On April 15 2010 05:42 buhhy wrote:Show nested quote +On April 15 2010 00:26 beetlelisk wrote:
This is the exact opposite of strategically deep, there is a lot of less stress put on scouting and decision making.
All it takes to negate damage bonuses is throw in units that aren't affected by them yet so many people want damage bonuses to be drastically reduced or removed.
How is Immortal doing 30+10 supposed to be balanced? How is it role supposed to be defined?
How is it supposed to be strategically deep when it matters what it attacks that much less?
People 1A armies of 2 types of units so they get boring games, it all depends on them.
I ask you to quote and reply to what I wrote on the previous page please.
You need to change your mindset from "I've seen everything and there isn't anything else people can come up with".
Show nested quote +On April 15 2010 01:42 duckhunt wrote:
i guess people want 1-2 unit armies every single game vs anything the opponent has ;(
You missed my point, I wasn't commenting on SC2 concepts or balance. What I'm talking about is how the people in general will react when encountering a problem. Humans attempt to simplify, it's how we become efficient. If there is a simple solution (massing 2 units) that gives good results and a slightly better but more complicated solution (having 4 different units) that give slightly better results, most people would choose the simpler solution.
For an example, look at the Queen in SC1, people have found ensnare can be very useful but people rarely build it because it's too much effort for the bonus. It's also the reason why people put their army in 1 control group; because they can, and it won't hurt them that much to do it. It may be more exciting to watch, but the returns on effort is not large enough justify complicating a task.
Now, what methods can you use to encourage people to use more units? You can improve their return on investment (make tanks stronger), reduce the investment needed (reduce costs/build times), or make them necessary (detection etc). The problem with the marauder and roach mainly, is that they fulfill too many roles. There is little investment on them and huge returns, plus they overlap in roles with other units. It's hard to justify using different units when these guys can cover almost every role, and don't even pale in comparison to units that specialize in that role.
Case in point, let's compare Marines to Marauders, units that are supposed to complement each other. Marauders have higher DPS, higher survivability, higher range and a ground slow. Marines just have an air attack and costs less. As you can see, there is rarely a need to build Marines since Marauders are just so much better. All you need now are spellcasters like the Medivac and the Ghost and your army is pretty much complete.
If you have a solution, I'll consider it. Regarding Immortals actually, if they stay in the game as-is, they need a ridiculous bonus like 20+30, otherwise, people won't use them.
I also prefer having 1-2 core units than some random chain of counters. Metagame leads to guessing and luck, and should be minimized.