• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:40
CEST 11:40
KST 18:40
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL19] Ro4 Recap : The Peak8DreamHack Dallas 2025 - Info & Preview14herO wins GSL Code S Season 1 (2025)16Code S RO4 & Finals Preview: herO, GuMiho, Classic, Cure6Code S RO8 Preview: Classic, Reynor, Maru, GuMiho4
Community News
[BSL20] RO20 Group Stage0EWC 2025 Regional Qualifiers (May 28-June 1)7Weekly Cups (May 12-18): Clem sweeps WardiTV May3Code S Season 2 (2025) - Qualifier Results212025 GSL Season 2 (Qualifiers)14
StarCraft 2
General
DreamHack Dallas 2025 - Info & Preview Power Rank: October 2018 herO wins GSL Code S Season 1 (2025) Code S Season 2 (2025) - Qualifier Results Code S RO8 Preview: Classic, Reynor, Maru, GuMiho
Tourneys
DreamHack Dallas 2025 $5,100+ SEL Season 2 Championship (SC: Evo) StarCraft Evolution League (SC Evo Biweekly) EWC 2025 Regional Qualifiers (May 28-June 1) [GSL 2025] Code S Season 1 - RO4 and Grand Finals
Strategy
Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 474 Futile Resistance Mutation # 473 Cold is the Void Mutation # 472 Dead Heat Mutation # 471 Delivery Guaranteed
Brood War
General
Cwal.gg not working BW General Discussion [ASL19] Ro4 Recap : The Peak BGH auto balance -> http://bghmmr.eu/ Artosis baned on twitch ?
Tourneys
[ASL19] Semifinal B [BSL20] RO20 Group Stage [Megathread] Daily Proleagues Small VOD Thread 2.0
Strategy
I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
What do you want from future RTS games? Beyond All Reason Stormgate/Frost Giant Megathread Grand Theft Auto VI Nintendo Switch Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread TL Mafia Plays: Diplomacy TL Mafia: Generative Agents Showdown Survivor II: The Amazon
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Trading/Investing Thread Men's Fashion Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread [Books] Wool by Hugh Howey
Sports
2024 - 2025 Football Thread Formula 1 Discussion NHL Playoffs 2024 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard How to clean a TTe Thermaltake keyboard?
TL Community
The Automated Ban List TL.net Ten Commandments
Blogs
Yes Sir! How Commanding Impr…
TrAiDoS
Poker
Nebuchad
Info SLEgma_12
SLEgma_12
SECOND COMMING
XenOsky
WombaT’s Old BW Terran Theme …
WombaT
Heero Yuy & the Tax…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11758 users

Oh Micro, Where Art Thou? - Page 67

Forum Index > SC2 General
Post a Reply
Prev 1 65 66 67 68 69 79 Next
rei
Profile Blog Joined October 2002
United States3594 Posts
May 01 2010 01:43 GMT
#1321
@LaLuSh

Nice read, agree on your points about the different scenarios about the moving shot, but do not agree with your conclusion, especially the part in which you said "Starcraft II is regressing in to a more primitive form than its predecessor ".

BW overall had always been a battle of multitasking, whoever multitasking better is the better player. No amount of perfect micro/macro can make you a top player, one must be able to do everything in the same time.

Take the jaedonglisk micro for example, is his mutalisk control so unique that no one else can do it? No, many people can do it, Julyzerg was doing it to iloveoov years before jaedong came along.

What sets jaedonglisk apart from other korean pros? Jaedong can micro his lings+scourge+mutalisks + drones (zvz ling sneak attack during muta fights) + using up every single larva in the same time. Oh wait did I mention while doing all the above he's actively thinking about adapting to what he sees from his opponent?

sc2 like bw requires players to master multitasking skills. Making micro or macro easier with built in mechanics such as MBS and showing HP bars of all units does not make multitasking any easier. The player still have to remember to multitask to make use of the improvement in interface such as MBS. Here is the reason, Human brain can multi task up to two different tasks in the same time without losing the accuracy and precision, as the brain assigns left and right frontal lobe to handle each task. BW and SC2 requires more than 2 tasks in the same time, the hardest part about multitasking is not the actually doing part, it is the constantly conscious of the need to multitasking part that is hard and requires a lot of practice.

That being said, i agree with you that it would be nice to have the freedom to micro air units the way it used to be in bw.
GET OUT OF MY BASE CHILL
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
Last Edited: 2010-05-01 02:01:37
May 01 2010 01:57 GMT
#1322
On May 01 2010 09:53 Tin_Foil wrote:
Show nested quote +

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.


Have you tried playing around with the settings changed? Does it have an effect?

On May 01 2010 09:53 deadalnix wrote:
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 ?


I think that's another way of saying their engine doesn't really allow it, but they'll consider lowering the cooldown or adjusting the firing animations for the hellion and other units.

Anyway, making units more responsive can never be a bad thing in my book. Hope they'll surprise us.
Tin_Foil
Profile Blog Joined February 2010
United States243 Posts
Last Edited: 2010-05-01 02:42:19
May 01 2010 02:40 GMT
#1323

Have you tried playing around with the settings changed? Does it have an effect?


I think that's another way of saying their engine doesn't really allow it, but they'll consider lowering the cooldown or adjusting the firing animations for the hellion and other units.

Anyway, making units more responsive can never be a bad thing in my book. Hope they'll surprise us.


I have played around with it, and while I only had a few minutes I was able to make a move-attacking phoenix in about 3 mins. It wasn't as smooth as a corsair, but that was an issue with the slow attack animation the phoenix has, which also has adjustable options.

The engine can 100% allow it. Another poster way back in the mess also said he played around with the editor and successful made a Corsair out of a phoenix, splash attack and all.

I don't find the units to be unresponsive in anyway, they just have animations and backswings you have to wait for, as in WC3(I was a long time dota player so I'm very used to it). You predict it and micro with it. I don't have issues with hellion micro, for example, they don't handle like vultures, but they are still very microable, IMO.

I think the phoenix could use an improved move-attack though, they do have a lot of glide to them.
LostWraithSC
Profile Joined February 2008
United States111 Posts
May 01 2010 03:31 GMT
#1324
On May 01 2010 09:22 cartoon]x wrote:
Show nested quote +
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.

What do you mean the hellion doesn't allow for micro? Do you think moving shot will fix what ever is broken that you are suggesting? If it's just moving shot, I guess dragoons, hydras, and marines don't ALLOW for micro either since none of these units have moving shots.
It is a Kingdom of Conscience, or nothing.
pheus
Profile Joined February 2010
Australia161 Posts
May 01 2010 03:38 GMT
#1325
On May 01 2010 11:40 Tin_Foil wrote:
Show nested quote +

Have you tried playing around with the settings changed? Does it have an effect?


I think that's another way of saying their engine doesn't really allow it, but they'll consider lowering the cooldown or adjusting the firing animations for the hellion and other units.

Anyway, making units more responsive can never be a bad thing in my book. Hope they'll surprise us.


I have played around with it, and while I only had a few minutes I was able to make a move-attacking phoenix in about 3 mins. It wasn't as smooth as a corsair, but that was an issue with the slow attack animation the phoenix has, which also has adjustable options.

The engine can 100% allow it. Another poster way back in the mess also said he played around with the editor and successful made a Corsair out of a phoenix, splash attack and all.

I don't find the units to be unresponsive in anyway, they just have animations and backswings you have to wait for, as in WC3(I was a long time dota player so I'm very used to it). You predict it and micro with it. I don't have issues with hellion micro, for example, they don't handle like vultures, but they are still very microable, IMO.

I think the phoenix could use an improved move-attack though, they do have a lot of glide to them.


"Use the map editor" is a pretty terrible band aid way to fix the a "problem" though. Ideally you want people who are laddering and playing their retail copy to be playing the exact same game that your hardcore competitive gamers are playing in tourneys and leagues. Splitting the community has never done anything for the longevity of a game. I think that part of brood war's beauty as a spectator game is the fact that there is no "pro mode" that is played in competition and a normal mode with different rules that is played by tom, dick and harry casual gamer.
Tin_Foil
Profile Blog Joined February 2010
United States243 Posts
May 01 2010 03:55 GMT
#1326
I was in no way supporting a "promod" or some other split SC2. The question was raised of whether or not the lack of move-attacking air was an engine issue that also cause what some people think is "sluggishness" or lack of control. I was proving that it wasn't the engine, it was the way the SC2 designers made the units act, and every variable is quantified from the looks of the editor.
Cloak
Profile Joined October 2009
United States816 Posts
Last Edited: 2010-05-01 04:26:43
May 01 2010 04:12 GMT
#1327
On May 01 2010 09:45 LaLuSh wrote:
Show nested quote +
On May 01 2010 08:59 Zeke50100 wrote:
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.


The one and only one legit response was from a post awhile back that mentioned local maximums and how if we stick to our old starting points, we'll only converge back to same place as BW, somehow missing the opportunity to truly go beyond that. It's a very touchy subject because we don't really have parameters for what is optimal micro play. All we have is one data point and can say, "Hey look, this is interesting." We also have little say on whether or not moving shot really does impede upon other unit micro development, and if it does, should we just cut our losses and settle for moving shot for certain units. I'd say yes, because you can't really get any better for one (human limits), and for two, we could devise it in such a way where it isn't so restrictive on trying to discover new things.

I'd venture to say that it's not impossible to get an idea of what we're looking at. Micro is merely proper usage of your units so your opponent's units die more when yours die less. As far as unit engagements go, it can't get any more complex than that. For those units (like Banshee and Hellion) that use mobility over their opponent's as an advantage, is there really a more efficient way of optimizing the curve than keeping hits taken to be zero as a result of full usage of superior movement and hits given to be nonzero? It is reasonable to say, then, that the local maximum (moving shot) is the only maximum for these kinds of units. Gimping that potential would only gimp the maximum potential of those hit-n-run kind of units.

Now it really isn't that simple and clean, because we need to look at things aside from just trying to win a game the most effectively. Is it fun? Is it entertaining to watch? Does it build drama? Now, I can't argue absolutely that this does it the best, because that'd be asinine. But, what I can tell you, and what's painfully obvious to those who appreciate higher level play, is that it definitively satisfies all of those conditions. Not only would it would alleviate current balance problems that are plaguing air unit dynamics right now but it would really differentiate players not only by skill, but also by style. It's just one more element to the play that can give nuance to each player.

Blizzard has already made a concerted effort to differentiate macro style gameplay, now it's time for the pendulum to swing back. Rather than treating moving shot as bug abuse, we can see the good that it's brought, and integrate it better into the physics engine. That way, it's less of an archaic usage of glitches, and more of a fundamental property of the unit. This makes it less restrictive to new ideas and it'd be a good compromise for those on both sides of this fight.

The more you know, the less you understand.
R U Serious
Profile Joined April 2010
Australia1 Post
May 01 2010 05:57 GMT
#1328
Noob question - but one that doesn't seem to have been comprehensively answered in the 67 pages of this thread. Is there a pre-existing history of when micro mechanics were introduced over the life of SC 1? Like muta-stacking, circa 200x, vulture move and shoot - 199x? . Many of the comments against the OP rest on the premise that micro tricks took years to develop. A few posters have argued against this, with an example here and there, but I'd love to see a full history of the history of BW micro if it already exists - for everyone's reference.
Baleur
Profile Joined April 2010
Sweden9 Posts
May 01 2010 08:00 GMT
#1329
On May 01 2010 10:57 LaLuSh wrote:
Show nested quote +
On May 01 2010 09:53 Tin_Foil wrote:

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.


Have you tried playing around with the settings changed? Does it have an effect?


The thing is, any pro-league map could be created with custom settings for each unit.
If they dont like how mutas move, they can introduce some new rule for all their maps to contain a specific set of settings for the mutas, such as reduced deceleration and increased mobility etc etc.

If blizzard doesnt wanna do it, the pro-leagues will. Its literally a 2 minute job.
Sevas Tra
Scx007
Profile Joined April 2010
New Zealand5 Posts
May 01 2010 11:11 GMT
#1330
this reminds me of dedicated servers on mw2.... hmmmmm a 2 minute job that never got done and ruined a perfectly good game
KungKras
Profile Joined August 2008
Sweden484 Posts
May 01 2010 13:56 GMT
#1331
On May 01 2010 05:18 madcow305 wrote:
Show nested quote +
On April 30 2010 18:21 KungKras wrote:
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?



Fine, replace the word "colossi" with "Immortal" and my point will still stand as strong as it did before.

You compared an early game cheese to a mid game timing push. Bulldog is not a timing attack, it's an early game all in cheese where you exploit the tactical advantage of an early shuttle to distract enemy tanks and bust their ramp.

You also ignored this
"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."

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

BW micro excisted long before mutalisk stacking. BW micro wasn't just about exploiting bugs. The very way that units behave in SC2 takes micro away. As I said, in BW, we weren't looking for micro. Now we are and since players are so good these days, micro should have been discovered. And it's not.
"When life gives me lemons, I go look for oranges"
KungKras
Profile Joined August 2008
Sweden484 Posts
May 01 2010 14:16 GMT
#1332
On May 01 2010 11:40 Tin_Foil wrote:
Show nested quote +

Have you tried playing around with the settings changed? Does it have an effect?


I think that's another way of saying their engine doesn't really allow it, but they'll consider lowering the cooldown or adjusting the firing animations for the hellion and other units.

Anyway, making units more responsive can never be a bad thing in my book. Hope they'll surprise us.


I have played around with it, and while I only had a few minutes I was able to make a move-attacking phoenix in about 3 mins. It wasn't as smooth as a corsair, but that was an issue with the slow attack animation the phoenix has, which also has adjustable options.

The engine can 100% allow it. Another poster way back in the mess also said he played around with the editor and successful made a Corsair out of a phoenix, splash attack and all.

I don't find the units to be unresponsive in anyway, they just have animations and backswings you have to wait for, as in WC3(I was a long time dota player so I'm very used to it). You predict it and micro with it. I don't have issues with hellion micro, for example, they don't handle like vultures, but they are still very microable, IMO.

I think the phoenix could use an improved move-attack though, they do have a lot of glide to them.


He made a corsair out of a phoenix? Well, that's great news. That should mean that there is absolutley nothing wrong with the SC2 engine and that Blizzard could implement moving shot if they were convinced that it would benefit the game :D
"When life gives me lemons, I go look for oranges"
Re-Play-
Profile Blog Joined September 2007
Dominican Republic825 Posts
May 02 2010 15:02 GMT
#1333
very nice article
P1: Best rank? P2:1st time iccup, P1:really? P1 looks at the account of P2 WOW B+ last season ^^
JonnyWhy
Profile Blog Joined May 2010
Canada94 Posts
May 02 2010 15:12 GMT
#1334
Great job on t his article, summed a lot of things up.
Say something juicy.
jfourz
Profile Joined August 2009
Ireland421 Posts
May 02 2010 17:17 GMT
#1335
i enjoyed the read of the OP, i agree that not having moving shots weakens air units, but i'm not sure it's an issue.

however i will say this: like you mentioned, the last BW patch was 9~ years ago, and BW has still evolved ridiculous amounts since then. i really hope blizzard don't do the wow thing and patch sc:ii every few months, 'reworking' things and causing the evolution of strategy element to be severely diminished, and more of the 'what's good this patch' stuff... what i said probably doesn't make a lot of sense but i hope you understand what i mean
it is said that your life flashes before your eyes just before you die. that is true, it's called life.
Bull-Demon
Profile Joined January 2003
United States582 Posts
May 02 2010 17:59 GMT
#1336
I think no matter what Blizz does not everyone will be happy. Even if they add moving shot to the units in question, another topic will come up saying SC2 doesn't hold up to BW.
~_~
chung
Profile Joined April 2010
Korea (South)43 Posts
May 02 2010 20:42 GMT
#1337
I read your whole article and I disagree on a lot of points.

The corsair versus phoenix video has little to do with micro. You can certainly tell it is more difficult to micro both units, but the change explicated in your video was that of phoenix having a shorter attack range than mutalisks in SC2.

Scouts were terrible in SC1 because they did nothing better than the alternatives. Both their AA attacks and AS attacks were much worse than the alternative, that's it. It didn't have much to do with speed. I say that because if their AA and AS attacks were as cost effective than say a dragoon's, the speed upgrade would have been worth it, making them the fastest unit in the game, similar to the way zerglings are considered the fastest ground units in the game even though they require an upgrade to be that way.

One thing I do agree with is that moving shot was awesome and I'd like to see it in SC2. With regards to that I can only say what has been said a thousand times, that I hope there will be a similar set of tricks discovered maybe a few years after the game is released.
deadalnix
Profile Joined May 2010
France120 Posts
May 02 2010 22:37 GMT
#1338
On May 01 2010 12:55 Tin_Foil wrote:
I was in no way supporting a "promod" or some other split SC2. The question was raised of whether or not the lack of move-attacking air was an engine issue that also cause what some people think is "sluggishness" or lack of control. I was proving that it wasn't the engine, it was the way the SC2 designers made the units act, and every variable is quantified from the looks of the editor.


I don't know what to think. On one hand, this is a good news. On the other, this means that the game designers have made the units this way by choice. And this is scarry.
deadalnix
Profile Joined May 2010
France120 Posts
May 02 2010 22:49 GMT
#1339
On May 03 2010 02:59 Bull-Demon wrote:
I think no matter what Blizz does not everyone will be happy. Even if they add moving shot to the units in question, another topic will come up saying SC2 doesn't hold up to BW.


I thnink you are misinterpretting the point.

Many people don't want broodwar in prettier. The point is that we expect to find in SC2 the littles think that make BW really enjoyable.

Many addition in SC2 are just great (chronoboost, queen, warpgates, reapers, infestor, sentry and many others). But the game lack of some very basic mechanisms present in BW, meanism that make the difference between starcraft and some random RTS.

Moving shot is one of them. This allow, if you have a great micro skill, to make a very interesting harass.

The game also lack of some hard to manage but very effective units, like reavers, spider mine (vulture) or lurkers.
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 03 2010 00:27 GMT
#1340
Why don't you guys make a mod to make every unit have a moving shot and see how it goes? It sounds perfectly reasonable to me, especially since you can actually just replace your cache/assets to play with other people during custom matches.

Although, to be honest, you guys can have fun with your 1 Phoenix v 10 Muta Toss wins battles, because I don't exactly agree with adding something in just to give a superior player a good chance to win with an unreasonably inferior army.
Prev 1 65 66 67 68 69 79 Next
Please log in or register to reply.
Live Events Refresh
Next event in 20m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Britney 22096
Sea 2222
actioN 476
Stork 343
Pusan 121
PianO 91
Killer 83
sorry 57
Liquid`Ret 51
sSak 34
[ Show more ]
Rush 31
Mong 30
Sharp 26
NaDa 20
soO 18
Sacsri 14
Movie 3
Dota 2
XaKoH 566
XcaliburYe555
Fuzer 272
League of Legends
JimRising 552
Counter-Strike
olofmeister2412
shoxiejesuss815
Heroes of the Storm
Khaldor144
Other Games
C9.Mang0640
ceh9631
SortOf10
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH259
• LUISG 26
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV233
• lizZardDota2106
League of Legends
• Stunt797
Upcoming Events
Replay Cast
20m
Road to EWC
5h 20m
Replay Cast
1d
SC Evo League
1d 2h
Road to EWC
1d 5h
Afreeca Starleague
1d 19h
BeSt vs Soulkey
Road to EWC
2 days
Wardi Open
3 days
SOOP
3 days
NightMare vs Wayne
Replay Cast
4 days
[ Show More ]
Replay Cast
4 days
GSL Code S
4 days
Cure vs Zoun
Solar vs Creator
The PondCast
5 days
Online Event
5 days
Clem vs ShoWTimE
herO vs MaxPax
GSL Code S
5 days
GuMiho vs Bunny
ByuN vs SHIN
Online Event
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-05-16
2025 GSL S1
Calamity Stars S2

Ongoing

JPL Season 2
ASL Season 19
YSL S1
BSL 2v2 Season 3
BSL Season 20
China & Korea Top Challenge
KCM Race Survival 2025 Season 2
NPSL S3
DreamHack Dallas 2025
Heroes 10 EU
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025
ESL Pro League S21

Upcoming

Rose Open S1
Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLAN 2025
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Bellum Gens Elite Stara Zagora 2025
2025 GSL S2
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.