On February 22 2010 10:40 AsianEcksDragon wrote:Show nested quote +On February 22 2010 03:10 UmmTheHobo wrote:1) The game screen is just too low. You can't have a good vision of the battlefield and this just sucks while observing (it is not good also playing too)
I actually think it is about the same as BW, the buildings just seem to take up more space since you see them all from different perspectives since its 3d where as in BW you saw them all from one.
2)the game is too fast. The obs have no time to think, every battle finish in like 10 seconds
I agree with this one, the hard counters in this game are a bit too hard and there are to many of them, in BW it was mostly soft counters or hard counters if microed the right way. I think the BW way was better.
What's wrong with hard counters? I think it makes the game more strategic and scouting much more important. Everything in this game are viable unlike in bw in which only a few units are really needed. No longer can you say "if I learn how to make and control marines and medics, against mutas and lurkers, I am good in 90% of all TvZ games." The game becomes much more unpredictable and rewarding to creativity.
Hell yah!
I had a game where I went fast Mothership off two base PvT and eventually I lost everything to tanks/thors/marauders, so since I remembered I had a fleet beacon I went back and made two extra stargates, went for carriers, and then got a 2nd mothership to vortex units in and out so my carriers sustained less damage to take out the Thor's.
Or like when someone proxy gates you it is possible to defend even on 1 gate (to get a 2nd later) by getting a fast sentry and letting it build up energy while microing vs a larger number of zealots (2 zealots & 1 sentry vs. 3 zealots is do-able, but tough)... in the long-run you can stall by force-fielding your ramp to keep them out or split the forces with force field to even the playing field.
A lot of the strategy in this game isn't so much about learning how to use control groups properly, but to know what works best when and what unit combination will be inneffective, slightly effective, and very effective against whatever your opponent is doing.
The point of the hard counters is to force a tech switch which everybody can do. It's the same concept as going 2 gate reaver --> carrier vs a Terran. They now have to devote more resources to getting goliaths, making it a hard counter, but now theres new tactics to go with these counters.
You're just not playing yet (not the guy I quoted directly) so you're not noticing the softer counters in the game.