• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:02
CEST 18:02
KST 01:02
  • 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
[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy18ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research8Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool51Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Rongyi Cup S3 - Preview & Info Team Liquid Map Contest #22 - Presented by Monster Energy Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool What mix of new & old maps do you want in the next ladder pool? (SC2) Aligulac acquired by REPLAYMAN.com/Stego Research
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power Mutation # 518 Radiation Zone
Brood War
General
ASL21 General Discussion so ive been playing broodwar for a week straight. Pros React To: JaeDong vs Queen BSL 22 Map Contest — Submissions OPEN to March 10 Klaucher discontinued / in-game color settings
Tourneys
Escore Tournament StarCraft Season 2 [Megathread] Daily Proleagues [ASL21] Ro24 Group E [ASL21] Ro24 Group F
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game Nintendo Switch Thread General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread The Chess Thread Russo-Ukrainian War Thread NASA and the Private Sector Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Broowar part 2
qwaykee
China Uses Video Games to Sh…
TrAiDoS
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
ASL S21 English Commentary…
namkraft
Electronics
mantequilla
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1202 users

Starcraft 2 units too mobile? - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 Next All
LunarC
Profile Blog Joined October 2009
United States1186 Posts
February 28 2010 10:35 GMT
#21
Yes. One of the points I wanted to make was that there's not much reward in holding ground, so territorial control is not as important anymore. It's simply unit composition rather than control that wins battles. High-risk high-damage units are no longer present, and large army control is also not as necessary for the already listed reasons. I don't know if Blizzard doesn't want to risk changing units' focuses (Blink, High HP Regen, Hardened Shield, Cliff-Jump), but their design direction should not be to design units simply for tactical reasons, give other races counters, then simply adjust numbers. Units should also be designed to encourage army diversity while encouraging more attention to micro, encouraging more strategic army control, and rewarding positional advantages.

Simply giving hard damage bonuses to units doesn't encourage micro or smart usage in any way, it simply makes the unit stronger against another type of unit. There is not much risk entailed with using high damage units except the proper unit counter. I used Lurkers as an example of a high-damage high-risk unit.It's also difficult to use effectively and it's difficult to counter effectively, which makes it an exciting unit to watch. It is not an "armored" unit that receives artificial extra damage from a designated unit, and it doesn't deal special damage to "light armor" units or anything. Its effectiveness in the Zerg army comes from how it attacks and how it needs to be used in conjunction with other units. Starcraft 2 units just don't work that way, and army control is not how it used to be.

I think mahnini hit the nail on the head when he said that the one thing that made sc a successful spectator game was the SUSPENSE of action and not CONSTANT action. Increased mobility and generic units in terms of how they function and attack (nothing to do with the numbers) lends itself to making it a smash army with army and see who wins type of game. Even the rather special units with gimmicks of some sort make them "micro-intesive" for the moment, but not for the larger battle at hand. Would you rather blink around a bunch of Stalkers to take down a Roach army, or just build a Colossus and A-Move? Or research Charge and A-Move? In addition, it's just way too aggressive a game right now because not having units that counter rush tactics using "hard coutners" will result not in just having to micro well to prevent losing, but in losing the game. Micro won't help very much in many situations. Have you seen an amy get decimated by 5 A-Moved Colossi and a few Stalkers/Zealots? Why does he even have 5 Colossi? 1. Easy to control 2. Strong as hell 3. Stalkers are made of paper.

It may only be beta, but I don't think the way the units are currently designed will change much in the future.
REEBUH!!!
ven
Profile Blog Joined December 2008
Germany332 Posts
Last Edited: 2010-02-28 11:29:19
February 28 2010 11:28 GMT
#22
Starcraft has a similar concept with how damage types work against specific units sizes like vultures dealing only 50% to medium and only 25% damage to large units albeit it's implemented in a more limited fashion.
Army composition, though, plays a huge part as well and you can't just discard it by saying that using units effectively is what really decides a battle. Of course micro is very important too but do you seriously expect players to have completely figured out everything after only one week?
As strategies become more streamlined players will figure out new ways to overcome their opponent and micro is undoubtedly one of the key areas where this will happen.
It took players years to discover some of the more advanced concepts and possibilities in both Starcraft and Warcraft 3. What makes you think Starcraft 2 is any different?

There might be a lot of exciting things to watch like spreading armies against banelings, dodging seeker missiles or shaping the terrain with force fields.
You can reach the rainbow. I'll be there to help.
lavion
Profile Joined September 2009
Singapore286 Posts
February 28 2010 11:41 GMT
#23
come on man beta is just a week old.

when skill levels between players are so different. the more skillful player would just outmacro the opponent and just 1a the poor fellow.
Flash for bonjwa
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
February 28 2010 11:43 GMT
#24
I want to give this thread credibility. I really do. But seeing the title just makes me think "Great, the next in a long line of 'Starcraft 2 (Units/Race/Critters) too (Mobile/Imbalanced/Shiney)?' threads."

The army that splits up into different control groups and micros still has the advantage over the one that doesn't. Just because you can put all your units in one group and attackmove at once doesn't mean you should, or that it would be beneficial to you at all. I don't quit see the problem.
Bring back 2v2s!
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
February 28 2010 12:04 GMT
#25
His point is not that there is no micro.

His point is that there are no units like vultures with mines, lurkers and siege tanks that need to be set up properly to be useful. True, SC2 has siege tanks, but they seem to work differently.
This basically turns most battles into straight a-move against a-move (with micro and so on), instead of attacker against defender and similar types of battles.

Basically all matchups currently seem to be more like BW pvp. There still is micro, but in the end it is mostly about a few big clashes.
If you have a good reason to disagree with the above, please tell me. Thank you.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
February 28 2010 12:11 GMT
#26
On February 28 2010 21:04 spinesheath wrote:
His point is not that there is no micro.

His point is that there are no units like vultures with mines, lurkers and siege tanks that need to be set up properly to be useful. True, SC2 has siege tanks, but they seem to work differently.
This basically turns most battles into straight a-move against a-move (with micro and so on), instead of attacker against defender and similar types of battles.

Basically all matchups currently seem to be more like BW pvp. There still is micro, but in the end it is mostly about a few big clashes.


That claim is even more ridiculous. Watch any stream and within the first ten minutes you'll see a clear example of attacker vs defender. I'm having trouble believing you've gone this long without seeing sentries "setting up" at a ramp to ward off roach aggression.
Bring back 2v2s!
member1987
Profile Joined February 2010
141 Posts
February 28 2010 12:18 GMT
#27
I partially agree. There are just units that are just too much of a hard counters.

For example 5 immortals can own 15 roaches no problem.
5 immortals can own 15 siege tanks no problem.

Roaches can own marauders and marines no problem.
and so on...

Its very imba to see a unit which say does 10 damage to have + 10 against armored. Or a unit that does 6 damage to have + 8 against light.

More slight variations are needed, I'm not saying it shouldn't be, but instead of doing 10 damage and + 10 against armored, it should do 12 damage + 4 against armored.
Instead of doing 6 damage + 8 against light, it should do 8 damage + 4 against light.

And certainly something like the immortal which does 18 damage + 30 against armored is stupid.
Maybe do 22 damage + 6 against armored.
lololol
Profile Joined February 2006
5198 Posts
February 28 2010 12:34 GMT
#28
The vulture is 5 + 15 against small(light) and the dragoon is 10 + 10 against large(armored), so I guess BW needs lower variations, eh?
I'll call Nada.
Nao
Profile Joined October 2008
Poland166 Posts
February 28 2010 12:50 GMT
#29
Instead of another wall of text i just would like to say that after watching countless hours of streams and replays i have to agreee almost 100% with LunarC and mahnini arguments.

On February 28 2010 21:18 member1987 wrote:
I partially agree. There are just units that are just too much of a hard counters.

For example 5 immortals can own 15 roaches no problem.
5 immortals can own 15 siege tanks no problem.
I dissagree it's hard conter fault, imagine theese units in SC1 enviroment and with SC1 AI, there is no way immortals would be able to walk up the ramp with microed roches in an arc on top. Even caught in open roaches could be microed to greatly slow Immortal advance giving time to reinforce base choke, build lings (counter), isolate one immortal and focus killing it or something simmilar.

Same thing in Immortal vs Tank example, lets give +dmg bonus and hardned shield to goons, they still can be blocked by vults, funneled through some choke, tank line could be made so goons focus fire on one tank overkilling it, also 50% miss rate vs high ground units could greatly help the tanks.
One cannot out-kwanro Kwanro. -Trap
Tdelamay
Profile Joined October 2009
Canada548 Posts
February 28 2010 12:53 GMT
#30
I don't agree with the original post. The lack of micro we are noticing in games is mostly due to innexperience rather than units and gameplay. People are still unfamilliar with how to manage their units optimally. Armies still need to be managed; retreating some units, moving the powerful and weak units to the back when they auto-move to the front. There is also a need to micro unit to focus down those large and powerful units. If a marine and maurauder army can't kill the collosus fast enough, they will be obliterated.

What of special abilities like force field, psy storm, siege tanks, emp, fungal growth, parasite; are those not considered micro in battle? Simply attack moving in SC2 is more effective than SC1, but don't be wrong, if that's the only thing you can do, you are missing out.
This road isn't leading anywhere...
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
Last Edited: 2010-02-28 13:20:34
February 28 2010 13:17 GMT
#31
On February 28 2010 21:11 ComradeDover wrote:
Show nested quote +
On February 28 2010 21:04 spinesheath wrote:
His point is not that there is no micro.

His point is that there are no units like vultures with mines, lurkers and siege tanks that need to be set up properly to be useful. True, SC2 has siege tanks, but they seem to work differently.
This basically turns most battles into straight a-move against a-move (with micro and so on), instead of attacker against defender and similar types of battles.

Basically all matchups currently seem to be more like BW pvp. There still is micro, but in the end it is mostly about a few big clashes.


That claim is even more ridiculous. Watch any stream and within the first ten minutes you'll see a clear example of attacker vs defender. I'm having trouble believing you've gone this long without seeing sentries "setting up" at a ramp to ward off roach aggression.


The sentry seems to be the unit that comes closest to the units the OP is missing in SC2. I would compare the sentry to the defiler's dark swarm (wtf, swarm at cybernetics core), based on the purposes they are used for.

Mines might be comparable with burrowed banelings.

Lurker ling: approaching the enemy's army with the intention to set up a strong position. Again, sentry comes close: approach, block the retreat path with force fields and attack, while the opponent is clumped and can't hit and run.


On February 28 2010 21:53 Tdelamay wrote:
I don't agree with the original post. The lack of micro we are noticing in games is mostly due to innexperience rather than units and gameplay. People are still unfamilliar with how to manage their units optimally. Armies still need to be managed; retreating some units, moving the powerful and weak units to the back when they auto-move to the front. There is also a need to micro unit to focus down those large and powerful units. If a marine and maurauder army can't kill the collosus fast enough, they will be obliterated.

What of special abilities like force field, psy storm, siege tanks, emp, fungal growth, parasite; are those not considered micro in battle? Simply attack moving in SC2 is more effective than SC1, but don't be wrong, if that's the only thing you can do, you are missing out.


The OP is missing micro types other than focusing, retreating and spell casting.
Like positioning and preparation.
If you have a good reason to disagree with the above, please tell me. Thank you.
Kyo Yuy
Profile Joined January 2009
United States1286 Posts
February 28 2010 13:48 GMT
#32
On February 28 2010 20:41 lavion wrote:
come on man beta is just a week old.

when skill levels between players are so different. the more skillful player would just outmacro the opponent and just 1a the poor fellow.

I have to agree with this post entirely. Players who played Starcraft 1 beta when it first came out had RTS experience with Warcraft II, but even then the games weren't all that exciting.

Heck, forget SC1 beta, look at Brood War when it just came out. Look at the old Battle Reports from 1999: http://classic.battle.net/scc/br/ . If you were to look at Starcraft 1 back before there were build orders and an extensive progaming scene, you'd find that there were a lot of the problems people are complaining about now with SC2.

Even at the pinnacle of SC1 skill, players in 1999 didn't have nearly the same level of positioning, micro, or even macro skills that SC1 players have now. Think about how long it took people to figure things out.

It took PROGAMERS until 2004 to realize how important macro was. That's 5 years for the game being out.

Mutalisk micro wasn't discovered until 2006. That was only what, 4 years ago? Before then, Zergs were considered much weaker against Terran, to the point that you often see Zerg make a TON of sunken colonies (which you would rarely ever see today).

Defiler usage wasn't popularized until Savior began to use them so efficiently. Again, a development around early 2006. Although Dark Swarm was used before then, nobody used it to such extreme proficiency until 2006.

It's true that SC2 players have SC1 to rely on, but SC2 is a NEW game. Builds are still being experimented with, and they're even more open ended now due to the variety you have with certain things, for example: Chrono Boost, Reactor vs. Tech Lab for Terran, Spawn Larva, Warp Gates, and also the dual gas geysers.

These things add a LOT of variation to the early game that does not exist even in Starcraft 1's current stage. I think it will take YEARS before players can figure out the best use of these mechanics I mentioned - there really isn't an obvious answer.

People are expecting Starcraft 1 players to be able to show all these fancy tricks right away in Starcraft II, or they are expecting more micro and positioning from streams. I think the biggest problems are the facts that the game is new, and the skill difference between players is too high. Remember when Giyom was dominating left and right? Back then there was no Terran timing pushes, no mutalisk micro, and far less emphasis on map control compared to today's Starcraft. Plus, the maps back then were smaller (also a fact to consider in current SCII maps), so the short rush distances discouraged macro oriented builds.

In my own personal opinion, it took at least 7 years for Starcraft 1 to reach the kind of high level play it's at now (I would say the last MAJOR revolutions are defiler and mutalisk play, though builds even now are still being refined). People expecting a completely brand new game with different units and tech patterns to have the same level of macro, micro, and strategical depth in only a week of playing the game are expecting way too much out of Blizzard, in my humble opinion.

Just think about how Starcraft 1 was like before players like Boxer, iloveoov, Savior, and JulyZerg came around. If Starcraft 1 and Starcraft 2 came out at the same time (purely hypothetical), I don't think ANYONE would think that SC1 has more strategical and tactical depth than SC2.
#1 KawaiiRice fan :D
PredY
Profile Joined September 2009
Czech Republic1731 Posts
February 28 2010 14:13 GMT
#33
On February 28 2010 22:48 Kyo Yuy wrote:
Show nested quote +
On February 28 2010 20:41 lavion wrote:
come on man beta is just a week old.

when skill levels between players are so different. the more skillful player would just outmacro the opponent and just 1a the poor fellow.

I have to agree with this post entirely. Players who played Starcraft 1 beta when it first came out had RTS experience with Warcraft II, but even then the games weren't all that exciting.

Heck, forget SC1 beta, look at Brood War when it just came out. Look at the old Battle Reports from 1999: http://classic.battle.net/scc/br/ . If you were to look at Starcraft 1 back before there were build orders and an extensive progaming scene, you'd find that there were a lot of the problems people are complaining about now with SC2.

Even at the pinnacle of SC1 skill, players in 1999 didn't have nearly the same level of positioning, micro, or even macro skills that SC1 players have now. Think about how long it took people to figure things out.

It took PROGAMERS until 2004 to realize how important macro was. That's 5 years for the game being out.

Mutalisk micro wasn't discovered until 2006. That was only what, 4 years ago? Before then, Zergs were considered much weaker against Terran, to the point that you often see Zerg make a TON of sunken colonies (which you would rarely ever see today).

Defiler usage wasn't popularized until Savior began to use them so efficiently. Again, a development around early 2006. Although Dark Swarm was used before then, nobody used it to such extreme proficiency until 2006.

It's true that SC2 players have SC1 to rely on, but SC2 is a NEW game. Builds are still being experimented with, and they're even more open ended now due to the variety you have with certain things, for example: Chrono Boost, Reactor vs. Tech Lab for Terran, Spawn Larva, Warp Gates, and also the dual gas geysers.

These things add a LOT of variation to the early game that does not exist even in Starcraft 1's current stage. I think it will take YEARS before players can figure out the best use of these mechanics I mentioned - there really isn't an obvious answer.

People are expecting Starcraft 1 players to be able to show all these fancy tricks right away in Starcraft II, or they are expecting more micro and positioning from streams. I think the biggest problems are the facts that the game is new, and the skill difference between players is too high. Remember when Giyom was dominating left and right? Back then there was no Terran timing pushes, no mutalisk micro, and far less emphasis on map control compared to today's Starcraft. Plus, the maps back then were smaller (also a fact to consider in current SCII maps), so the short rush distances discouraged macro oriented builds.

In my own personal opinion, it took at least 7 years for Starcraft 1 to reach the kind of high level play it's at now (I would say the last MAJOR revolutions are defiler and mutalisk play, though builds even now are still being refined). People expecting a completely brand new game with different units and tech patterns to have the same level of macro, micro, and strategical depth in only a week of playing the game are expecting way too much out of Blizzard, in my humble opinion.

Just think about how Starcraft 1 was like before players like Boxer, iloveoov, Savior, and JulyZerg came around. If Starcraft 1 and Starcraft 2 came out at the same time (purely hypothetical), I don't think ANYONE would think that SC1 has more strategical and tactical depth than SC2.


great post. just give it a time.
http://www.twitch.tv/czelpredy
InterWill
Profile Joined September 2007
Sweden117 Posts
February 28 2010 14:52 GMT
#34
On February 28 2010 22:48 Kyo Yuy wrote:
In my own personal opinion, it took at least 7 years for Starcraft 1 to reach the kind of high level play it's at now (I would say the last MAJOR revolutions are defiler and mutalisk play, though builds even now are still being refined). People expecting a completely brand new game with different units and tech patterns to have the same level of macro, micro, and strategical depth in only a week of playing the game are expecting way too much out of Blizzard, in my humble opinion.

I would argue that people who expect those things are expecting too much from the players rather than from Blizzard. Even if StarCraft II was perfect, and I'm not saying that it is, it would still take time for macro, micro and strategic depth to evolve. Given how short time the testers have had with the game, it's very hard to accuratelly draw any widespread conclusions about macro-this or micro-that.
Windblade
Profile Joined July 2009
United States161 Posts
February 28 2010 16:07 GMT
#35
fantastic post -

It seems as if people expect for SC2 to behave like a expansion to Brood War. Its 2 the gameis new, Blizzard is not going to spoon feed you all strategies and possibilities, variations, micro, macro, etc. That is the PLAYERS job. Blizzard's job is to make a balanced game that is fun, and provides the tools necessary to make new strategies and keep the gaming up and running. You want macro/micro? Play the game and make it yourself, which is exactly how players did it in SC1.

Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
February 28 2010 16:47 GMT
#36
YOU IDIOT! The game is soo new. Have you considered no one has figured this stuff out yet!?! How many years was BW out before there was muta micro, shuttle reaver, vultures micro, now ask yourself how long has the beta been out? The combos, micro, BO's, unit mixes have not been figured out in a week and nor should they. SC2 is a complex game it will be years or at least months before little ways to tweak these things arise. I mean think of how Boxer revolutionized the Terran and the game had been out for 2 years already, then ILoveoov came along with the macro revolution. How long did it take for the Bisu Build to arise. If the game doesn't hold some mysteries for later what good will it be? I bet just hot-keying and burrowing roaches properly, so you get maximum healing will become a very big deal. I bet getting the zerglings surround AI confused and making them bug out will be a big deal. Med evac. micro anyone? Burrowed unit splits to waste terrans scans, or target firing specific units to weaken there whole army. I'm not in the beta, I don't know what possibilities exist BUT NEITHER DOES ANYONE ELSE if you don't like that fact go play Broodwar, I hear the micro is already figured out in that game. lolz
:)
Unentschieden
Profile Joined August 2007
Germany1471 Posts
February 28 2010 19:05 GMT
#37
Positional Play is very important but in ways we rarely see right now. For Zerg it´s important to keep Creep on the map (just compare Hydras on and off creep) but right now hardly anyone bothers with the Tumor or even Overlords.
Protoss have a very unique angle in Sentrys and Terrans still have Siegetanks, even if they now are support instead of mainforce.
Knee_of_Justice
Profile Joined October 2009
United States388 Posts
February 28 2010 19:19 GMT
#38
The OP is concerned also about POTENTIAL, not just about whether or not the game currently is living up to the legacy of BW tactics.

Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
LunarC
Profile Blog Joined October 2009
United States1186 Posts
February 28 2010 21:09 GMT
#39
Yes, I completely agree with the posters that are saying that I'm judging the game too early and that it's still in beta and that Starcraft 1 took years to develop the incredible play we see now. However I have to argue that it is BECAUSE we have looked at Starcraft 1 for years that it is easier to discern what in Starcraft 2 has potential to develop into the kind of play Starcraft 1 is full of. Sentries are the closest example of what I mean by army control and positioning. Psionic Storm and Fungal Growth are examples of abilities that have potential of encouraging army control. My question is why limit it to that? These spells are all about limiting the opponent's mobility, but why not make certain units' mobility inherently limited in exchange for high damage or high hitpoints? How your army and how the opponent's army moves is what will dictate the flow of battle. How come harass units can produce immediate results without having to commit to fine control? If you watch a progamer FPVOD in Starcraft 1, they drop everything and focus on controlling the mutalisks while harassing. Why not create a need for this sort of control for all harass units by either making the basic units (Tier 1/Tier 1.5) more powerful against air and/or giving units certain limitations that ecourages fine control? Again, too much mobility for all units is not a good thing in general.
REEBUH!!!
Rothbardian
Profile Joined January 2010
United States497 Posts
February 28 2010 21:27 GMT
#40
On February 28 2010 15:06 RebirthOfLeGenD wrote:
Show nested quote +
On February 28 2010 14:10 Stropheum wrote:
It seems to me that the op is laboring under the assumption that every player participating in beta has perfected SC2 micro/macro as a whole. The fact is, when BW came out, people weren't instantly doing 3base lurkerling contain against protoss rushing to hive to get defilers so swarm can break their cannon line. It took years of gamers playing off each other's strategies, developing metagame, slowly taking advantage of how certain units can be micro'd. For example, a new trick that started out with roaches for example, a roach gets below 50% health, it gets burrowed, and pushed to the rear of the opponents ball. once a collection of roaches gathers, they unburrow and form a surround on the army with fully healed roaches. This is much more effective than simply A-moving, it's just not enough people have thought of this, seen this, and even if they have, maybe they're just focused on developing their macromechanics first, because that is in fact the foundation of strategy, and beta has been out for a week.

I understand where you are coming from. Kind of the whole Rome wasn't built in a day thing, and neither was the current SC metagame that we enjoy so much. I think what he is speculating about is the lack of actual units that show even the potential to need the level of micro that we see with lurkers, vultures, reavers, etc in SC:BW.

You did point out one thing. Roaches weak regeneration micro which seems pretty cool, but it doesn't truly involve much effort if you think about it. I haven;t watched much SCII but from what I gather roach's tank hits and heal really fast, meaning its probably easy to micro them out. In a middle sized battle chances are you probably have a little longer to do that then lets say split your marines perfectly around lurkers while scanning and target firing the lurker that was placed slightly out of position then retreating or continuing your attack.

Then on the other side you have the Zerg who has to rush in with his lurkers get good burrowing angles to reduce the Terran's room to spread his attack and kill it while preserving his lings to give him the ability to move forward.

Now all of this has to be done while making workers, telling them to mine, teching probably, building stuff on time and macroing off however many hatcheries/barracks you have.

In SCII once again you just multiselect buildings and tell them to produce, workers auto gather, and seemingly the units require less micro than in its predecessor. I am not trying to derail this into an "MBS sucks" fight, I don't really care about that and most of us have made peace with that and mass selection. However when you combine that with the lacking the need for true unit control in battle it seems like it wouldn't be as entertaining or require the same level of skill as SC currently does.

I do agree it is probably too early to tell and I will say I haven't watched enough to have a fully formed opinion yet. When I get Beta I will happily write a shitton about this.



Wrong. There is so much going on and army micro is so important. Throw in Mule/Scan/CB/Larvae spit, it takes a lot of APM, so much APM that once you get 3-4 base it's impossible to play a perfect game.

Terran needs ridiculous unit control in battle....try going up against Colossi/Stalker/Zealot/Sentry with Marine/Marauder/Medivac/Viking/Ghost. One mistake and it can be deadly, on both sides...I can only imagine what the pros will do with this..(people like Flash/JD/Bisu/etc.)

You have to dodge thermal lances, strategically position your units so they don't glitch each other, while having your Vikings not run into stalkers, while making sure to snipe/EMP the right units, while using marauders to focus stalkers, while stimming your back line units, while doing 10 other things. It's a bitch to cycle through Terran buildings, especially when what you have selected is just a bit more neon green than otherwise so its hard to tell what you have selected while you tab through your buildings. Add on the Mule/Scan, etc. it's a lot. Now, if Toss gets Void Rays out, the whole dynamic becomes much harder. Terran Air against Void Rays absolutely sucks.
"A tax-supported, compulsory educational system is the complete model of the totalitarian state." - Isabel Paterson <3
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 16h 59m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SpeCial 233
ProTech124
Railgan 68
trigger 37
StarCraft: Brood War
Calm 7978
Horang2 1999
actioN 811
ggaemo 605
BeSt 518
Hyuk 414
Mind 175
Zeus 139
Sexy 125
Shinee 62
[ Show more ]
Sea.KH 55
PianO 48
Movie 44
Aegong 31
Rock 26
Hm[arnc] 25
Terrorterran 18
GoRush 18
IntoTheRainbow 17
yabsab 17
soO 13
ajuk12(nOOB) 11
JulyZerg 7
Dota 2
Gorgc5060
qojqva2309
syndereN408
420jenkins186
Counter-Strike
fl0m3976
byalli539
Heroes of the Storm
Khaldor207
MindelVK10
Other Games
Beastyqt1270
FrodaN923
hiko701
ArmadaUGS124
Trikslyr54
Livibee43
Organizations
Counter-Strike
PGL22189
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• poizon28 33
• Shameless 29
• Adnapsc2 17
• iHatsuTV 6
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• iopq 13
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV556
• lizZardDota230
League of Legends
• Nemesis1757
• Jankos1408
Upcoming Events
CranKy Ducklings
16h 59m
Sparkling Tuna Cup
17h 59m
PiGosaur Cup
1d 7h
Replay Cast
1d 16h
Kung Fu Cup
1d 19h
Replay Cast
2 days
The PondCast
2 days
CranKy Ducklings
3 days
WardiTV Team League
3 days
Replay Cast
4 days
[ Show More ]
CranKy Ducklings
4 days
WardiTV Team League
4 days
uThermal 2v2 Circuit
4 days
BSL
5 days
Sparkling Tuna Cup
5 days
WardiTV Team League
5 days
BSL
6 days
Replay Cast
6 days
Replay Cast
6 days
Wardi Open
6 days
Liquipedia Results

Completed

Escore Tournament S2: W1
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
ASL Season 21
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026

Upcoming

Escore Tournament S2: W2
IPSL Spring 2026
Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
uThermal 2v2 Last Chance Qualifiers 2026
RSL Revival: Season 5
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 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.