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[Spoilers] Is SC2 too volatile ? - Page 21

Forum Index > SC2 General
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dras
Profile Joined August 2010
Kazakhstan376 Posts
March 17 2011 15:46 GMT
#401
the game is too unstable for it to be a legit esport in my opininion.
Foxcraft
Profile Joined October 2010
Finland32 Posts
March 17 2011 15:49 GMT
#402
Boxer did not end his career in brood war until his switch to SC2.
If it bleeds, we can kill it.
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
March 17 2011 15:50 GMT
#403
I personally also think that SC2 is a bit too volatile, which to an extent comes from the relatively low mechanical requirements and on the other hand from BOs/strategies sometimes countering each very hard while at the same time they are hard to identify/scout
Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
BlazeFury01
Profile Blog Joined December 2010
United States1460 Posts
March 17 2011 15:52 GMT
#404
On March 18 2011 00:49 Foxcraft wrote:
Boxer did not end his career in brood war until his switch to SC2.


I said he was near the end of his career. In otherwords saying that he wasn't up to par with the current pro-gamers. Which is why he made his switch.
ZasZ.
Profile Joined May 2010
United States2911 Posts
March 17 2011 15:58 GMT
#405
If the game is volatile it's only because it is so new and there is no established "correct response" to a given build.

Take MVP's loss to Genius on Tal'darim. Tastosis said over and over that he shouldn't be trying to cross that huge map on 3 Rax to try to assault a Toss on 3 Gate with Forge upgrades. That seems like common sense, but obviously it wasn't to MVP. These things just take time and a lot more practice.

I would agree with you if I felt these games were out of the control of our superhero's (MVP, BoxeR, Nestea) but in every game you could see crucial mistakes that they made while their opponents just flat out played better.

But you can expect that this early in a game's lifespan.
Somnolence
Profile Joined August 2010
Lithuania127 Posts
Last Edited: 2011-03-17 16:08:42
March 17 2011 16:07 GMT
#406
On March 18 2011 00:46 dras wrote:
the game is too unstable for it to be a legit esport in my opininion.


I agree.

In my opinion sports are more about players and teams than skill, this is why major competitions like World Cup are all based on national teams. It is important for any sports to have someone the spectators can root for.

This is why having foreigners or stars in GSL consistently performing is very important.
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-03-17 16:33:41
March 17 2011 16:32 GMT
#407
things that contribute to the volatility:

-200 food vs 200 food battles (where as in BW, it was more of a flux battle, ie. streams of units and fights all over the map)
-fact that an entire marine army of 50 food can melt in the blink of an eye to storm, banelings, etc.
-siege tanks now need PERFECT siege/unsiege timing (where is in BW, it was OK to miss your siege (o) button by a few seconds, as the battles were in STREAMS, meaning you would lose less units)
-absurd late game imbalances (lol 27 larvae per hatchery, really?)

SC2 is just a whole lot more gimmicky
griffith.583 (NA)
Sawamura
Profile Blog Joined August 2010
Malaysia7602 Posts
March 17 2011 16:34 GMT
#408
On March 18 2011 01:32 Griffith` wrote:
things that contribute to the volatility:

-200 food vs 200 food battles (where as in BW, it was more of a flux battle, ie. streams of units and fights all over the map)
-fact that an entire marine army of 50 food can melt in the blink of an eye to storm, banelings, etc.
-siege tanks now need PERFECT siege/unsiege timing (where is in BW, it was OK to miss your siege (o) button by a few seconds, as the battles were in STREAMS, meaning you would lose less units)
-absurd late game imbalances (lol 27 larvae per hatchery, really?)

SC2 is just a whole lot more gimmicky


Missing your O timing in bw in a tvp match is a gg for you I can assure you that ask fbh for confirmation.....
BW/KT Forever R.I.P KT.Violet dearly missed ..
CalvinStorm
Profile Blog Joined February 2008
Canada78 Posts
March 17 2011 16:54 GMT
#409
Well there is truth to that. In sc2 banelings replaced lurkers in taking out large amounts of terran infantry. I agree banelings is one of the more tricky units to use eg. having to morph them at the right now and keeping them from sight. But difference from lurkers and banelings is that once you have enough you just roll in a bunch of them with some lings and mutas and just A move. Just like everything else in this game it is A move. Once protoss has enough colossus, they A move in a big ball. When zerg gets enough banelings they can just A move into the terran.

Its really different from BW in game dynamics. Hidden tech is hard to spot and units die so quick, it is difficult to have the game be under the control of the player. I see mostly whoever guesses right about unit composition wins. Unit composition is more important than positioning in this game as everything dies so quick, it doesn't matter if you have the high ground or easier defense position. You are dead because counter units have really high + attack bonuses.

Example: (I didn't play BW, this is all from observation of VODs.) In T v Z the terran would have the advantage over lurkers and zerglings on the offense with tanks and marines medics until zerg has defilers. Terran gets science vessels. When that happens, an interesting game occurs. Even if Terran has an overwhelming army attacking a small expansion, zerg can delay the terran attack using defilers and a few lurkers until reinforcements come. But the thing is defilers are limited use because of their high gas cost and fragile nature. So we see a see saw nature of zerg pushing the terran back with that cloud the defiler makes until a certain point before they run out of energy or science vessels irradiate them. This makes it interesting with lines drawn on the map as they each expand and try to get an advantage in positioning. This makes it so there are several armies on the field at the same time attacking, feinting, threatening, defending and sieging.

But none of that happens in SC2, what happens is that either zerg gets enough banelings to A move into the terran army....or they don't. There is no delaying of either army using a few units. That is what bothers me. I used to play WC3 and it is the same idea, a base is easily defensible given you sim city correctly and have just enough units to defend while still being able to attack. In SC2 you have to keep your whole army together or else the other person will just gather them and A move into your small chunk into oblivion.
Never trust an Elf
whatthefat
Profile Blog Joined August 2010
United States918 Posts
March 17 2011 16:59 GMT
#410
I never understand people saying "you just a-move banelings". In most circumstances that is actually the worst possible thing you can do with them.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
Crushgroove
Profile Joined July 2010
United States793 Posts
March 17 2011 17:05 GMT
#411
SC has always been a game of incomplete information... In the early days of SC1, it was always anybody's guess who would win a game at the pro level. There were players who were better than others, but anyone could win any given game or match. This is the same in SC2. The incomplete information of starcraft and player scouting and interpretation of what they see is what makes the game so fantastic. Give it time. With more experience and different maps, minor balance changes and further evolution, the game will reach a state more similar to that of BW where its very easy to predict the winner. Upsets will be TREMENDOUS upsets then... But for the time being, enjoy the ride.
[In Korea on Vaca] "Why would I go to the park and climb a mountain? There are video games on f*cking TV!" - Kazuke
intrigue
Profile Blog Joined November 2005
Washington, D.C9934 Posts
March 17 2011 17:05 GMT
#412
dynamics are overshadowed by the strength of brute force. of course micro makes a difference, but units such as the marauder and roach drastically lower the ceiling on how much you can do without a larger force.
Moderatorhttps://soundcloud.com/castlesmusic/sets/oak
SilentDrop
Profile Joined October 2010
Brazil29 Posts
March 17 2011 17:24 GMT
#413
On March 17 2011 13:23 drcatellino wrote:
This thread confirm the idea that most of the community really wanted SC2 to be Brood Wars with better graphics.


I dont, see reason below.

On March 17 2011 12:06 Enervate wrote:
Also, the difference between chess and SC is that in SC players have limited knowledge. The fact that you have to make decisions based off of a limited amount of knowledge increases the luck factor. There's no luck in chess because you know what your opponent is doing and vice versa. The question is do you want SC to be more of a luck game, like poker, or more of a skill game, like football.


Thank you Envervate. You made a very clear and valid point here. I totally agree with you on that.

One thing I would like to point out is that, the game does not need to be so random.
For example, ill just list 2 situations:

1. From the 1 min mark to 7 or 8, sometimes, is nearly impossible to realize what your opponent is doing and "luck" or the "surprise element" plays a HUGE role in the game. Thats when win / loses starts to get "random".

2. In the late game, when you have 5 / 4 bases, having a lot of fights, harassing at the same time, dropping, etc., things start to get a little bit less random. Probably because the element of surprise is not so big anymore, you already have the economy and the production facilities to counter that. All you need is speed and multitasking to make those things happen.

Situation number 2 is clearly better to determine skill, and i didnt cripple mechanics. I dont want stalkers to take more than 30 minutes to go up a ramp (yes, i used to play brood war and that used to piss me off).

I think blizzard is slowly taking the correct decisions, and we will soon get there.
lorkac
Profile Blog Joined December 2010
United States2297 Posts
Last Edited: 2011-03-17 17:30:28
March 17 2011 17:25 GMT
#414
A Moving is almost always the worse option.
Positioning is almost always better than unit composition.
Macro is almost always better than either positioning or unit composition.

If AoE keeps wiping out your army all the time, it just means you're not spreading out fast/soon enough.

If your opponent constantly is able to get 60+ Banelings, you're not harassing often/hard enough.

If you keep dying because both players have reached 200/200 food armies, then stop pretending that you're in a fastest-money-map.

The reason that BW has such a seemingly more complex game-play dynamic is because of *years* and *years* and tactics development. Grrr owned everyone when it started simply because he could put a reaver in a shuttle. Boxer took everyone by storm simply because he used a fast unit (vulture) to kill workers and run away. Nada and iloveoov changed the way the game was played as we know it simply because they built supply depots and scvs consistently. Now we have players like Flash and Jaedong who do all those things all at once. Who knows how unit interact, who know exactly how many units are needed at what times. Where they don't think "I'll build as many tanks as I can afford" but instead think "I can hold position A with X number of tanks and Y number of support units." SC2 does not have that preciseness of unit balance since it's still so fresh.

There is a reason that a lot of the top SC2 players in Korea are former/switched SC1 pros. Because their mechanics are better. Once SC2 has enough players with the same high end (MVP/egidra) level mechanics, then we will finally start seeing stable players, stable metagames.

As for GSL stability; I hope people know that January is really the first official "standard" gsl? The qualifiers last year was so volatile and crazy because it was a wild west shootout and one bad match cost you everything. The actual GSL was just a crap tonne of Bo1 matches before it actually got interesting and one misclick and all of a sudden "top players" are out.

The current system is the first attempt at creating a stable base. IMMVP lost 6 out of his last 8 games to be knocked down to code A. 6 losses is a LOT to of chances to give someone. IMMVP was given way more chances to stay in code S than code B players are given to get to code S. The reasons he(IMMVP) lost? Julyzerg redefining (aka copying Kyrix's old playstyle) ZvT cost him 2 games. Then he played against 2 of the best protoss players in the current metagame, his worse matchup. That's too big a handicap to ignore.

The metagame is still being explored and tweaked. Unlike SC1 where almost all strategies that would be figured out has been figured out and the main showcasing of skill is who has superior mechanics, micro and macro. SC2 hasn't reached that state yet because it's still too new to think that we've figured out almost all possible strategies and timings. JulyZerg has proven that we don't know the timings as well as we thought we did and the new maps have shown that the matchups are a LOT more balanced than people thought it was when it was in the older (aka as smaller) maps.

As both the mapmaking community and the playerbase gets better, the more figured out and balanced the game becomes. It's currently too soon to expect things to be figured out.

--------------------------

TLDR

Stop whining like bronze players just because your predictions and game awareness is awful compared to SC1 pros.
By the truth we are undone. Life is a dream. Tis waking that kills us. He who robs us of our dreams robs us of our life --Orlando: A Biography
IamBach
Profile Blog Joined August 2010
United States1059 Posts
March 17 2011 17:25 GMT
#415
On March 18 2011 01:59 whatthefat wrote:
I never understand people saying "you just a-move banelings". In most circumstances that is actually the worst possible thing you can do with them.

What else do you do with them? The AI tends to find the units themselves better than a human could.
Just listen http://www.youtube.com/watch?v=__lCZeePG48
lorkac
Profile Blog Joined December 2010
United States2297 Posts
March 17 2011 17:31 GMT
#416
On March 18 2011 02:25 etheovermind wrote:
Show nested quote +
On March 18 2011 01:59 whatthefat wrote:
I never understand people saying "you just a-move banelings". In most circumstances that is actually the worst possible thing you can do with them.

What else do you do with them? The AI tends to find the units themselves better than a human could.


A Moving is the reason banelings crash into tanks and thors.

Let me put it this way, why don't you play BW and just A move scourge, see how that works for you.
By the truth we are undone. Life is a dream. Tis waking that kills us. He who robs us of our dreams robs us of our life --Orlando: A Biography
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-03-17 17:34:12
March 17 2011 17:33 GMT
#417
sorry but the apm required to tell banelings to chase after a clump of marines is about 1/10th the apm required to split the marines. It is essentially "a-move" as you need to order one command to the banelings and a-move everything else.

Don't even compare the mechanics of scourge cloning to telling banelings to target marines - scourge cloning is about as mechanically difficult as splitting marines.
griffith.583 (NA)
MichaelJLowell
Profile Blog Joined January 2010
United States610 Posts
Last Edited: 2011-03-17 17:35:26
March 17 2011 17:34 GMT
#418
On March 18 2011 02:25 lorkac wrote:
A Moving is almost always the worse option.
Positioning is almost always better than unit composition.
Macro is almost always better than either positioning or unit composition.

If AoE keeps wiping out your army all the time, it just means you're not spreading out fast/soon enough.

If your opponent constantly is able to get 60+ Banelings, you're not harassing often/hard enough.

If you keep dying because both players have reached 200/200 food armies, then stop pretending that you're in a fastest-money-map.

The reason that BW has such a seemingly more complex game-play dynamic is because of *years* and *years* and tactics development. Grrr owned everyone when it started simply because he could put a reaver in a shuttle. Boxer took everyone by storm simply because he used a fast unit (vulture) to kill workers and run away. Nada and iloveoov changed the way the game was played as we know it simply because they built supply depots and scvs consistently. Now we have players like Flash and Jaedong who do all those things all at once. Who knows how unit interact, who know exactly how many units are needed at what times. Where they don't think "I'll build as many tanks as I can afford" but instead think "I can hold position A with X number of tanks and Y number of support units." SC2 does not have that preciseness of unit balance since it's still so fresh.

There is a reason that a lot of the top SC2 players in Korea are former/switched SC1 pros. Because their mechanics are better. Once SC2 has enough players with the same high end (MVP/egidra) level mechanics, then we will finally start seeing stable players, stable metagames.

As for GSL stability; I hope people know that January is really the first official "standard" gsl? The qualifiers last year was so volatile and crazy because it was a wild west shootout and one bad match cost you everything. The actual GSL was just a crap tonne of Bo1 matches before it actually got interesting and one misclick and all of a sudden "top players" are out.

The current system is the first attempt at creating a stable base. IMMVP lost 6 out of his last 8 games to be knocked down to code A. 6 losses is a LOT to of chances to give someone. IMMVP was given way more chances to stay in code S than code B players are given to get to code S. The reasons he(IMMVP) lost? Julyzerg redefining (aka copying Kyrix's old playstyle) ZvT cost him 2 games. Then he played against 2 of the best protoss players in the current metagame, his worse matchup. That's too big a handicap to ignore.

The metagame is still being explored and tweaked. Unlike SC1 where almost all strategies that would be figured out has been figured out and the main showcasing of skill is who has superior mechanics, micro and macro. SC2 hasn't reached that state yet because it's still too new to think that we've figured out almost all possible strategies and timings. JulyZerg has proven that we don't know the timings as well as we thought we did and the new maps have shown that the matchups are a LOT more balanced than people thought it was when it was in the older (aka as smaller) maps.

As both the mapmaking community and the playerbase gets better, the more figured out and balanced the game becomes. It's currently too soon to expect things to be figured out.

--------------------------

TLDR

Stop whining like bronze players just because your predictions and game awareness is awful compared to SC1 pros.

I made a post similar to this earlier in the thread and it got drowned out. I completely agree with you and it's aggravating trying to get people to understand this. This thread really is dreadful. The player base is complaining about the "lack of skill" required to play Starcraft II when they haven't even scratched the surface of the game and are clearly playing it at a suboptimal level. Yet all of these same people will buy the expansion packs on the first day. It's pathetic.
http://www.learntocounter.com - I'm a "known troll" so please disconnect your kid's computer when I am on the forums.
CalvinStorm
Profile Blog Joined February 2008
Canada78 Posts
March 17 2011 17:35 GMT
#419
Well think about it. In SC1 the lurker had to be burrowed to do any damage. The reaver had to have a shuttle to have any mobility. In SC2 the baneling can be moving with the army and is a constant threat...it can come at you at any time. In SC, you see the shuttle with the reaver or templars and you react, microing, positioning keeping them back. In SC2 you see the colossi and either you have vikings and survive or you don't. In SC the lurkers have to pop up out of the ground and are vulnerable. Terran can stim in with some hero marines or irridate with science vessels keeping their numbers low or softening a defense. In SC2 the banelings are ALWAYS a threat, they have mobility but still a threat. You don't need to set up to use them, when the terran gets close you just wait for the right moment where ever they are, because remember your banelings can move and come in from two flanks and its over if you have enough.
Never trust an Elf
whatthefat
Profile Blog Joined August 2010
United States918 Posts
March 17 2011 17:38 GMT
#420
On March 18 2011 02:33 Griffith` wrote:
sorry but the apm required to tell banelings to chase after a clump of marines is about 1/10th the apm required to split the marines. It is essentially "a-move" as you need to order one command to the banelings and a-move everything else.


If the marines are in a clump, sure. It's as easy to move a bunch of banelings into an a-moved group of marines as it is to a-move the group of marines. If the terran is splitting and microing well, the banelings have to be microed equally well or they will do nothing.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
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