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Oh Micro, Where Art Thou? - Page 30

Forum Index > SC2 General
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Boonbag
Profile Blog Joined March 2008
France3318 Posts
April 27 2010 13:36 GMT
#581
At long last, people begin to open.

Now please let's make blizzard eat this game back down their throat and redo it !
Shade692003
Profile Joined August 2005
Canada702 Posts
Last Edited: 2010-04-27 13:37:30
April 27 2010 13:36 GMT
#582
On April 27 2010 22:31 cgerrr wrote:
3. Uber hard counters which is plainly OP ‘in the vacuum’ (Marauders, Roaches, Immortals), the so called “terrible terrible damage syndrome”, which by only their presence in player’s arsenal deny many strats from the opponent – added to the game coz the engine doesn’t provide enough room for unit diversity, thus providing insufficient tension in army composition: in general, most ranged/melee unit feels and plays basically the same as any other ranged/melee unit, and only distinguished (gameplay-wise) in most cases by abilities they have. Thus there is artificially added tension at the expense of balance/balanceability.


Sorry, but this must be the most retarded argument ever. How does an engine have anything to do with what type of units the game has? Have you seen the Galaxy Editor? They are not limited to roachs, marauders and immortal because of the engine. At all. I remember in Warcraft3 how everyone whined about how it was balanced as a soft counter game and starcraft was so much better because of the hard counter, rofl. People just love to whine.
I hate the post below mine because it feels War3-ish.
TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
April 27 2010 13:38 GMT
#583
On April 27 2010 22:10 Esett wrote:
To the OP:

You my friend are a RETARD. You have no idea how hard it is to design a game, and truth be told from the post you made you don't have the brains to do it either. You pretty much made it clear how little you understand about Starcraft 2 and it's new mechanics.

You do however have way to much time to make long "documented" posts that make no sense.

Fact 1: Starcraft 2 IS NOT and WILL NEVER BE Starcraft 1. Just keep playing Broodwar if you don't like it.
Fact 2: Starcraft 2 is right now in a beta state way more complex and subtle than Starcraft 1 ever was after 10 years of being played by millions of people.
Fact 3: Everybody who agrees with this the OP is a RETARD.

Ofc the rest of us will have the last laugh when a year from launch nobody will be playing Starcraft 1 anymore because Jaedong found a new way to use banelings and Flash found a new way to use ghosts.

My strong opinion is that we should have an IQ test when we register to post here. Like that would ever happen...

The people running this site post the same "ohh how i want Starcraft 1 mechanic X back" shit.

Fucking retards!


lol romania

43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
cgerrr
Profile Joined April 2010
Ukraine47 Posts
Last Edited: 2010-04-27 13:46:26
April 27 2010 13:40 GMT
#584
On April 27 2010 22:36 Shade692003 wrote:
Show nested quote +
On April 27 2010 22:31 cgerrr wrote:
3. Uber hard counters which is plainly OP ‘in the vacuum’ (Marauders, Roaches, Immortals), the so called “terrible terrible damage syndrome”, which by only their presence in player’s arsenal deny many strats from the opponent – added to the game coz the engine doesn’t provide enough room for unit diversity, thus providing insufficient tension in army composition: in general, most ranged/melee unit feels and plays basically the same as any other ranged/melee unit, and only distinguished (gameplay-wise) in most cases by abilities they have. Thus there is artificially added tension at the expense of balance/balanceability.


Sorry, but this must be the most retarded argument ever. How does an engine have anything to do with what type of units the game has? Have you seen the Galaxy Editor? They are not limited to roachs, marauders and immortal because of the engine. At all. I remember in Warcraft3 how everyone whined about how it was balanced as a soft counter game and starcraft was so much better because of the hard counter, rofl. People just love to whine.

Please read this argument in context with everything else I stated. Moreover, this argument, even when ripped out of context pretty much self-explanationary (please read it beyond firs 2 lines).
Shade692003
Profile Joined August 2005
Canada702 Posts
April 27 2010 13:41 GMT
#585
On April 27 2010 22:40 cgerrr wrote:
Show nested quote +
On April 27 2010 22:36 Shade692003 wrote:
On April 27 2010 22:31 cgerrr wrote:
3. Uber hard counters which is plainly OP ‘in the vacuum’ (Marauders, Roaches, Immortals), the so called “terrible terrible damage syndrome”, which by only their presence in player’s arsenal deny many strats from the opponent – added to the game coz the engine doesn’t provide enough room for unit diversity, thus providing insufficient tension in army composition: in general, most ranged/melee unit feels and plays basically the same as any other ranged/melee unit, and only distinguished (gameplay-wise) in most cases by abilities they have. Thus there is artificially added tension at the expense of balance/balanceability.


Sorry, but this must be the most retarded argument ever. How does an engine have anything to do with what type of units the game has? Have you seen the Galaxy Editor? They are not limited to roachs, marauders and immortal because of the engine. At all. I remember in Warcraft3 how everyone whined about how it was balanced as a soft counter game and starcraft was so much better because of the hard counter, rofl. People just love to whine.

Please read this argument in context with everything else I stated.


I did read your argument. I'm sorry but,

added to the game coz the engine doesn’t provide enough room for unit diversity


Is just plain retarded.
I hate the post below mine because it feels War3-ish.
KameZerg
Profile Blog Joined May 2007
Sweden1757 Posts
April 27 2010 13:42 GMT
#586
On April 27 2010 22:10 Esett wrote:

Starcraft 2 IS NOT and WILL NEVER BE Starcraft 1. Just keep playing Broodwar if you don't like it.



Thats exactly what I plan to do :-)
asdasdasdasdasd123123123
Eggm
Profile Joined September 2009
United States152 Posts
April 27 2010 13:44 GMT
#587
I just hope sc2 can eventually capture the same feeling of super tight ultra responsive controls that make me feel 100% totally in control of everything in the game. Sc2 feels a bit clunkier for me atm. In SC I felt like whether I wanted to focus on macro or Micro there was no skill ceiling and I could choose strategies that depended on one or the other and have tons of options. It made me feel like I could be as creative as I wanted with my strategies and play style. I got a betakey a few weeks ago but couldn't play more than like 10 games it was petty boring overall IMO. In SC every single thing I do in the game feels absoultley critical, in SC the only things that seem critical to me were not forgetting to chorno boost from all my nexus's as soon as I hit 25 energy and making sure i'm constantly making gateways and spending money (macro) so that when the other guys huge blob came mine would be as big. However I totally understand the game is in beta right now and will def try it in the future when the full game + expansions and tons of patches are released to check its progress. I don't understand how people think that sc2 has more strategy as of now tho. The infinite skill ceiling in both micro/macro creates so many different strategies that are viable because of it.
MindRush
Profile Joined April 2010
Romania916 Posts
April 27 2010 13:44 GMT
#588
On April 27 2010 22:40 cgerrr wrote:
Show nested quote +
On April 27 2010 22:36 Shade692003 wrote:
On April 27 2010 22:31 cgerrr wrote:
3. Uber hard counters which is plainly OP ‘in the vacuum’ (Marauders, Roaches, Immortals), the so called “terrible terrible damage syndrome”, which by only their presence in player’s arsenal deny many strats from the opponent – added to the game coz the engine doesn’t provide enough room for unit diversity, thus providing insufficient tension in army composition: in general, most ranged/melee unit feels and plays basically the same as any other ranged/melee unit, and only distinguished (gameplay-wise) in most cases by abilities they have. Thus there is artificially added tension at the expense of balance/balanceability.


Sorry, but this must be the most retarded argument ever. How does an engine have anything to do with what type of units the game has? Have you seen the Galaxy Editor? They are not limited to roachs, marauders and immortal because of the engine. At all. I remember in Warcraft3 how everyone whined about how it was balanced as a soft counter game and starcraft was so much better because of the hard counter, rofl. People just love to whine.

Please read this argument in context with everything else I stated.


sorry, mate but Shade692003 is right, and your argument is based on a false statement.
there are alot of units implemented in the game editor, such as lurkers which were in the alpha build, but they were taken out for the beta.
also alot of units which appear in the single player only are supported by the engine : medics, goliaths, diamondbacks. They are out of the multiplayer for balancing purposes.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
PokePill
Profile Blog Joined March 2009
United States1048 Posts
Last Edited: 2010-04-27 13:54:07
April 27 2010 13:45 GMT
#589
On April 27 2010 22:20 MindRush wrote:
Show nested quote +
On April 27 2010 21:44 ketomai wrote:
On April 27 2010 21:38 MindRush wrote:
On April 27 2010 21:18 kickinhead wrote:
On April 27 2010 21:12 MindRush wrote:
On April 27 2010 11:09 NegativeInfinity wrote:
I seriously hate these retarded blizzard fan boys who play wow, and have never played SC ebecause they could never get good at it, come in here and call us all SC fan boys and SCII shouldnt be similiar to SC1, umm why not? It is a sequal, is it not? And the OP is stating that moving shot should play a more important role in battles, not that the game should be a carbon copy of SCII, so read the article instead of assuming its a rant thread ffs...


warcraft 3 doesn't even begin to resemble warcraft 2, and yet, it's a great game !! take the lore, take the races, add some new stuff but don't make a clone


Why do ppl keep saying: "It's not supposed to be like SC:BW - it's a new game..."

That's ridiculous, cuz SC:BW is the best RTS ever made and if SC2 want's to be the best RTS it can be, it should be resembling SC:BW in various ways, like the perfect controls over the Units, perfect balance, intersting units that allow great micro etc.

Every time you say that SC2 shouldn't be like SC:BW, you just make an excuse for SC2 being not as good as SC:BW!


different, my friend, doesn't mean worse

remember that when sc1 and then bw were released they weren't balanced at all
remember that reaver/shuttle instant hit on drop thingie than come back up could wipe out terran bases fully, turrets or not

and : ITS NOT SUPPOSED TO BE LIKE SCBW

get that !! it's a different game, looks different, feels different, it's not a clone

OP complained about the lack of micro. Micro is here, just in another form. To some people, micro different from SCBW micro is not micro. Well, it is.

Some people also complain about the automining and mbs. Well, apm is really not as important in this game, not really like it was in SC1, and that is normal. There is a lot of skill involved, but this doesn't necesairily have to be keyboard bashing and mouse click spamming.

It's thinking, planning, executing a plan to perfection. Not making some micro-interesting units and then dance them around, not losing one. This type of gameplay resembles arcade style more than strategy style anyday.

Just remeber sc2 is a RTS, which stands for real time strategy , its not a real time apm, real time arcade, real time spamming or so on


Strategy has a limit. Even chess, a game with much, much, much more strategical depth than starcraft, is approaching a point where it can be 'solved'. The point of an RTS is that it places a limit on time so that mechanics ARE important. What you describe as "keyboard bashing" and "mouse click spamming" are the raw mechanics that separate a theorycrafting D newbie and progamers. If you want strategy to be the main focus of starcraft and for macro, micro to be as easy as pushing a button, then sc2 will not last very long.


you base your statements and afirmations on a false presumption
if you studied chess, you would know that chess is nowhere near being solved.
there are a lot of viable openings, as are playstyles and viable counters.
Another thing, chess is limited in time also. heard about 10 minute games, even 5 minute, even 3 ?!?

Micro is not as easy as pushing a button you say ?
look at http://www.youtube.com/user/HDstarcraft#p/u/0/1bHbx0qS0sU

is Jinro a bad player ? no.
did he get outmicroed by WhiteRa ? yes.

P.S: sorry frozenarbiter, i really like you as a player, but i liked this particular game, as well as NonY's

look at this:


is Idra a bad player ? no, he is a dick but a great player nonetheless
did he get outmicroed by DrunkBobby ? hell yeah!

if micro is as easy as a click of a button, how can a good player get outmicroed like that ?
if you want more examples, just let me know.


This may come as a surprise to you but Idra was not "outmicrod." We are talking about a toss who did a 1 base all in vs Idra who droned just a tad too hard and didn't have the perfect unit composition. Stalker range is 6, Roach range is 3, that is EASY and simplistic micro that any and every 1 base all in player will be doing. You aren't seeing it more only because the better all in is Zealot Sentry. Idra microd almost perfectly, you cant even focus fire with your roaches because their range is so bad and its just as easy to blink away, and u will have wasted dps when they bunch up around each other.

And we aren't saying the game is as easy as pushing a button, we are saying that is what people like you would ideally want. Idra will never lose to that again, and if he does, it's because he "guessed" what the opponent was going wrongly and didn't have enough units.

The fact that you cite that game as evidence is silly. You don't seem to understand that ANYONE can do that with just as much effectiveness, while micro in BW and War3 is much more game deciding and has no skill ceiling.

edit: tried to make my post nicer
cgerrr
Profile Joined April 2010
Ukraine47 Posts
Last Edited: 2010-04-27 13:49:30
April 27 2010 13:47 GMT
#590
On April 27 2010 22:41 Shade692003 wrote:
Show nested quote +
On April 27 2010 22:40 cgerrr wrote:
On April 27 2010 22:36 Shade692003 wrote:
On April 27 2010 22:31 cgerrr wrote:
3. Uber hard counters which is plainly OP ‘in the vacuum’ (Marauders, Roaches, Immortals), the so called “terrible terrible damage syndrome”, which by only their presence in player’s arsenal deny many strats from the opponent – added to the game coz the engine doesn’t provide enough room for unit diversity, thus providing insufficient tension in army composition: in general, most ranged/melee unit feels and plays basically the same as any other ranged/melee unit, and only distinguished (gameplay-wise) in most cases by abilities they have. Thus there is artificially added tension at the expense of balance/balanceability.


Sorry, but this must be the most retarded argument ever. How does an engine have anything to do with what type of units the game has? Have you seen the Galaxy Editor? They are not limited to roachs, marauders and immortal because of the engine. At all. I remember in Warcraft3 how everyone whined about how it was balanced as a soft counter game and starcraft was so much better because of the hard counter, rofl. People just love to whine.

Please read this argument in context with everything else I stated.


I did read your argument. I'm sorry but,

Show nested quote +
added to the game coz the engine doesn’t provide enough room for unit diversity


Is just plain retarded.

Please read this argument in context with everything else I stated. Moreover, this argument, even when ripped out of context pretty much self-explanationary (please read it beyond firs 2 lines).

P.s. Would it be appropriate to call you “a retard” because you don’t read my argument beyond first 2 lines? I think not, so please refrain from using this word in reference to me or my statements.
Feefee
Profile Joined November 2009
Canada556 Posts
April 27 2010 13:48 GMT
#591
On April 27 2010 22:41 Shade692003 wrote:
Show nested quote +
On April 27 2010 22:40 cgerrr wrote:
On April 27 2010 22:36 Shade692003 wrote:
On April 27 2010 22:31 cgerrr wrote:
3. Uber hard counters which is plainly OP ‘in the vacuum’ (Marauders, Roaches, Immortals), the so called “terrible terrible damage syndrome”, which by only their presence in player’s arsenal deny many strats from the opponent – added to the game coz the engine doesn’t provide enough room for unit diversity, thus providing insufficient tension in army composition: in general, most ranged/melee unit feels and plays basically the same as any other ranged/melee unit, and only distinguished (gameplay-wise) in most cases by abilities they have. Thus there is artificially added tension at the expense of balance/balanceability.


Sorry, but this must be the most retarded argument ever. How does an engine have anything to do with what type of units the game has? Have you seen the Galaxy Editor? They are not limited to roachs, marauders and immortal because of the engine. At all. I remember in Warcraft3 how everyone whined about how it was balanced as a soft counter game and starcraft was so much better because of the hard counter, rofl. People just love to whine.

Please read this argument in context with everything else I stated.


I did read your argument. I'm sorry but,

Show nested quote +
added to the game coz the engine doesn’t provide enough room for unit diversity


Is just plain retarded.


I'm not so sure it is. I think what he means is the physics engine side of things. I don't know how blizzard programs, but I would assume unit motion is governed by a physics engine. That's the reason why when an scv tries to go through an army it'll push the units aside. Blizzard obviously didn't program "if an scv tries to go here, you move right, you move left etc..", they simply incorporated a collision algorithm and gave the units a certain.. mass I suppose?. Sometimes you'll find that an SCV can't push units out of the way for example. Now apply that to the moving shot: the way units behave is governed by a set of formulas, if you want to do something outside of those formulas you'll have to specifically program something for that unit, falling outside of the physics engine's realm. I say that because I'm pretty sure Blizzard tried hard to put Muta stacking and control into SC2 because everyone begged for it. They didn't succeed as far as I can tell.
ymirheim
Profile Joined April 2010
Sweden300 Posts
April 27 2010 13:49 GMT
#592
On April 27 2010 22:31 cgerrr wrote:
4. Macro mechanics – game engine doesn’t provide enough things to do for players in natural way, so again we have artificially added gameplay elements (APM sinks) to occupy players more.


I'm sorry but this is just not a valid way of reasoning. Everything in a game is an APM sink by definition. Anything that requires you to control and take away attention from other things is an APM sink. You can't just assert that all the micro in broodwar is good and all the micro in sc2 is not "real" micro because its apm sinks.

What is the fact that in broodwar you need to utilize a glitch in the firing mechanics and unit positioning to be able to use your mutalisks well? An APM sink perhaps?

Isn't the lack of MBS a huge fucking APM sink?

MULE/Scan/Supplydrop is just as valid a game mechanic and apm usage as anything else.
The only thing you should feel when you shoot someone... is the recoil
Daemor
Profile Joined April 2010
Spain9 Posts
April 27 2010 13:50 GMT
#593
SC1 when it came out was a game about cool units and cool races , BW made it the competitive game that it is now adding lots of new unit mechanics... (lurker , medic, DT .... corsair and valkirie Air splash damage...) remember zerg unbalance , before BW the game wasnt like it is now.

in SC2 all units have never seen before mechanics , even the "super-sucker" phoenix has its "tank killing" graviton beam that IMO is claiming for someone good enough to come up with something with it , just like Orb's Force field + storm made.

the other thing is that in SC2 you dont have to make each worker go to the mineral field personally (and may other stupid things)... thats not playing a game , its annoying as hell.

Of course we could go back to the time in Warcraft:Orcs and Humans where you didnt even had control groups but thats not the way we wanna play...right?



Tin_Foil
Profile Blog Joined February 2010
United States243 Posts
Last Edited: 2010-04-27 13:53:54
April 27 2010 13:51 GMT
#594
Huge discovery!!!!

Everyone please read!

I just was checking through the Galaxy Editor. I checked the phoenix's "Ion Cannon." About the 5th option is "MOVEMENT ALLOWED WHILE ATTACKING." The options are None, Slowing, and Moving. The Phoenix is listed as "Slowing." I just changed it, but don't have time to test if i can do corsair micro now.

I told you all it wasn't the engine, it was a choice blizz made to have the units Phoenixs not be able to move while attacking. To change this would take about 5 seconds it appears.

Now the argument should be, does SC2 need air units to have moving attacks, and if so how many of them.

Edited out the extra space.
Shade692003
Profile Joined August 2005
Canada702 Posts
April 27 2010 13:53 GMT
#595
I'm sorry but if you think the galaxy editor isn't strong enough to make a good unit diversity, I don't know what to tell you. Marauder, Immortals and Roach have absolutely no correlation with this "engine weakness" of moving-shooting.

Protip: You don't NEED move-shoot to make a good game with a good unit diversity.
I hate the post below mine because it feels War3-ish.
heynes
Profile Joined July 2009
Germany201 Posts
April 27 2010 13:55 GMT
#596
On April 27 2010 13:59 ploy wrote:
Show nested quote +
On April 27 2010 13:56 teekesselchen wrote:
On April 27 2010 13:21 DaEm0niCuS wrote:
Id be suprised if any good players bw B+ or higher on iccup disagree with this. Anyone elses opinion doesn't really mean shit IMO, lol.

I don't even need to have played BW on any level that could compete with some random however low ICC-Guy to agree with it. Some common sense and feeling for RTS and the comparison between CS 1.6 and more modern shooters is totally enough for me.


Whats funny is that a lot of FPS`ers would say the same thing about pre-1.6 CS and 1.6 CS



cs beta 5_2 was best version ever !!!
Shade692003
Profile Joined August 2005
Canada702 Posts
April 27 2010 13:55 GMT
#597
On April 27 2010 22:51 Tin_Foil wrote:
Huge discovery!!!!

Everyone please read!

I just was checking through the Galaxy Editor. I checked the phoenix's "Ion Cannon." About the 5th option is "MOVEMENT ALLOWED WHILE ATTACKING." The options are None, Slowing, and Moving. The Phoenix is listed as "Slowing." I just changed it, but don't have time to test if i can do corsair micro now.

I told you all it wasn't the engine, it was a choice blizz made to have the units Phoenixs not be able to move while attacking. To change this would take about 5 seconds it appears.

Now the argument should be, does SC2 need air units to have moving attacks, and if so how many of them.

Edited out the extra space.


I can't check the Galaxy Editor right now, but can you tell us what setting is set for the mutalisk attack? Because they do start their attack when they deaccelerate, but obviously it's nothing compared to sc1.
I hate the post below mine because it feels War3-ish.
Kuzmorgo
Profile Joined May 2009
Hungary1058 Posts
April 27 2010 13:55 GMT
#598
On April 27 2010 22:50 Daemor wrote:
SC1 when it came out was a game about cool units and cool races , BW made it the competitive game that it is now adding lots of new unit mechanics... (lurker , medic, DT .... corsair and valkirie Air splash damage...) remember zerg unbalance , before BW the game wasnt like it is now.

in SC2 all units have never seen before mechanics , even the "super-sucker" phoenix has its "tank killing" graviton beam that IMO is claiming for someone good enough to come up with something with it , just like Orb's Force field + storm made.

the other thing is that in SC2 you dont have to make each worker go to the mineral field personally (and may other stupid things)... thats not playing a game , its annoying as hell.

Of course we could go back to the time in Warcraft:Orcs and Humans where you didnt even had control groups but thats not the way we wanna play...right?






AAAAH dont even mention Warcraft:Orcs and Humans..:S
i still have nightmares about my peons not mining because they had unit collision during resource gathering
"No, whine not! Play, or play not! There is no whine."
MindRush
Profile Joined April 2010
Romania916 Posts
April 27 2010 13:57 GMT
#599
On April 27 2010 22:50 Daemor wrote:
SC1 when it came out was a game about cool units and cool races , BW made it the competitive game that it is now adding lots of new unit mechanics... (lurker , medic, DT .... corsair and valkirie Air splash damage...) remember zerg unbalance , before BW the game wasnt like it is now.

in SC2 all units have never seen before mechanics , even the "super-sucker" phoenix has its "tank killing" graviton beam that IMO is claiming for someone good enough to come up with something with it , just like Orb's Force field + storm made.

the other thing is that in SC2 you dont have to make each worker go to the mineral field personally (and may other stupid things)... thats not playing a game , its annoying as hell.

Of course we could go back to the time in Warcraft:Orcs and Humans where you didnt even had control groups but thats not the way we wanna play...right?



well, don't stop here. Make the units not even auto-atack and enemy unit. Make workers not have an infinite loop when they mine, every time they return cargo they have to be sent back to work 2 times : once to mine, once to return cargo.
this way higher apm players can really feel good about themselves

please, blizzard, make a game where the no-lifers can play and OWN those NOOBZ just because they can click faster.

Hey, i know : i will make a java application.
Whoever makes the more clicks in one minute wins!
I will call it clickcraft ! I promise it will be ballanced
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
Euphoric
Profile Joined April 2010
Canada49 Posts
April 27 2010 13:58 GMT
#600
Okay...

I know very little about the competitive starcraft one scene, so my thoughts are very... uneducated on the topic.

However I got one overwhelming vibe from your well written article, and that is that you expect this game to be identical to the original.

Look at the jump in style from warcraft one, to two, to three. They are completely different on a pro gaming level, and similar on a basic level.

I think the problem is your expectation of a prettier starcraft 1. The problem is not on Blizzard's end. When you make a sequel to a game over a decade later, it is going to be fundamentally different. What you are asking for is for blizzard to imitate the starcraft one playstyle that developed out of an outdated and abused engine because you don't want to play A NEW GAME. You are asking to play starcraft one.

Did you ever think it was their intention for you to not want to engage a larger air force when you have only a few units? This is not starcraft one with better graphics. This is starcraft two. It shares only the lore and the concepts. If you aren't prepared to see Starcraft become modern, then yes, this game will be a complete failure in your eyes.
The grass is always greener where the dogs are shitting
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