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Oh Micro, Where Art Thou? - Page 16

Forum Index > SC2 General
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Pyrrhuloxia
Profile Blog Joined May 2008
United States6700 Posts
Last Edited: 2010-04-27 03:29:19
April 27 2010 03:29 GMT
#301
This was really great analysis, LaLush. I don't think Blizzard will make these changes but it has given me much food for thought if I ever make an RTS. I hope some people from this site come together to make an RTS in the way that Zileas did after SC1 beta. I know Ethermoon's game never came out, but finishing games is a lot easier now with tools like Unity, UDK, etc. so I'm sure some TLers could make something they could like if they end up disliking SC2 and the engine doesn't allow them to make what they want as a mod.
funnybananaman
Profile Joined April 2009
United States830 Posts
April 27 2010 03:30 GMT
#302
Great article, i havent played starcraft 2 but if what you say is true i definitely agree. I know starcraft 2 is its own game, but i think only good can come out of making it feel more like the original (even if its only in terms of micro)
mrdx
Profile Blog Joined October 2004
Vietnam1555 Posts
April 27 2010 03:30 GMT
#303
On April 27 2010 12:19 fulmetljaket wrote:
is there anyone here to played the SC / SC:BW beta?

if not i really think you should all just wait and see what happens.

wait until SC2 has 12 years of development, and then complain.

seems to make a bit more sense to me

Certain things need time to tell (balance, metagame....)
But there are other aspects that you can realize right away - the lack of the move shot and how it affected the game, as LaLush excellently pointed out, is one of those.

If we just say to ourselves "let's wait for 12 years to see how it will turn out" everytime we encounter a fundamental issue in the beta, the whole idea of us SC1 community doing beta testing SC2 would be almost useless.

As a community of a 12 year old game, it's up to US to voice what we think could make significant improvements to its sequel. Why passively wait when we could make a change? We already have 12 year of experience in observing the evolution of SC1, we should apply that experience to contribute to SC2, NOW.
BoxerForever.com - the one and only international Boxer fansite since 2006 :)
GaMeOfFeAr
Profile Joined March 2010
United States26 Posts
April 27 2010 03:31 GMT
#304
On April 27 2010 12:24 Spazer wrote:
Show nested quote +
On April 27 2010 12:16 Backpack wrote:

Blizzard design philosophy pre Dustin Browder-era
“Let’s design a great engine and worry about units, graphics and art later. Hell, let’s even throw a game in the trash bin and recode it from scratch if people think it sucks.”

Blizzard design philosophy post Dustin Browder
“Hey guys let’s design awesome, cool and unique units and worry about the game and balance afterwards. We can always fix that. Sure people will think the game has flaws, but balance and time will sort that out”
.

Blizzard design philosophy according to LaLuSh
"Let's design awesome, cool and unique units and just balance the game exactly like the prequel that came out 12 years ago. Brood War was a good game, so lets just copy the balance from that."


This is the same thing I said about the "ProMod" (before i realized it was a joke.)
Starcraft 2 IS NOT supposed to be BW with fancy graphics. It is a new game, but many people don't seem to understand this.

SC2 would be a waste of time and money if it were to play EXACTLY the same as broodwar. Your so called "TTD syndrome" is not a failure on Browders part, it's a design they choose to implement into their *NEW* game.

Just because it's a new game doesn't mean that it can't have some elements similar to BW beyond "you need to macro and micro". Obviously something was done right with BW - it'd be stupid to just ignore everything that could be learned from the most successful RTS in the past decade.

Besides, I don't really think Lalush is arguing that the balance should be exactly the same as Broodwar's. It's arguing more for improved unit control, which, in his examples, is the moving shot.


What was done right was years and years of stringent gameplay + excellently balanced maps by the community. And even Starcraft 1 has its flaws in terms of unit diversity, which is practically non existent.

The moving shot was a nice discovery of SC1, but ultimately unnecessary in SC2. The main issue is the units themselves, and their capacity to both do heavy damage and keep units from retreating (Forcefield, Marauder slow, Zerg Creep). If those were in SC1, moveshooting would be just as irrelevant.
Life is a game based on fear.
mOnion
Profile Blog Joined August 2009
United States5657 Posts
Last Edited: 2010-04-27 03:35:27
April 27 2010 03:33 GMT
#305
On April 27 2010 12:31 GaMeOfFeAr wrote:
Show nested quote +
On April 27 2010 12:24 Spazer wrote:
On April 27 2010 12:16 Backpack wrote:

Blizzard design philosophy pre Dustin Browder-era
“Let’s design a great engine and worry about units, graphics and art later. Hell, let’s even throw a game in the trash bin and recode it from scratch if people think it sucks.”

Blizzard design philosophy post Dustin Browder
“Hey guys let’s design awesome, cool and unique units and worry about the game and balance afterwards. We can always fix that. Sure people will think the game has flaws, but balance and time will sort that out”
.

Blizzard design philosophy according to LaLuSh
"Let's design awesome, cool and unique units and just balance the game exactly like the prequel that came out 12 years ago. Brood War was a good game, so lets just copy the balance from that."


This is the same thing I said about the "ProMod" (before i realized it was a joke.)
Starcraft 2 IS NOT supposed to be BW with fancy graphics. It is a new game, but many people don't seem to understand this.

SC2 would be a waste of time and money if it were to play EXACTLY the same as broodwar. Your so called "TTD syndrome" is not a failure on Browders part, it's a design they choose to implement into their *NEW* game.

Just because it's a new game doesn't mean that it can't have some elements similar to BW beyond "you need to macro and micro". Obviously something was done right with BW - it'd be stupid to just ignore everything that could be learned from the most successful RTS in the past decade.

Besides, I don't really think Lalush is arguing that the balance should be exactly the same as Broodwar's. It's arguing more for improved unit control, which, in his examples, is the moving shot.


What was done right was years and years of stringent gameplay + excellently balanced maps by the community. And even Starcraft 1 has its flaws in terms of unit diversity, which is practically non existent.

The moving shot was a nice discovery of SC1, but ultimately unnecessary in SC2. The main issue is the units themselves, and their capacity to both do heavy damage and keep units from retreating (Forcefield, Marauder slow, Zerg Creep). If those were in SC1, moveshooting would be just as irrelevant.


um, nuh uh?

muta micro was still incredibly potent in ZvP even though maelstrom existed.

also maps weren't made by the community, they were made by professionals in KoreaLand
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
LunarC
Profile Blog Joined October 2009
United States1186 Posts
April 27 2010 03:35 GMT
#306
How come nobody thinks Blizzard will make these changes? They said at the beginning of beta that they will not hesitate to completely rework and even throw out units if necessary. And Blizzard is known for listening to its fans. If Blizzard isn't blatantly lying and deciding to throw its reputation (and Starcraft 2's potential to become the next SCBW) out the window, then they WILL fix Starcraft 2 and they WILL listen to input from fans, especially fans that most definitely understand how Starcraft 1 works due to years of watching top level pros and compiling information about the game and know how Starcraft 2 will become a better as a game and an ESport.
REEBUH!!!
Fallen
Profile Joined October 2005
Canada192 Posts
April 27 2010 03:36 GMT
#307
I think this is all blown out of proportions. There's plenty of micro in sc2 to do.

Have you seen that bob vs idra game? if thats not a micro win im not sure what to tell you.

There's countless example!

Leave brood war behind guys, this is a new game. Stop comparing them you're wasting your time and breath.
oh hay
Storm[PT]
Profile Joined March 2010
120 Posts
April 27 2010 03:37 GMT
#308
But reworking it would probably mean throwing away the whole engine for sc2.
Toss ftw; For the Revolutionist!
billyX333
Profile Blog Joined January 2008
United States1360 Posts
April 27 2010 03:37 GMT
#309
don't mind comeradedover, hes just a troll looking to argue
he moves from thread to thread proclaiming each of them to be "worthless complain threads" as he exits he returns to his blizzard fanboy shrine to attempt resurrection ceremonies of bill roper
BigDatez
Profile Joined April 2010
Canada434 Posts
April 27 2010 03:37 GMT
#310
One problem is, Corsairs did AOE, so yes they will take down massive mutalisks alot easier.. pheonixes do not. Comparing the micro, Its all just new micro T.T Not lack of micro
Video games > sex (Proven fact)
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
April 27 2010 03:37 GMT
#311
On April 27 2010 12:26 Ballistixz wrote:
Show nested quote +
On April 27 2010 12:03 LaLuSh wrote:
On April 27 2010 11:52 Ballistixz wrote:
i have no idea what game you played but scouts was not a efficient counter to mutas at all. muta/scourge demolished them. it may have had "perfect moving shots" but that did not matter when scourge/mutas demolish them. ppl used corsairs because they had splash and if u got enought of them u could take out a good fleet of mutas/scourge with proper micro. thats something scouts could and will never do because they have no splash. just imagine for a minute if corsairs did not have splash dmg. how effective would they be against scourge/mutas even with moving shots? phoenixes has no splash dmg against air targets. give phoenixes splash dmg and i guarantee u they will be usefull with our without the moving shots.


Let's check what points we actually agree with eachother on and what you've misinterpreted me saying:

Scouts are not an efficient counter to mutas

That's what I said in my last post. And I even gave an argument as to why. So I take it we agree? You even say "it may have had perfect moving shots", then you go on attacking me for stuff I haven't said again.

Scouts could never micro against muta/scourge

Well we're lucky there aren't any scourge in SC2 aren't we? But that's not what I meant to say.

SPEED UPGRADED (put it in caps so you can't miss it) scouts are just as good as mutalisks when microing vs scourge/muta. Scratch that, they're even better! They're faster, have faster turning animation. The only downside is they don't have glaives bouncing off on other scourge when microing vs scourge.

Now you can make another post where you say scouts were never used and that corsairs were better. But that's got nothing to do with what I'm arguing.


im arguing what you said about corsairs being good because of moving shots mainly. you tried to compare corsairs to phoenixes in your post which is not a fair comparison at all. i then went on to say that a more fair comparsion would be phoenix and scout. as YOU yourself said "scouts have perfect moving shots" or something to that effect. since you said moving shots is what made corsairs good vs mutas why does moving shot not make scouts good vs mutas based on your logic?

if moving shots made corsairs good vs mutas then they should also make scouts good vs mutas right? but thats not the case at all. its the splash dmg that makes corsairds good vs muta/scourge. if corsairs did not have splash they would be a epically useless unit vs muta/scourge.

now this applies to sc2 as well. phoenixes have NO splash dmg at all. if they did they would be alot better vs mutas in sc2. moving shots will not make them that much more effective especially since if you gave phoenixes moving shots you would also have to consider mutas being able to do moving shots aswell.


Yeah sorry about that. But there were no scourge in my example video.

With both scourge and mutas chasing scouts, scouts would probably not be cost efficient because they'd have to be running away all the time.

But anyway. The point I was trying to make concerned the moving shot mechanic and we're just getting sidetracked with this argument.

What I meant to say was simply: Scouts have ideal control mechanics wise. Balancing a game around a unit with the exact same mechanics might well need a unit with a different design, attributes and balance. But that's just going too deep into this argument.

It feels nice to control scouts. There. I said what I meant to be saying all along with that.
Ideas
Profile Blog Joined April 2008
United States8141 Posts
Last Edited: 2010-04-27 03:38:42
April 27 2010 03:38 GMT
#312
On April 27 2010 12:35 LunarC wrote:
How come nobody thinks Blizzard will make these changes? They said at the beginning of beta that they will not hesitate to completely rework and even throw out units if necessary. And Blizzard is known for listening to its fans. If Blizzard isn't blatantly lying and deciding to throw its reputation (and Starcraft 2's potential to become the next SCBW) out the window, then they WILL fix Starcraft 2 and they WILL listen to input from fans, especially fans that most definitely understand how Starcraft 1 works due to years of watching top level pros and compiling information about the game and know how Starcraft 2 will become a better as a game and an ESport.


they also said they'd put online replays in war3.

and didnt they say they were putting muta micro back in the game back in like 2008?
Free Palestine
fulmetljaket
Profile Blog Joined December 2008
482 Posts
April 27 2010 03:38 GMT
#313
i would really like to see any one of you guys who think blizzard is doing a bad job come up with your own game. maybe then you'll see about how hard it is to make millions of people happy.

and like an above poster said. youe xpect them to just have everything down within a few months? the game isnt even out yet... let them do their thing, ffs.

cry about it AFTER the game comes out?
"Hunter Seeker Missile Is Gay, Just Like You." - Anon @ US
LunarC
Profile Blog Joined October 2009
United States1186 Posts
April 27 2010 03:39 GMT
#314
On April 27 2010 12:36 Fallen wrote:
I think this is all blown out of proportions. There's plenty of micro in sc2 to do.

Have you seen that bob vs idra game? if thats not a micro win im not sure what to tell you.

There's countless example!

Leave brood war behind guys, this is a new game. Stop comparing them you're wasting your time and breath.

Have you watched Starcraft Brood War Proleague games? Have you seen Idra play Starcraft Brood War? Or are you another one of those people that have been raised solely on Starcraft 2 spectating? Go to the VODs tab at the top of this page, and watch a series of games, both short and long. THEN you will get a feel for true micro (not just unit micro, but also large army control).
REEBUH!!!
GaMeOfFeAr
Profile Joined March 2010
United States26 Posts
April 27 2010 03:40 GMT
#315
On April 27 2010 12:33 mOnion wrote:
Show nested quote +
On April 27 2010 12:31 GaMeOfFeAr wrote:
On April 27 2010 12:24 Spazer wrote:
On April 27 2010 12:16 Backpack wrote:

Blizzard design philosophy pre Dustin Browder-era
“Let’s design a great engine and worry about units, graphics and art later. Hell, let’s even throw a game in the trash bin and recode it from scratch if people think it sucks.”

Blizzard design philosophy post Dustin Browder
“Hey guys let’s design awesome, cool and unique units and worry about the game and balance afterwards. We can always fix that. Sure people will think the game has flaws, but balance and time will sort that out”
.

Blizzard design philosophy according to LaLuSh
"Let's design awesome, cool and unique units and just balance the game exactly like the prequel that came out 12 years ago. Brood War was a good game, so lets just copy the balance from that."


This is the same thing I said about the "ProMod" (before i realized it was a joke.)
Starcraft 2 IS NOT supposed to be BW with fancy graphics. It is a new game, but many people don't seem to understand this.

SC2 would be a waste of time and money if it were to play EXACTLY the same as broodwar. Your so called "TTD syndrome" is not a failure on Browders part, it's a design they choose to implement into their *NEW* game.

Just because it's a new game doesn't mean that it can't have some elements similar to BW beyond "you need to macro and micro". Obviously something was done right with BW - it'd be stupid to just ignore everything that could be learned from the most successful RTS in the past decade.

Besides, I don't really think Lalush is arguing that the balance should be exactly the same as Broodwar's. It's arguing more for improved unit control, which, in his examples, is the moving shot.


What was done right was years and years of stringent gameplay + excellently balanced maps by the community. And even Starcraft 1 has its flaws in terms of unit diversity, which is practically non existent.

The moving shot was a nice discovery of SC1, but ultimately unnecessary in SC2. The main issue is the units themselves, and their capacity to both do heavy damage and keep units from retreating (Forcefield, Marauder slow, Zerg Creep). If those were in SC1, moveshooting would be just as irrelevant.


um, nuh uh?

muta micro was still incredibly potent in ZvP even though maelstrom existed.

also maps weren't made by the community, they were made by professionals in KoreaLand


You, like most other posters, including the original poster, seem to just be lamenting about the removal of muta micro. Yes, it was interesting to watch, but I'm willing to move onto a new game with its own mechanics, many of which have yet to be discovered, instead of writing an essay that summarizes to:

a) Corsairs are better than Phoenix's
b) I miss muta micro
c) I don't like Dustin Browder.
Life is a game based on fear.
Storm[PT]
Profile Joined March 2010
120 Posts
April 27 2010 03:41 GMT
#316
On April 27 2010 12:39 LunarC wrote:
Show nested quote +
On April 27 2010 12:36 Fallen wrote:
I think this is all blown out of proportions. There's plenty of micro in sc2 to do.

Have you seen that bob vs idra game? if thats not a micro win im not sure what to tell you.

There's countless example!

Leave brood war behind guys, this is a new game. Stop comparing them you're wasting your time and breath.

Have you watched Starcraft Brood War Proleague games? Have you seen Idra play Starcraft Brood War? Or are you another one of those people that have been raised solely on Starcraft 2 spectating? Go to the VODs tab at the top of this page, and watch a series of games, both short and long. THEN you will get a feel for true micro (not just unit micro, but also large army control).


Damn! beat me to it!
Toss ftw; For the Revolutionist!
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-04-27 03:45:11
April 27 2010 03:42 GMT
#317
On April 27 2010 12:40 GaMeOfFeAr wrote:
Show nested quote +
On April 27 2010 12:33 mOnion wrote:
On April 27 2010 12:31 GaMeOfFeAr wrote:
On April 27 2010 12:24 Spazer wrote:
On April 27 2010 12:16 Backpack wrote:

Blizzard design philosophy pre Dustin Browder-era
“Let’s design a great engine and worry about units, graphics and art later. Hell, let’s even throw a game in the trash bin and recode it from scratch if people think it sucks.”

Blizzard design philosophy post Dustin Browder
“Hey guys let’s design awesome, cool and unique units and worry about the game and balance afterwards. We can always fix that. Sure people will think the game has flaws, but balance and time will sort that out”
.

Blizzard design philosophy according to LaLuSh
"Let's design awesome, cool and unique units and just balance the game exactly like the prequel that came out 12 years ago. Brood War was a good game, so lets just copy the balance from that."


This is the same thing I said about the "ProMod" (before i realized it was a joke.)
Starcraft 2 IS NOT supposed to be BW with fancy graphics. It is a new game, but many people don't seem to understand this.

SC2 would be a waste of time and money if it were to play EXACTLY the same as broodwar. Your so called "TTD syndrome" is not a failure on Browders part, it's a design they choose to implement into their *NEW* game.

Just because it's a new game doesn't mean that it can't have some elements similar to BW beyond "you need to macro and micro". Obviously something was done right with BW - it'd be stupid to just ignore everything that could be learned from the most successful RTS in the past decade.

Besides, I don't really think Lalush is arguing that the balance should be exactly the same as Broodwar's. It's arguing more for improved unit control, which, in his examples, is the moving shot.


What was done right was years and years of stringent gameplay + excellently balanced maps by the community. And even Starcraft 1 has its flaws in terms of unit diversity, which is practically non existent.

The moving shot was a nice discovery of SC1, but ultimately unnecessary in SC2. The main issue is the units themselves, and their capacity to both do heavy damage and keep units from retreating (Forcefield, Marauder slow, Zerg Creep). If those were in SC1, moveshooting would be just as irrelevant.


um, nuh uh?

muta micro was still incredibly potent in ZvP even though maelstrom existed.

also maps weren't made by the community, they were made by professionals in KoreaLand


You, like most other posters, including the original poster, seem to just be lamenting about the removal of muta micro. Yes, it was interesting to watch, but I'm willing to move onto a new game with its own mechanics, many of which have yet to be discovered, instead of writing an essay that summarizes to:

a) Corsairs are better than Phoenix's
b) I miss muta micro
c) I don't like Dustin Browder.

No, corsair vs. Phoenix is an EXAMPLE of the removal of the capacity for micro from the game engine. Blizzard should have made more conscious decisions to implant what worked in Starcraft 1's engine into Starcraft 2 and remove what did not. Then, they should have designed units around the concept of diverse ARMY control and micro.

Muta micro would break Starcraft 2 in so many ways because of unlimited unit selection. I think everyone would be perfectly fine if Blizzard supplanted classic Mutalisk micro with more units designed and balance around control. Which they did not.
REEBUH!!!
mOnion
Profile Blog Joined August 2009
United States5657 Posts
April 27 2010 03:44 GMT
#318
On April 27 2010 12:40 GaMeOfFeAr wrote:
Show nested quote +
On April 27 2010 12:33 mOnion wrote:
On April 27 2010 12:31 GaMeOfFeAr wrote:
On April 27 2010 12:24 Spazer wrote:
On April 27 2010 12:16 Backpack wrote:

Blizzard design philosophy pre Dustin Browder-era
“Let’s design a great engine and worry about units, graphics and art later. Hell, let’s even throw a game in the trash bin and recode it from scratch if people think it sucks.”

Blizzard design philosophy post Dustin Browder
“Hey guys let’s design awesome, cool and unique units and worry about the game and balance afterwards. We can always fix that. Sure people will think the game has flaws, but balance and time will sort that out”
.

Blizzard design philosophy according to LaLuSh
"Let's design awesome, cool and unique units and just balance the game exactly like the prequel that came out 12 years ago. Brood War was a good game, so lets just copy the balance from that."


This is the same thing I said about the "ProMod" (before i realized it was a joke.)
Starcraft 2 IS NOT supposed to be BW with fancy graphics. It is a new game, but many people don't seem to understand this.

SC2 would be a waste of time and money if it were to play EXACTLY the same as broodwar. Your so called "TTD syndrome" is not a failure on Browders part, it's a design they choose to implement into their *NEW* game.

Just because it's a new game doesn't mean that it can't have some elements similar to BW beyond "you need to macro and micro". Obviously something was done right with BW - it'd be stupid to just ignore everything that could be learned from the most successful RTS in the past decade.

Besides, I don't really think Lalush is arguing that the balance should be exactly the same as Broodwar's. It's arguing more for improved unit control, which, in his examples, is the moving shot.


What was done right was years and years of stringent gameplay + excellently balanced maps by the community. And even Starcraft 1 has its flaws in terms of unit diversity, which is practically non existent.

The moving shot was a nice discovery of SC1, but ultimately unnecessary in SC2. The main issue is the units themselves, and their capacity to both do heavy damage and keep units from retreating (Forcefield, Marauder slow, Zerg Creep). If those were in SC1, moveshooting would be just as irrelevant.


um, nuh uh?

muta micro was still incredibly potent in ZvP even though maelstrom existed.

also maps weren't made by the community, they were made by professionals in KoreaLand


You, like most other posters, including the original poster, seem to just be lamenting about the removal of muta micro. Yes, it was interesting to watch, but I'm willing to move onto a new game with its own mechanics, many of which have yet to be discovered, instead of writing an essay that summarizes to:

a) Corsairs are better than Phoenix's
b) I miss muta micro
c) I don't like Dustin Browder.


you, like most other posters, seem to want to ignore a perfect game and act like it never existed. i was merely stating an example. i play toss in both games and couldnt care less about muta micro.

"I only saw so far because I stood on the shoulders of giants"

eh? let's build on the past.
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
tomatriedes
Profile Blog Joined January 2007
New Zealand5356 Posts
April 27 2010 03:44 GMT
#319
To all those people saying- "wait for the game to evolve"- by then it might be too late to make significant changes to the engine.

No doubt there is plenty of room for SC2 to grow but that doesn't mean it will necessarily grow into a game that is as good as BW unless it has the right seeds- an engine that allows things like (effective) moving shots for some units.

All games, of course, will evolve the more they are played but evolution itself is not enough to solve a problem if it is fundamental. Even if C&C3 had been played competitively for 12 years I doubt it would have developed into as fun a game as BW.

One of the problems is that us BW fans are going to never really see eye-to-eye with those casual players migrating from WOW in anticipation of SC2. To them if it has a reasonable single player and is not too difficult it will be enough for them to play for a year or so before moving on to something else. To these people visiting this site for the first time we probably sound like a bunch of lunatics worrying so much about what seem like minor things like having (effective) moving shots. The sad truth is that they are the majority and we are the minority and ultimately Blizzard will cater more for them than us.
insectoceanx
Profile Blog Joined December 2008
United States331 Posts
April 27 2010 03:44 GMT
#320
Let’s just think about it for a second. Were Blizzard’s balance designers really that good in 1999? Or did the game in fact owe a lot of its success to an exceptionally well coded engine, and the resulting smooth gameplay and perfect control that followed with it? Many people throughout these years we’ve enjoyed with Starcraft have argued the stance that Blizzard managing to balance Starcraft as well as they did must have been a fluke of cosmic proportions. Well what if it wasn’t? What if the game - through being coded in a way that gave the player perfect control of one’s units, and thus made the ceiling of the possible infinitely high - in reality balanced itself?


SC1 units were not perfectly controlled. They bugged out all the time. eg goliaths goons or ultra who all get stuck on a ramp. You only had to dance because the units were so retarded otherwise. I like sc2 and im glad its not just sc1 in 3d. Give the game time to evolve. How long was sc1 played before people began dancing mutas?
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