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[Spoilers] Is SC2 too volatile ? - Page 14

Forum Index > SC2 General
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adeezy
Profile Blog Joined May 2010
United States1428 Posts
March 16 2011 22:55 GMT
#261
If people are saying it's volatile, it's not stopping certain players from dominating across the map, that being oGsMC. And there's no doubt in my mind you can attribute that to his game skill because he's just a major boss. Sure he lost to Jinro last season but Jinro did end up going pretty far.
I asked my friend how the ratio at a party was, he replied. "Let's just say for every guy there was two dudes."
infinity2k9
Profile Blog Joined January 2009
United Kingdom2397 Posts
Last Edited: 2011-03-16 23:02:01
March 16 2011 23:00 GMT
#262
The video is very much to do with mechanics, how can you say its not? Controlling units is part of the mechanics. The units in SC2 are simpler to control thereby making the mechanics easier. However i believe there's no need at all to make it simpler in that respect considering how many other parts of the game are easier. Having complex unit compositions viable with many possibilities for control and more skill based abilities available would make me much happier with the game regardless of what else is easier.

Edit: Also marine split against banelings is basically the only example repeated over and over, but even that is less dimensional than mnm vs lurker which it replaced.
Sovern
Profile Joined March 2011
United States312 Posts
Last Edited: 2011-03-16 23:08:59
March 16 2011 23:05 GMT
#263
On March 17 2011 07:54 Elefanto wrote:
Show nested quote +
On March 17 2011 07:37 Sovern wrote:
Making mechanics "harder" is laughable. This is a real time strategy game, not a real time mechanics game. The player that executes the better strategy and has better fundamentals like good macro/multitasking/micro deserves to win. Just because someone can manually mine their workers faster or cast spells by clicking on individual units doesn't mean that they should win, like I said this isn't a real time mechanics game, its an RTS.

All that manual mining and no smart casting is, is a hindrance. Of course a lot of the older BW players are going to want to bring back the hindrances because they're so used to them. The way that I see it is that micro/positioning/multi tasking will have a higher skill cap due to not being held back by having to manually click workers to set them to mine or worry about other small things that are really just a hassle.


God damnit, did you read the post above yours?
Posts like this make me rip my hair.

First off it's STARCRAFT, not chess.
Second, mechanics are not only the things your talking about.
Read the thread man, the point is many units are so fucking effective with simply a-click.
If your build directly counters your opponent, you can just a-click and win, even if the opponent has better control. It helps nothing.

The best example is the Colossus. EVERYONE can use it to fullest potential, while it does ridiculous amount of damage. Theres no realy position required, no micro, nothing.
That's were most people want to start, not removing mbs or automining.


If my build directly counters my opponents build I'd sure as hell hope that I'd win. Him having better "mechanics" shouldn't give him the win because this is a strategy game, not a mechanics game..... If my opponent blindly follows build orders and fails to scout my build and adapt he deserves to lose.

All of the things that I mentioned that SC1 had (no auto mining/no smart casting) are mechanics.....As for this whole idea that scouting is a huge problem early game, that can be remedied by playing aggressive. If your opponent is trying to cheese you, by playing aggressive you can spot his unit composition and possible see his in base structures to see what his build will consist of.
Nemireck
Profile Joined October 2010
Canada1875 Posts
March 16 2011 23:12 GMT
#264
On March 17 2011 08:00 infinity2k9 wrote:
The video is very much to do with mechanics, how can you say its not? Controlling units is part of the mechanics. The units in SC2 are simpler to control thereby making the mechanics easier. However i believe there's no need at all to make it simpler in that respect considering how many other parts of the game are easier. Having complex unit compositions viable with many possibilities for control and more skill based abilities available would make me much happier with the game regardless of what else is easier.

Edit: Also marine split against banelings is basically the only example repeated over and over, but even that is less dimensional than mnm vs lurker which it replaced.


The mechanics are exactly the same. You right-click to move, you a-click to attack. Nothing to do with the mechanics have changed at all. What HAS changed is that units now clump into tight, little balls, and are less prone to go wandering across the map or in random zig-zag patterns because of broken pathing code. That's not mechanics either, that's just a pathing fix wreaking havoc on the behaviours of the units, which is essentially a design change. Sure, some units have different abilities than the ones we saw in BW, but again, that's unit design.

The fact that units clump together so tightly, and the fact that SC2 plays at a higher speed than BW makes it much more difficult to perform a lot of the cool micro tricks that are so prevalent in BW, and rewards the use of lazy units with splash damage like collosus, tanks, and banelings. But the mechanics themselves are exactly the same. If splash damage had less radius, and/or there was a little bit more breathing-room between the units, then we'd be watching a game that's much more similar to BW.
Teamwork is awesome... As long as your team is doing all the work!
whatthefat
Profile Blog Joined August 2010
United States918 Posts
March 16 2011 23:15 GMT
#265
Regarding "mechanics vs. strategy", this pretty much covers it:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=78677&currentpage=4#63
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
infinity2k9
Profile Blog Joined January 2009
United Kingdom2397 Posts
Last Edited: 2011-03-16 23:21:19
March 16 2011 23:18 GMT
#266
On March 17 2011 08:05 Sovern wrote:
If my build directly counters my opponents build I'd sure as hell hope that I'd win. Him having better "mechanics" shouldn't give him the win because this is a strategy game, not a mechanics game..... If my opponent blindly follows build orders and fails to scout my build and adapt he deserves to lose.


NO. You shouldn't win if you're inferior in skill. Go play rock paper scissors or a turn based game.

Hot_Bid's posts on the matter are important. The idea that someone should win purely on a strategy they pick is ridiculous, especially when they probably learnt it from a progame or found on the forums, or even generated it on a program these days ffs. Whats the skill in using a strategy someone else made?
Iamyournoob
Profile Joined August 2010
Germany595 Posts
March 16 2011 23:24 GMT
#267

[/QUOTE]

If my build directly counters my opponents build I'd sure as hell hope that I'd win. Him having better "mechanics" shouldn't give him the win because this is a strategy game, not a mechanics game..... If my opponent blindly follows build orders and fails to scout my build and adapt he deserves to lose.
[/QUOTE]

Okay, today I played a game where I proxy-void-rayed a Terran who tried to expand quite early.

I chased of his SCV, he tried to scout the front, I denied the scout again. Then he scanned and saw nothing because I had my gateways spread out. He only knew that I wasn't expanding.

I rolled over him. Why? Because my strategy was so good? Because I am such a smart player who outthought his opponent and thus won? Or because I just did a cheesy, stupid all-in because I felt like I should try it?

Seriously, having the better strategy and such things are fine. But no one wants coinflip situations like this.
Dalavita
Profile Joined August 2010
Sweden1113 Posts
Last Edited: 2011-03-16 23:27:31
March 16 2011 23:26 GMT
#268
Show nested quote +

If my build directly counters my opponents build I'd sure as hell hope that I'd win. Him having better "mechanics" shouldn't give him the win because this is a strategy game, not a mechanics game..... If my opponent blindly follows build orders and fails to scout my build and adapt he deserves to lose.
On March 17 2011 08:24 Iamyournoob wrote:

Okay, today I played a game where I proxy-void-rayed a Terran who tried to expand quite early.

I chased of his SCV, he tried to scout the front, I denied the scout again. Then he scanned and saw nothing because I had my gateways spread out. He only knew that I wasn't expanding.

I rolled over him. Why? Because my strategy was so good? Because I am such a smart player who outthought his opponent and thus won? Or because I just did a cheesy, stupid all-in because I felt like I should try it?

Seriously, having the better strategy and such things are fine. But no one wants coinflip situations like this.


Terrans who don't account for proxy void rays against protoss got nothing to complain about when they lose.

marcesr
Profile Joined June 2008
Germany1383 Posts
March 16 2011 23:28 GMT
#269
The border at which a game becomes too volatile is always related to the size of the esport structure behind the game.
SC2 is too volatile to become comparable to traditional sports. But excatly the same goes for BW and any other esports game.
Buddhist
Profile Joined April 2010
United States658 Posts
March 16 2011 23:43 GMT
#270
On March 17 2011 06:43 Callous wrote:
Show nested quote +
On March 17 2011 06:36 Jayrod wrote:
On March 17 2011 06:20 majestouch wrote:
On March 17 2011 03:40 skipdog172 wrote:
On March 17 2011 00:00 IdrA wrote:
yes it is too volatile and its not going to change
blizzards gone halfway between sc1 and chess and done a shitty job of it
sc1 had limited scouting and information but you could still hold a high winrate because the game was so difficult in terms of execution that it was possible to outplay your opponent in a million different ways. mbs, smartcasting, improved unit ai has changed that. we havent hit the skill ceiling yet, but it's low enough that theres not nearly as much differentiation between players already and thats only going to get worse as everyone improves.

people will say now its more of a pure strategy game, and that would be ok. except we still have limited information. a strategy game where its really hard to know what your opponent is doing, especially in the early game where everything is most fragile, fucking sucks. it guarantees theres always going to be a big guessing/luck factor in games.


Idra, I think your problem is that you are remembering how hard you could crush all of the other white guys in BW. But... you still got crushed by the Koreans. You talk as if in BW, you were beating players because of your superior mechanics and you can't do it so easily in SC2. You mention mbs, smartcasting and improved unit AI make it more difficult for you to consistantly beat players that you are already better in, in terms of overall skill. You were good enough to make it on a team in Korea and that is about it.

So can you admit that you lost to the Koreans and never succeeded 'big' as a BW player strictly because their mechanics were strictly better than yours? You seem to clearly be implying that it is the issue in SC2... that there isn't a big enough skill gap between your mechanics and the mechanics of other white guys. So what was your winrate in BW compared to SC2?

The fact is, you've had some pretty decent results in SC2. How can you really say that things are so random? You've made it pretty far in GSL and have shown that you are Code S worthy. You must at least agree that your biggest strength is your mechanics and not your game sense(we know how you tend to lose games...not saying your game sense isn't SUPER strong, but just look back at how you've lost matches in GSL seasons). Yet your mechanics are allowing you to do pretty darn well. Maybe you just need to accept that while you are among the best zergs in the world, but you just aren't the best... just like in BW.

I don't see your results having anything to do with SC2 being more 'random' and 'volatile'... I just see your results correctly lining up to your skill level. Just look at BW winrates... they aren't very different than in SC2, and that is a game with years of strategies and so many tiny things being figured out. Of course there will be a bit more randomness in SC2 when the metagame still hasn't settled down and there has been such little time for things like timings and strategies to get developed to the point where nobody is truly surprised by anything.


i find it funny someone with no reputable reputation of teamliquid decides to try and act as if he is superior to idra. after doing some snooping I learned skipdog is indeed a protoss player [diamond 1250 points]

now lets take into consideration that idra has 3 accounts:
4049(us)
2681 (eu this is a brand new acct)
3811 (kr hasn't been played in awhile)

So i'm trying to comprehend how you can justify that you can be condescending to idra yet you have nothing to back it up, also, it seems all your opinions are formed from the thread rekrul posted regarding idra after he lost a series 2-5 after saying he would 5-2. pros don't win all the time--no one does. But honestly no one likes condescension especially when you can't even back it up.

oh and for shits and giggles i found this in the 100 4gate-challenge thread:

On November 25 2010 06:24 skipdog172 wrote:
I'll never understand the 4-gate hate. Oh noes, it's a somewhat decent timing attack! What is the point of whining about it?


can't say i'm surprised.

as for idra, is he the best player in the word? there is no defining criteria of the "best player" it is relative (see einstein's theory of relativity if you need help) seeing that you can't actually define the best player in the world, however, his play is extremely standard and his macro is possibly the best of any zerge--no one can disagree on that [I hope].

as for volatility, idra's suggestion (and many others) of a slight buff to ol base speed or ol speed on hatch tech would help so much, moreover, by getitng ol speed quicker, lair tech would be delayed so its not like the zerg will go for any sort of super cheese it simply makes the game less luck based or more skill, as idra would say if you want a game decided by random luck, play like choyafou.

I don't think sleepingdog ever mentioned or suggested once that he is as good or better than idra at starcraft. Even if his credentials are lacking he may be 100% correct (im not saying he is or isnt) and thats part of being a spectator in a spectator sport. Fans in real sports heckle players or talk about how bad or overrated someone is without having even a fracture of the ability of that player. I don't see how this is any different nor do I see how it is relevant or appropriate to put sleepingdogs information out there.

Yeah fans in other sports may do that, but not when they're talking face to face with the player, that would be silly. Also, I think his main point as that he was acting condescending towards Idra, which is true, and he shouldn't really be acting like that.

Anyway, I think if they fixed the game and made it more skill based the volatility of it would for sure go down. I still see people like Boxer, who admittedly isn't that great now, still make quite a few mistakes in terms of mechanics. The skill ceiling for SC2 is still not near peaking in my eyes. Until we can see the positive effects of taking all of those demanding actions out from BW (mbs etc), the ceiling will still be quite high, and so far that level of play hasn't really shone through.

? The point is that the one guy is a fucking retard for making completely inane/irrelevant arguments. Skipdog was making an argument about the topic at hand (the topic of the OP). The guy quoting him was like "HERF DERF, IF YOU'RE SO GOOD, WHY AREN'T YOU IN GSL!? LOLOLOL"
Innovation
Profile Joined February 2010
United States284 Posts
March 16 2011 23:53 GMT
#271
The mechanics are exactly the same. You right-click to move, you a-click to attack. Nothing to do with the mechanics have changed at all. What HAS changed is that units now clump into tight, little balls, and are less prone to go wandering across the map or in random zig-zag patterns because of broken pathing code. That's not mechanics either, that's just a pathing fix wreaking havoc on the behaviours of the units, which is essentially a design change. Sure, some units have different abilities than the ones we saw in BW, but again, that's unit design.

The fact that units clump together so tightly, and the fact that SC2 plays at a higher speed than BW makes it much more difficult to perform a lot of the cool micro tricks that are so prevalent in BW, and rewards the use of lazy units with splash damage like collosus, tanks, and banelings. But the mechanics themselves are exactly the same. If splash damage had less radius, and/or there was a little bit more breathing-room between the units, then we'd be watching a game that's much more similar to BW.


Pretty sure you either have never played BW or are just trolling. There have been significant changes to base management/unit control mechanics from BW to SC2 that have been debated for well over a year.
About ChoyafOu "if he wants games decided by random chance he could just play the way he always does" Idra
Sovern
Profile Joined March 2011
United States312 Posts
March 16 2011 23:55 GMT
#272
On March 17 2011 08:24 Iamyournoob wrote:



If my build directly counters my opponents build I'd sure as hell hope that I'd win. Him having better "mechanics" shouldn't give him the win because this is a strategy game, not a mechanics game..... If my opponent blindly follows build orders and fails to scout my build and adapt he deserves to lose.
[/QUOTE]

Okay, today I played a game where I proxy-void-rayed a Terran who tried to expand quite early.

I chased of his SCV, he tried to scout the front, I denied the scout again. Then he scanned and saw nothing because I had my gateways spread out. He only knew that I wasn't expanding.

I rolled over him. Why? Because my strategy was so good? Because I am such a smart player who outthought his opponent and thus won? Or because I just did a cheesy, stupid all-in because I felt like I should try it?

Seriously, having the better strategy and such things are fine. But no one wants coinflip situations like this. [/QUOTE]

He deserved to lose, like the previous poster said if he didn't account for proxy buildings from protoss than he deserved the loss. This is why playing standard is so important. If the terran played standard and played aggressive he could of poked at your front door with units that you wouldn't be able to hold off since you went for void ray cheese and he would of been able to get out a bunker and ebay fast enough to deal with it.

Early game aggression is vital to getting good intel. It's the reason why most of the top terran players open tvt with 5 marine 1 hellion pokes, tvp a lot of the top terran players open with 2 rax pressure or a fast reaper to get that crictical intel, tvz 2 rax or hellion pressure will get you the intel. This is all coming from a terrans perspective of course but it applies to the other races too. To be able to get good intel early game you have to be aggressive, bottom line.

On March 17 2011 08:18 infinity2k9 wrote:
Show nested quote +
On March 17 2011 08:05 Sovern wrote:
If my build directly counters my opponents build I'd sure as hell hope that I'd win. Him having better "mechanics" shouldn't give him the win because this is a strategy game, not a mechanics game..... If my opponent blindly follows build orders and fails to scout my build and adapt he deserves to lose.


NO. You shouldn't win if you're inferior in skill. Go play rock paper scissors or a turn based game.

Hot_Bid's posts on the matter are important. The idea that someone should win purely on a strategy they pick is ridiculous, especially when they probably learnt it from a progame or found on the forums, or even generated it on a program these days ffs. Whats the skill in using a strategy someone else made?


What level do you play at? I'm curious because mainly at the lower levels do strict build orders account for wins. At the higher levels of play most of the time players win off of decision making, strong fundamentals, good scouting, macro/micro, and adapting their build to their opponents build. Only terrible players just blindly follow a strategy and don't adapt to their opponents strategy.

The best players play standard and they all adapt. If Jinro opens 2 rax expand against a protoss and scouts a fast twilight council with a low number of sentry's at his front do you think that hes just going to blindly ignore the great possibility that his opponent is going 1 base dts? Or is he going to just keep following his original strategy of getting MnM's and medivacs? Of course hes going to adapt, get detection and ebay upgrades while getting a raven......only bad players lose to a straight up strategy.
XsebT
Profile Blog Joined June 2009
Denmark2980 Posts
March 16 2011 23:57 GMT
#273
On March 17 2011 08:15 whatthefat wrote:
Regarding "mechanics vs. strategy", this pretty much covers it:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=78677&currentpage=4#63

hotbid is so ahead of his time.
I hadn't read those post before, thanks a lot for linking to them!
화이팅
GriMeR
Profile Joined February 2010
United States148 Posts
March 17 2011 00:00 GMT
#274
So your saying the game is wrong because it doesnt have giant steamrolling goliath players in it? haha
"Now let's have coffee and discuss the bunker build time!" "I'm still kinda on the fence about it Dustin, we can't make changes like these on a whim" "Agreed, agreed ... what do you think David?" "Hmmm what? ... I mean, o yeah, Terran definitely seems
Buddhist
Profile Joined April 2010
United States658 Posts
Last Edited: 2011-03-17 00:04:18
March 17 2011 00:01 GMT
#275
On March 17 2011 08:15 whatthefat wrote:
Regarding "mechanics vs. strategy", this pretty much covers it:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=78677&currentpage=4#63

The interesting thing, though, is this: Has anyone actually hit their own cap in physical ability (the physical ability applied to gaming)?

For example, say my maximum apm right now is 50. Say I train for 5 years to get my APM higher, and I get it all the way to 300. What if I train for another 5 years? Maybe I could get it up to 400. The thing is, at some point, I'm not going to need to use all of that APM in a real game of SC2 (or BW for that matter).

I just can't imagine a normal human, without physical or mental disabilities, who is unable to achieve 500 burst APM. 500 APM is more than enough for any game of SC.

I'm willing to bet that you could take any human without disabilities and train them to hit the physical skill cap of SC2. In fact the idea of being unable to do that seems ridiculous. The only problem is, most people don't have the time, effort, or motivation to put into doing that. Not even I do yet, as hard as I try to convince myself, and it kind of sucks.

So a human may be born with factors he can't change (like height, and physical limits in speed), but I think each person's physical limits are far higher than the highest you'd ever want/need for SC2.

Soooo I guess all I'm saying is that Idra's post is completely correct, though I didn't intend to do so.

Edit: And obviously what hot bid was saying is true. I think any intelligent person has understood the fact since SC1 beta: Strategy doesn't come into play unless you can execute it, and that requires mechanics. I'm only arguing that any human without disabilities can handle the highest level of mechanics, given enough effort to learn it.
OhYess
Profile Joined February 2011
Canada41 Posts
March 17 2011 00:04 GMT
#276
For the people who were talking about the fact that there should be a proleague in SC2. I totally agree. Seeing players play more would be able to show consistency more accurately. Which is why I think the NASL has a great format. A group stage that lasts 9 weeks, while not as good as the Proleague, should definitely show a little more consistency.
silencesc
Profile Joined July 2010
United States464 Posts
March 17 2011 00:14 GMT
#277
In the first 10 years of football/ basketball and boxing, there weren't huge name stars either. There are certainly impressive players, but I think we're going to have to wait a few years before we get our Flash's Jaedong's and Bisu's.
Real Men Proxy Gate | TEAM LIQUID HWITINGGGG!! PROUD MEMBER OF UC DAVIS CSL TEAM | "If you don't give a shit about what gum you eat, buy Stride" - Liquid`Tyler on SotG 4/19/2011
Angra
Profile Blog Joined May 2009
United States2652 Posts
March 17 2011 00:19 GMT
#278
SC2 is incredibly volatile. I'm pretty sure it's half because it's such a new game and players are still getting used to the constantly shifting trends of it, and half because there's hardly any defender's advantage (i.e. there's a huge snowball effect as soon as you win the first battle that makes it very hard for the other player to recover from).
Rashid
Profile Joined March 2011
191 Posts
Last Edited: 2011-03-17 00:29:39
March 17 2011 00:22 GMT
#279
On March 17 2011 08:15 whatthefat wrote:
Regarding "mechanics vs. strategy", this pretty much covers it:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=78677&currentpage=4#63


I don't care if a TL mod wrote that, the article is flawed.

He speaks that basketball teams who have better physical advantage, such as height, speed, faster reaction, would trump over another basketball team who have lesser of those characteristics. This is simply not true; a team that is not well co-ordinated or doesn't have any smart plays will have a terrible disadvantage against another team that does. I do not know anything about basketball, but in football, the Brazilian football team has among the most talented players in world who are known to lean more on their feet and less on their head, yet they keep losing to lesser skilled teams simply because they get outplayed by smarter, more co-ordinated football teams

And seriously, people don't like mechanics > strategy is not because of some deep seeded ego that we all can be the best. People don't like it simply because in a real-time strategy game, most people would rather focus on the STRATEGY part more than the real-time. Why does the focus have to be on REAL-TIME? Why can't a game's victor be decided more on outplaying your opponent using strategy, wits, and deception, instead of who can manage 5 buildings each in separate hotkeys or who can cast lockdown the fastest by selecting 3 ghosts individually.

99% of people who bought and play Starcraft 2 didn't play it because they think they can be the best in the world. They bought it because it's the sequel to one of the best RTS games ever made, the game that they played when they were kids, and hoping to have tons of fun with the game with out having any old-skool elitism get in the way.
Trang
Profile Joined October 2009
Australia324 Posts
March 17 2011 00:27 GMT
#280
I think a large part of why feels more volatile is because so far there are only knockout tournaments, instead of an on-going Proleague. Upsets happen in BW all the time, like Flash getting knocked out rather early by mediocre players in the OSL and MSL. But when that happens we still get to see Flash play and maintain his exceptional win ratio by dominating proleague.

If there was a Proleague in SC2, then it wouldn't seem so bad if somebody like MVP got knocked out of a tourney early, because he would still be playing in next weeks' matches, and therefore be given a chance to continue to show his dominance.
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