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Oh Micro, Where Art Thou? - Page 66

Forum Index > SC2 General
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Zoltan
Profile Blog Joined March 2010
United States656 Posts
April 30 2010 19:37 GMT
#1301
On May 01 2010 04:35 Level10Peon wrote:
While the inherent point of the article may have validity (I'm not a pro by any means, so I'll pass judgment on that), there are a number of criticisms I have for the article.

First of all, your attitude and biases are suspect. The tone of the article was very negative, and at times came off as downright hostile to Blizzard. I can tell you that the tone in and of itself turned me against you regardless of your points.

An extension of that is that some of your arguments can be boiled down to:
X was in BW
X is not in SCII
SCII doesn't feel right to me
Therefore,

SCII must have X to live up to SC

Correlation does not equal causation is the essential fallacy here. The correlation between the removal of "x" and you not liking SCII as much as BW does not mean the removal of "x" caused it. You also committed the circular reasoning fallacy because you went in with the assumption that SCII had less micro.

You also oversimplified things. Tying the decrease of micro in SCII to one (or a handful) of mechanics misses the inherent complexity of any large video game.

Finally, you cannot compare a game in beta to game that had been out for over a decade. I doubt many of your examples of micro in BW that you cited existed within the first few years of its existence.

You say that skill doesn't matter enough. However, should a perfectly executed cookie-cutter strategy by some dude with 300 APM defeat a creative and knowledgeable player with only 150 APM?



And another well written post by low post count that i have to hats off to. I personally hate the OP for the same reasons and agree with all points made by this poster. +1 to you too, sir.
'HOW LONG HAVE THOSE REAPERS BEEN KILLING MY PROBES?!?!
Cheebah
Profile Blog Joined April 2010
210 Posts
April 30 2010 19:39 GMT
#1302
And DotA was better than Warcraft 3


Thanks for proving my point, now I don't have to argue with you xD
Out here in the perimeter there are no stars. Out here we are stoned, immaculate.
Kentucky
Profile Joined November 2009
United States63 Posts
April 30 2010 19:39 GMT
#1303
On May 01 2010 04:35 Level10Peon wrote:
While the inherent point of the article may have validity (I'm not a pro by any means, so I'll pass judgment on that), there are a number of criticisms I have for the article.

First of all, your attitude and biases are suspect. The tone of the article was very negative, and at times came off as downright hostile to Blizzard. I can tell you that the tone in and of itself turned me against you regardless of your points.

An extension of that is that some of your arguments can be boiled down to:
X was in BW
X is not in SCII
SCII doesn't feel right to me
Therefore,

SCII must have X to live up to SC

Correlation does not equal causation is the essential fallacy here. The correlation between the removal of "x" and you not liking SCII as much as BW does not mean the removal of "x" caused it. You also committed the circular reasoning fallacy because you went in with the assumption that SCII had less micro.

You also oversimplified things. Tying the decrease of micro in SCII to one (or a handful) of mechanics misses the inherent complexity of any large video game.

Finally, you cannot compare a game in beta to game that had been out for over a decade. I doubt many of your examples of micro in BW that you cited existed within the first few years of its existence.

You say that skill doesn't matter enough. However, should a perfectly executed cookie-cutter strategy by some dude with 300 APM defeat a creative and knowledgeable player with only 150 APM?



To us this isn't just a videogame.

To us BW is chess, and SC2 is a new board game. We are going to judge the new game on its merits as a competitive platform. And as far as we can tell right now, SC2 is quite a bit simpler than checkers in that analogy.

It's a bad game to be played competitively.

"I can tell you that the tone in and of itself turned me against you regardless of your points."

That makes you an idiot.

"I doubt many of your examples of micro in BW that you cited existed within the first few years of its existence."

All of them did.

"should a perfectly executed cookie-cutter strategy by some dude with 300 APM defeat a creative and knowledgeable player with only 150 APM?"

Yes.
ekaj
Profile Joined February 2010
United States174 Posts
April 30 2010 19:58 GMT
#1304
You should probably compare BW to something other than chess then.
w2w
madcow305
Profile Joined January 2010
United States152 Posts
April 30 2010 20:18 GMT
#1305
On April 30 2010 18:21 KungKras wrote:
Show nested quote +
On April 30 2010 17:10 madcow305 wrote:
On April 30 2010 14:41 Half wrote:
You're list shows exactly why Micro doesn't matter as much in SC2.
Starcraft 1
1. Hit when the Terran is moving his tanks unsieged.

Huge Advantage. Often instant win.

2. Mine-drag with his Zealots.

Huge Advantage

3. Form a good firing arc, doing max damage and taking min damage.

Moderate Advantage


4. Stasis the tanks in the back, so as not to create an invincible wall of tanks the Dragoons have to walk around.

Huge advantage. Often Instant win.


5. Storm the biggest clumps of tanks he can find.

Huge Advantage. Often instant win.


6. Dodge EMPs, particularly with Arbiters and HTs


Moderate Advantage


7. Stasis Vessels with leftover energy to prevent detection.

Huge Advantage. Often instant win.


8. move-shoot his Dragoons, and target-fire tanks when necessary, making sure to minimize overkill.


Moderate Advantage


9. Goons need to always be shooting tanks, and not Vultures/Goliaths/Vessels.

Huge Advantage.


======================================================

Starcraft2



1. Form a good firing arc, doing max damage and taking min damage.


Moderate Advantage


2. Keep GS on his whole army while using as little energy from his Sentries as possible.


This doesn't require micro. Hitting G three times is not micro.



3. Use Forcefield to disrupt the Terran firing arc, and to keep reinforcements back.


Huge Advantage. Often instant win.

4. Target-fire with his Colossi on the Terran's Marines and Ghosts. Because 2 Colossi shots kill a Marine, he needs to micro every pair of Colossi and have them shoot down all the Marine/Ghost clumps first, as fast as he can. At the same time, he needs to reduce overkill, and not target-fire with more than 2 Colossi at a time.


Moderate Advantage

5. Immortals need to always be shooting at Marauders, not Ghosts/Marines, because of the bonus damage factor. Again, reduce overkill.


Minor Advantage


6. Sentries need to always be shooting biological targets, due to their bonus damage vs. them.


stfu you don't have any idea what you're talking about advantage.


7. Templar need to be Feedbacking Ghosts as fast as possible.

Huge Advantage


8. Templars need to be Storming M&M clumps.


Incredibly easy to preform. Differences between skill in preforming is minor advantage.



9. The entire army needs to dodge EMPs, especially the Templar.


Not possible to dodge EMP, there instant. Micro is on behalf of terran player only.


10. Medivacs can be feedbacked with remaining templar energy.


Moderate Advantage.


11. Stalkers need to be Blinked as close to the Vikings as possible to target-fire them, and minimize Colossi losses.


This isn't even done. Not would anyone want to, as this would now put your most marauder vulnerable unit in front of your zealots.


In Starcraft 2, their are a grand total of 1 thing I can do that would dramatically change the battle if done right. Only two things give me huge advantages.



Thirdly, yes, Dragoon vs. Mine/Tank/EMP micro is comparable to SC2 Stalker micro. I am going to cover a lategame PvT from SC1 vs. SC2 earlier in my reply. Please refer to that and tell me if I'm wrong and missing micro requirements.


Are you kidding me? The -APM required to dance Dragoons alone is equivalent to stalker micro. Let alone zealot dropping and stasis spamming.


Seriously, you display a pretty abysmal knowledge of SC2. You have to understand how things actually work before you can contribute relavently to a debate. fyi nobody blinks their stalkers in front of there zealots into a big ball of marauders, and Sentries don't do bonus damage versus light. Manually targeting Immortals is ridiculously pointless in late game battles. That's from that list alone.


Also, units don't overkill in SC2.


Sentries gain a bonus vs. Biological targets. Marines, Marauders, and Ghosts are Biological. Medivacs and Vikings are not. Thanks for showing you're in such a rush to post your own opinions about how good an advantage something is that you can't even properly read what I posted.

Oh, and covering your army with GS isn't as simple as hitting it three times. Maybe the three Sentries that trigger GS are all on one side of your army, meaning the side that you're flanking with has no GS to cover it. Or, maybe those three Sentries are bunched up on the right flank of your troops, and your left flank is exposed.

Or, for the easiest example, maybe your Zealots Charge in faster than your Sentries can keep up, so you have to micro a few and move them closer to the Zealots before they charge in, so they can always be under GS. Your narrow-minded thinking about SC2 Micro is really showing here, with this GS example. There are plenty of times where hitting G x3 isn't enough.

And yes, it is possible to dodge EMP, depending on your army positioning. If you spread your Immortals out far enough that it takes 4 EMPs to hit them all, and the Terran only has 4 Ghosts, then he only has a few EMPs left to hit your HT with. If you Feedback 2 more of them, then he has even less. Then, if you spread your HT out, one EMP can't get all of them. Hence, you just "dodged" most of the EMPs coming from 4 Ghosts.

HT Micro also comes into play, in that you don't want to move your HT too close to the Ghosts. Dance forward, Feedback/Storm, and dance back, just like Arbiters did in SC1 to Stasis back rows of tanks, then move away from Goliath/EMPs. EMP was near-instant in SC1 too, the missile traveled relatively fast compared to the movement speed of the Arbiter. Of course, most of the time Progamers didn't bother saving their Arbiters, since an Arbiter with no energy from using Stasis wasn't worth the APM it took to save it. However, that doesn't mean it's not something you shouldn't do now in SC2, since it requires less APM to play.

Stalkers can be Blinked into shooting range to kill Vikings, yet still be behind the Zealot line. Just because you've never done it, doesn't mean it can't be done. Besides, Marauders have the same range as Stalkers. Whether they Blink closer or not has no bearing on whether the Marauders can hit them; Marauders will always be able to shoot Stalkers if the Stalker can shoot the Marauder.

Certain SC2 units overkill. Units that have a travel-time on their attacks, for example. Colossi and Banshees are the ones I can name off the top of my head. Marauders, Stalkers, and Hydralisks, Vikings, BCs, etc might overkill as well.

You could have tested this by simply playing an AI game, taking 3 Colossi, marching to your opponent's base, and seeing if all 3 fired at once when ordered to kill a worker. Instead, you spout off blatantly incorrect facts, like "SC2 units don't overkill!".

Spout all the "OMGZ U DON'T KNOW ABOUT SC2" drivel that you want. At least I don't state blatant, disprovable falsities.

On April 30 2010 15:31 Bwenjarin Raffrack wrote:
On April 30 2010 13:57 madcow305 wrote:
But you, being the old, bitter SC1 player you are, knew perfectly that a Bulldog didn't have nearly the micro required of a warpgate/robo push, so you deliberately picked an SC1 example with tons of micro, to somehow negate my argument that SC2 has high micro requirements. If you want to compare lategame battles, then sure, lets compare lategame battles between SC2 and SC1. Just first admit that a Bulldog from SC1 requires less micro than an SC2 Warpgate/Robo push first. If you don't believe this, then give me the micro requirements for a Toss doing a Bulldog against a Siege-Expand Terran, and explain to me why it requires more micro than SC2 warpgate/robo push. They're both early mid-game timing attacks made by Protoss against Terran. I chose the Bulldog specifically because it mimics the SC2 early warp-gate/robo timing attack


Definitely a false dichotomy. He doesn't really have to admit anything which has absolutely nothing to do with his point, the point of the OP, and the point of the thread, and lording something irrelevant and contrived over him as if it proves anything would be pointless.

The crux of the OP's argument is that small SC1 game bugs like Muta stacking and moving-shot were wholly representative of the game's Micro, and since SC2 doesn't have these exact same bugs, there is no Micro in SC2. This is wrong, simply because we haven't discovered SC2's game engine bugs, and even without them, there's still a huge amount of micro involved in battles due to each race having more viable spellcasters, and more armor-type bonus damage.


And here a strawman. It's easy to argue against a five word title when it was intentionally meant to be sensationalist ("What do you mean SC2 has no micro?! I can cast force fields and blink! There's yer micro"). But what if the OP meant that the micro present in SC2 is a subset of the micro available in BW? Arguing to prove that there is indeed micro in SC2 does nothing to answer the question of why trying to diversify the types of micro in SC2 would be a bad thing. I appreciate the effort that you've put into your posts, but I don't think they're answering the right questions.


The guy made a claim: that early game PvT timing attacks in SC1 had way more micro involved than the same timing attacks in SC2. I asked him to name some timing attacks that fit this profile, because I already gave the Bulldog example. Instead of taking the example I gave of two PvT timing attacks by Protoss from SC1 and SC2 and proving my points wrong, the guy goes off on a tangent about lategame PvT, without addressing my point. Hence why I asked him to admit that my point about early-game PvT in SC2 being more micro-intensive than SC1 is correct, before I go on to debate lategame PvT with him.

It may not have anything to do with the OP, but neither does the argument about the definition of skill that's been going on for the past two pages. Why aren't you yelling at those people?

The OP didn't argue that micro in SC2 is a subset of micro in SC1. He simply lamented the non-existence of Move-Shoot, and blamed Dustin Browder for it.

And I've already stated the answer to everyone's question about SC2 micro earlier: the nostalgic micro tricks we adore from SC1 were products of the game engine's bugs.

Was Move-Shoot described in the SC1 manual? Nope. They told you how to build buildings, how to collect minerals, how to make units, but they didn't explain Move-Shoot, or Muta stacking, or Hold Lurker. Why? Because the game designers never planned for it to be a part of the game. It was a random product of the game engine's coding.

Why is this relevant to SC2? Well, let me ask, how long did it take people to discover and streamline Move-Shoot? A year or two after BW was released? What about Muta Stacking? Mid 2004? I'm not clear on the exact dates, but the point is, these Micro tricks we're all up in arms about weren't even discovered until years after the game was released. The reason for such a late discovery was because people had to fiddle around doing random bullshit with units for years to discover SC:BW's game engine quirks. And yes, it really was random bullshit. Who would ever think to group a bunch of Mutas with an Overlord?

So, we've had Beta for a month or two. Can we stop lamenting the lack of game engine quirks that took years for people in SC:BW to figure out?

Like I said in one of my previous posts, maybe in SC2, if you group your Hellions with an Ebay, they gain the ability to animation cancel and move-shoot like Vultures in SC1. Who the fuk knows?


Your last questions have already been answered, stop repeating them. Before BW, we weren't looking for the kind of micro that it introduced. Now we are because we have seen what people can do in BW.
Blizzard should have watched and learned from BW, not been like "oops, it seems that the unintentional glithces in BW made for a flourishing and interresting pro-scene. Oh well, they were unintentional, so I guess we have to remove them in the sequel anyway"

People have been looking for interresting micro, and none have been found. People's concerns are justified.

Your bulldog argument is invalid because Bulldog is a cheese and a warpgate/robo push is not. You said that the protoss had collossi that he had to micro against the terran, so why on earth would you compare a build that has collossi and immortals to an all in early game cheese like bulldog?
At least compare it to an SCBW scenario where the toss also has a midgame army, geez. A protoss that has taken his third and is defending from a terran timing push would be a more fair comparison.
Also, you coming up with all the stuff that the toss has to do doesn't really prove anything either since it doesn't take into account how hard each individual micro is to do. You mostly described target firing and positioning sentries and using abilities. while in SC1 there are dozens of other aspects other than what units targets what. Protoss push breaking micro for example is a scinece all by itself. getting a good flank is not enough, you have to move your zealots the right way, if there are well-placed mines you have to make sure that a few zealots charges in to clear them. You may or may not have a reaver in a shuttle left from something you did earlier, and the theory for getting the max out of shuttle/reaver against terran alone is ridiculously complex. There are many little things like that that you forgot to mention.


It seems reading comprehension is at a premium in this thread.

When did I ever compare an SC2 Protoss army with Colossi with SC1 Bulldog?

I compared the 3-4 Warpgate+Robo timing attack with the Bulldog timing attack. Both are early/mid-game timing attacks made by Toss against Terran in SC2 and SC1.

The Colossi example was me comparing lategame PvT in SC2 with lategame PvT in SC1.

If you're going to bother debating, please read the entirety of what I post.

Also, you're right, nobody has found any of the micro quirks in SC2's engine yet. It's 2 months into beta.

How long did it take Progamers, who play 12 hours a day, 7 days a week, to discover Mutalisk stacking?
Kentucky
Profile Joined November 2009
United States63 Posts
April 30 2010 22:42 GMT
#1306
If you seriously believe people are going to discover all kinds of game-making micro quirks that nobody in RTS ever imagined in SC2, you need to stop sharing your opinion because you're too stupid for it to be worth anything.

It only took a long time to discover those things in BW because the entire concept was brand new with the release of BW. There were no micro-heavy predecessors to that game, so before we could even start looking for that stuff we had to first imagine that it was even possible and relevant. Like inventing the wheel.

There is no unfamiliarity with the concept of micro to us. We're watching units and asking ourselves the fundamental question, "what could I have done with that unit to be more efficient in how it dealt and received damage" and far too often the answer is a resounding "nothing"
halpmeh
Profile Joined October 2002
United States333 Posts
April 30 2010 22:58 GMT
#1307
i find myself mostly agreeing...as unnatural as the flying physics looks i'd rather have it back than being unable to engage without numerical superiority...

somehow sc2 is just not as fun once you "figure out" the units...it doesn' t feel like i can do anything badass...dropships especially feel incredibly clunky to me trying to get units in for a mass drop with all the deceleration and such...

halp meh halp yuo
WoKKeLs
Profile Joined December 2009
Netherlands65 Posts
April 30 2010 23:21 GMT
#1308
I just think SC2 has tomany "sexy" units which cause the game to have way lesser micro battles or whatever then BW,

the otherday i had a ZvZ where i won every single Zergling battle with just some micro but then the banelings came and the micro became alot less interesting maybe boring would be better.

Tried to do some nice hold position style of muta spraying ( non stacked ) it sucked somuch that i almost wasted all muta's.

if muta's cant dodge cannon or spore fire then whats the use of them for harras? then we go back to drops harras? nydus harras? since when do we micro skills for those.

To me micro wise its really lacking alot but the effect the game has on the community and new upcoming players it makes it pretty cool. hopefully we'll see some more micro required stuff and not only " i do 1 up on your build so i win " situations
٩(-̮̮̃-̃) ٩(͡๏̯͡๏)۶ ٩(̾●̮̮̃̾•̃̾)۶ ٩(-̮̮̃•̃)۶ ٩͡[๏̯͡๏]۶
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-04-30 23:27:17
April 30 2010 23:24 GMT
#1309
Agreed.

Do people know Starcraft's complete balance: Of course not.

Are people going all the sudden to "discover" micro tricks years from now like they did with BW: Not bloody likely.

If the hellion doesnt move while shooting than the hellion doesnt move while shooting. You arnt going to discover that when you hit left left left up up down AAAA left then the phoenix shoots farther.

+ Show Spoiler +
Although wouldnt that be cool?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Ghostcom
Profile Joined March 2010
Denmark4782 Posts
April 30 2010 23:33 GMT
#1310
On May 01 2010 08:24 Archerofaiur wrote:
Agreed.

Do people know Starcraft's complete balance: Of course not.

Are people going all the sudden to "discover" micro tricks years from now like they did with BW: Not bloody likely.

If the hellion doesnt move while shooting than the hellion doesnt move while shooting. You arnt going to discover that when you hit left left left up up down AAAA left then the phoenix shoots farther.

+ Show Spoiler +
Although wouldnt that be cool?


Wasn't that EXACTLY what happend with the vulture micro? Not that I really believe that many new tricks will be discovered, just saying that what made those tricks possible was FLAWS in the engine which were only discovered after many hours of play.

Should move-shot be implemented? sure, if they can balance it so that it is still possible to play and win with a heavy focus on macro but making clutch micro weigh a bit more than it does at it's present state would be cool.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
April 30 2010 23:44 GMT
#1311
On May 01 2010 08:33 Ghostcom wrote:
Show nested quote +
On May 01 2010 08:24 Archerofaiur wrote:
Agreed.

Do people know Starcraft's complete balance: Of course not.

Are people going all the sudden to "discover" micro tricks years from now like they did with BW: Not bloody likely.

If the hellion doesnt move while shooting than the hellion doesnt move while shooting. You arnt going to discover that when you hit left left left up up down AAAA left then the phoenix shoots farther.

+ Show Spoiler +
Although wouldnt that be cool?


Wasn't that EXACTLY what happend with the vulture micro? Not that I really believe that many new tricks will be discovered, just saying that what made those tricks possible was FLAWS in the engine which were only discovered after many hours of play.



Yes but the difference is the setting. There were certain things that made it possible that vulture micro went so long without being discovered. Those things do not apply to Starcraft 2 with its competitive focus, game designer awareness of micro "tricks" and what players know today about the game

http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
April 30 2010 23:59 GMT
#1312
On May 01 2010 08:44 Archerofaiur wrote:
Show nested quote +
On May 01 2010 08:33 Ghostcom wrote:
On May 01 2010 08:24 Archerofaiur wrote:
Agreed.

Do people know Starcraft's complete balance: Of course not.

Are people going all the sudden to "discover" micro tricks years from now like they did with BW: Not bloody likely.

If the hellion doesnt move while shooting than the hellion doesnt move while shooting. You arnt going to discover that when you hit left left left up up down AAAA left then the phoenix shoots farther.

+ Show Spoiler +
Although wouldnt that be cool?


Wasn't that EXACTLY what happend with the vulture micro? Not that I really believe that many new tricks will be discovered, just saying that what made those tricks possible was FLAWS in the engine which were only discovered after many hours of play.



Yes but the difference is the setting. There were certain things that made it possible that vulture micro went so long without being discovered. Those things do not apply to Starcraft 2 with its competitive focus, game designer awareness of micro "tricks" and what players know today about the game



I highly doubt that ANYBODY is 100% sure that the SC2 engine is 100% fool-proof and not prone to bugs.

It doesn't matter if the developer is AWARE of it; while they may have fixed the "old" exploit, new ones may have opened up.
CowGoMoo
Profile Joined December 2006
United States428 Posts
May 01 2010 00:11 GMT
#1313
On May 01 2010 08:59 Zeke50100 wrote:
Show nested quote +
On May 01 2010 08:44 Archerofaiur wrote:
On May 01 2010 08:33 Ghostcom wrote:
On May 01 2010 08:24 Archerofaiur wrote:
Agreed.

Do people know Starcraft's complete balance: Of course not.

Are people going all the sudden to "discover" micro tricks years from now like they did with BW: Not bloody likely.

If the hellion doesnt move while shooting than the hellion doesnt move while shooting. You arnt going to discover that when you hit left left left up up down AAAA left then the phoenix shoots farther.

+ Show Spoiler +
Although wouldnt that be cool?


Wasn't that EXACTLY what happend with the vulture micro? Not that I really believe that many new tricks will be discovered, just saying that what made those tricks possible was FLAWS in the engine which were only discovered after many hours of play.



Yes but the difference is the setting. There were certain things that made it possible that vulture micro went so long without being discovered. Those things do not apply to Starcraft 2 with its competitive focus, game designer awareness of micro "tricks" and what players know today about the game



I highly doubt that ANYBODY is 100% sure that the SC2 engine is 100% fool-proof and not prone to bugs.

It doesn't matter if the developer is AWARE of it; while they may have fixed the "old" exploit, new ones may have opened up.

100% no, but much closer to 100% than BW was -- almost certainly.
LostWraithSC
Profile Joined February 2008
United States111 Posts
May 01 2010 00:17 GMT
#1314
The hellion is not BROKEN because of the lack of a moving shot. It will be a lot stronger if it did have a moving shot, but w/o that ability, you'll need much better micro to use them against units like speedlings and zealots. Theoretically, two hellions should kill way more than its share of speedlings if you micro them perfectly. Isn't that a good thing for promoting micro? If the hellion had moving shot, killing zerglings would be trivial and even easier than killing zerglings with vultures, which is already easy and vultures don't even have splash.

I do think phoenixes, banshees, and mutas should have moving shot because it will make them more interesting, but not every air unit should have moving shot either. Many air units in BW didn't have moving shot and most ground units didn't have moving shot. It is not game breaking and there's no need to bash blizzard because they decided not to include it.

Also on subject of tone, tone does affect the strength of the argument and the OP seriously needs to adjust his tone. He makes valid points and blizzard should consider them, but blizzard is not going to (at least not from his post) because of the way the subject is presented. It's called being professional. TL prides itself (at least I consider it) the best international source of pro-starcraft material, but this status does not entitle anyone to act in a condescending fashion to blizzard or to anyone. Pro-starcraft stands for professional, act like it.
It is a Kingdom of Conscience, or nothing.
Mobius
Profile Blog Joined March 2009
Canada1268 Posts
May 01 2010 00:20 GMT
#1315
yea.. without moving shot etc you cant do those macro heavy builds where u harass with mininum to keep yourself alive.. thats the reason why i even play sc1.. in sc2 you cant really do it so..
Entusman #51
Bwenjarin Raffrack
Profile Joined November 2008
United States322 Posts
May 01 2010 00:21 GMT
#1316
Whether bugs or exploits may or may not be found in the distant future is mostly irrelevant. However long it took modern mutalisk micro to be discovered is irrelevant. The whole thrust of the OP is his disappointment in Blizzard's deciding not to learn from BW's diverse gameplay and implement such a micro feature from the get-go.
I'm not as thunk as dreople pink I am.
cartoon]x
Profile Joined March 2010
United States606 Posts
Last Edited: 2010-05-01 00:23:03
May 01 2010 00:22 GMT
#1317
On May 01 2010 09:17 LostWraithSC wrote:
The hellion is not BROKEN because of the lack of a moving shot. It will be a lot stronger if it did have a moving shot, but w/o that ability, you'll need much better micro to use them against units like speedlings and zealots. Theoretically, two hellions should kill way more than its share of speedlings if you micro them perfectly. Isn't that a good thing for promoting micro? If the hellion had moving shot, killing zerglings would be trivial and even easier than killing zerglings with vultures, which is already easy and vultures don't even have splash.

That isn't how micro works. The hellion doesn't allow for micro. That is the problem. You can't use the blanket statement "get better micro" to ignore the problem with the hellions handling.
It is not enough to conquer; one must learn to seduce.
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
May 01 2010 00:45 GMT
#1318
On May 01 2010 08:59 Zeke50100 wrote:
Show nested quote +
On May 01 2010 08:44 Archerofaiur wrote:
On May 01 2010 08:33 Ghostcom wrote:
On May 01 2010 08:24 Archerofaiur wrote:
Agreed.

Do people know Starcraft's complete balance: Of course not.

Are people going all the sudden to "discover" micro tricks years from now like they did with BW: Not bloody likely.

If the hellion doesnt move while shooting than the hellion doesnt move while shooting. You arnt going to discover that when you hit left left left up up down AAAA left then the phoenix shoots farther.

+ Show Spoiler +
Although wouldnt that be cool?


Wasn't that EXACTLY what happend with the vulture micro? Not that I really believe that many new tricks will be discovered, just saying that what made those tricks possible was FLAWS in the engine which were only discovered after many hours of play.



Yes but the difference is the setting. There were certain things that made it possible that vulture micro went so long without being discovered. Those things do not apply to Starcraft 2 with its competitive focus, game designer awareness of micro "tricks" and what players know today about the game



I highly doubt that ANYBODY is 100% sure that the SC2 engine is 100% fool-proof and not prone to bugs.

It doesn't matter if the developer is AWARE of it; while they may have fixed the "old" exploit, new ones may have opened up.


Dude. Not even a million bugs are going to change the fact that there are severe limitations built in to the engine (and that's the issue we're discussing).

However much I enjoy reading comments like "sometime somewhere in the distant future there might be some bug", those arguments aren't actually relevant to this discussion..

Why can't we have these future bugs in conjunction with a proper moving shot? What's the reason we can't have both? Can you stop for a second and explain why on earth you are so very opposed to air units acting like aircraft do in real life? Take a deep breath, and answer the following question without going off on any irrelevant tangent: "Why is moving shot a bad thing for Starcraft 2?".

I haven't seen anyone opposed to this idea actually bring forth any argument that explains to me what's actually bad and dangerous about implementing moving shot. How would implementing moving shot negatively impact Starcraft II? Why should it not be implemented?

This entire discussion has gone terribly off topic. The only reason I posted the thread in the first place was because I thought this mechanic could actually add another dimension to micro in SC2. Not because I hate SC2, Dustin Browder, Blizzard, or because I think BW is superior to SC2, but because IT'S A AN IDEA WORTH CONSIDERING. It's an idea that just might add further depth to micro.

So please, stop arguing about useless shit like apm, which game has the most micro intensive early mid game pushes, how big of a retard the OP is, and stick to the issue.

What is good/bad about implementing moving shot? Actual arguments. No bullshit about micro in the future or how much of a hardon I have for broodwar.

If the discussion can't stay on that topic they might as well close the thread.




deadalnix
Profile Joined May 2010
France120 Posts
May 01 2010 00:53 GMT
#1319
Q: Do you feel that micro needs to play more of a role in SC2? Will moving shot be re-introduced?
A: I don't that we need MORE micro in SC2. We have a ton of it. But we are always looking to make the game more fun. A large number of units do drift in SC2 as they shoot (I assume that is what you are asking about). However our engine is a lot more precise than the original StarCraft so when you tell a unit to do something, it does it. We did find a few units this week that we felt were less responsive than we wanted (Hellion for example) and we will be making some changes to make them more responsive in a future patch.

It is a different game, we did make a new engine. We will never be able to dupblicate the controls of the original StarCraft exactly.

Hourra ?
Tin_Foil
Profile Blog Joined February 2010
United States243 Posts
May 01 2010 00:53 GMT
#1320

What is good/bad about implementing moving shot? Actual arguments. No bullshit about micro in the future or how much of a hardon I have for broodwar.

If the discussion can't stay on that topic they might as well close the thread.


Now this was a good post.

If you didn't read my post about the Galaxy editor, there is an option for all units that controls movement while attacking, with the settings "None, Slowing, Moving." By changing this, as well as possibly tweaking the attack time and the backswing, the changes you are talking about would be very possible, if not done right easy.

While at first I disagreed with you because your post had its own rants which seemed off topic to your main point, I do agree that making more move-attack style air would be an improvement.
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