDiscussion
FEL
19:00
ScienceCraft - Day 2
IndyStarCraft 281
RotterdaM233
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ByuN 393
IndyStarCraft 281
RotterdaM 233
SHIN 24
StarCraft: Brood War
Britney 44883
Shuttle 13019
Bisu 3345
firebathero 1079
BeSt 1078
Horang2 939
Hyuk 562
FanTaSy 553
Stork 259
EffOrt 238
[ Show more ]
Mind 235
Last 153
Light 129
Killer 118
Hyun 90
ggaemo 81
Pusan 68
Movie 65
Bonyth 64
Barracks 46
Mong 39
ToSsGirL 34
scan(afreeca) 30
sorry 30
Shinee 29
Sexy 29
Bale 28
Aegong 25
Hm[arnc] 21
zelot 21
yabsab 19
Noble 15
soO 14
Shine 10
Sacsri 7
Dota 2
Gorgc13466
XcaliburYe161
Counter-Strike
allub311
x6flipin275
Other Games
B2W.Neo1174
singsing1144
DeMusliM0
Organizations
Counter-Strike
PGL17495
Other Games
gamesdonequick1299
StarCraft: Brood War
UltimateBattle 12
lovetv 9
[ Show 12 non-featured ]
StarCraft 2
• LUISG 34
• Adnapsc2 25
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 1662
• WagamamaTV383
Upcoming Events
Replay Cast
11h 21m
WardiTV Weekly
1d
IntoTheTV X SOOP
1d 23h
ByuN vs Lambo
MaxPax vs Bunny
PiGosaur Cup
2 days
The PondCast
2 days
Kung Fu Cup
2 days
IntoTheTV X SOOP
3 days
SHIN vs GuMiho
Clem vs Classic
WardiTV Invitational
5 days
GSL
5 days
Epic.LAN
5 days
[ Show More ]
Replay Cast
5 days
Sparkling Tuna Cup
5 days
Epic.LAN
6 days
Liquipedia Results

Completed

Acropolis #5 - GSC
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
BSL Season 23
PGL Masters Bucharest 2026
1win Private Club #2
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
Esports World Cup 2026

Upcoming

IPSL Winter 2026-27
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
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.