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[D] What SC2 is missing? - Page 18

Forum Index > SC2 General
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Valckrie
Profile Joined August 2010
United Kingdom533 Posts
April 16 2011 11:24 GMT
#341
Great post, but do you have any suggestions as to how Blizzard would go about fixing this? If they ever could be bothered to realise that their design was flawed from the start, it is still extremely hard to fix such fundamental flaws of the game. it's unrealistic that they would revamp all the units, since the current system appeals to casuals as its easy to manage, just like you said in the post. It's difficult to see how they can satisfy both the demands of the casuals and the pros..
Fear is a 4 letter word. Why be afraid?
nitdkim
Profile Blog Joined March 2010
1264 Posts
Last Edited: 2011-04-16 11:27:19
April 16 2011 11:25 GMT
#342
On April 16 2011 20:12 dkby wrote:
Frankly OP is so subjective from the very beginning it's almost a caricature. How can you compare a new fresh game with another one which has years of balancing and one expansion ?

Your "Can you name 6 things going on during this battle?" comparisons are meaningless because there's only t1 units on the sc2 picture (except for the medivacs). Your BW picture would have shown marines firebats and medics, all right, but yea there would be less things going on...

I totally disagree with your critics about the easier gameplay. Playing BW effectively required to have a ridiculous high apm just to do BORING things : to select each building to make a unit is boring, to select casters one by one to cast a spell is a pita, unit selection limited to 12 units was a huge pita, and path finding was very frustrating. To make the game easier is a good thing, it's just stupid when you select 2 HT and they both cast storm when you press the T button just once. If I buy a game it's to have fun playing it, not to be amazed by gosus whose 400 apm are use mainly to compensate the terrible interface.

I agree with some points though, about maps controls and spellcasters abilty mainly. But again, you talk a lot about lurkers, which appeared in the expansion. Kinda biased point of view.

Give SC2 some time.

sc2 is pretty dependent on patches from blizzard... the game itself leaves little room for improvement in evolution except through maps. It's not like BW got patches for 10 years to become this end-product that we see right now. BW bastically got 3-4 major patches that came out in very random intervals.

I don't really think that SC2 will have that much room for growth because it's not like BW where people had zero background with RTS games. SC2 has top-tier players who have 8+ years of experience with BW. Even though SC2 is a young game, I don't really see that much room for growth unless it's direct changes via patches.

SC2 and BW are different games but the core fundamentals and theory behind it is pretty much the same and you can apply BW knowledge to SC2 where it fits.
PM me if you want random korean images translated.
Faze.
Profile Joined November 2010
Canada285 Posts
April 16 2011 11:26 GMT
#343
On April 16 2011 18:49 s3raph wrote:
+ Show Spoiler +
I try to avoid threads like these but I'm kind of bored. So here goes nothing.

Briefly, OP posts relate game design to two issues, not one. The first few points (positional advantage, the idea of set-up time) deal with game design being shallow for players, creating a system that is strategically and tactically shallow. The last few points (player-unit interaction) seem much more focused on how game design relates to spectators. I will address the last points first.

Any discussion on spectator preferences cannot be broadened, as the OP has attempted to do, into any sort of meaningful discourse. To put it simply, the OP most likely does not speak for a majority of people and thus, does not have any hard evidence to support the idea that game design is critically faulty in regards to spectator interest and excitement. In other words, this is too opinion-based to warrant any additional discussion.

Case in point is the OP's complete and utter neglect for another type of viewer excitement. While the OP repeatedly mentions how 'difficulty in execution of a given action in BW' translates directly with spectator enjoyment and excitement, the OP fails to consider other areas in which a viewer can divine enjoyment. Timmy, for example, sucks at SC2 but enjoys watching things that players can do not because he perhaps cannot do that, but because he simply finds it cool. The OP's false corollary that enjoyment of any game must directly relate to the viewer's understanding of the game suggest an elitist viewpoint that precludes meaningful discourse.

In other words, people can enjoy SC2 for reasons outside of how the OP would wish to enjoy SC2. It doesn't mean there's a 'problem;' it only means that the OP's preferences aren't met. There is no deeper level than that in this analysis.

I will now address the OP's opinions on game design as it relates to players and the overall idea that SC2's current game design is inherently shallow. Implicit in the OP's logic is the comparison to BW; despite making claims to the contrary (and while I, for the record, believe he is trying very hard not to compare the two but failing pretty plainly at it), and thus I will have to respond by comparing the two.

1) The Idea of Set-up Time not existing is a false statement. Set-up time itself is an inaccurate term because the OP presents it as not simply the actions performed before an engagement, but specifies the additional statement that set-up time must be more than simple min-max of surface area to increase DPS. However, this argument can be addressed one of two ways; 1) there is more than simple min-maxing of surface area in SC2 'set-up time,' and 2) BW set-up time implicitly is only the min-maxing of surface area. I'll go with #2 because it is more aggressive.

The idea that BW set-up time does not min-max surface area is really a fallacy. Positional advantage is solely built on the idea that by controlling territory, I increase my ability to maximize surface area for my units while diminishing m opponent in the same way (implicit in this statement is that surface area = DPS, which no one can argue). To state that there is a greater goal to BW set-up time is akin to saying that a siege tank's ultimate purpose is somehow beyond that of killing things. In other words, SC set-up, whether it is SC, BW, or SC2, is about maximizing and minimizing surface area alone because min-maxing DPS is the only way to win. There is no other win condition in SC. To claim that set-up time is 'beyond' the min-maxing of surface area (the OP attempts to use lurkers and siege tanks as examples) is just blatantly false.

Take for example, the vaulted lurker. Properly set-up lurkers are about ... minimizing opponent surface area to reduce their DPS. Now please explain to me in simple terms how this is anything 'above' min-maxing surface area. Using broad concepts like 'positioning' does not change the fact that positioning a lurker is simply to maximize a lurker's DPS by maximizing attacking surface area and decrease an opponent's units' DPS by minimizing their surface area where they can safely attack. Therefore, the OP's idea of set-up time does not differentiate any strategic depth between BW and SC2, because set-up time serves the same identical role in both games.

2) The idea of game flow not being present in SC2 as implied in the OP's post is false. It simply is. The OP attempts in later posts to clarify it as 'control over game flow,' but this fundamentally has nothing to do with game design. Control over a competitive real time game is not dictated by the rules of the game (which only give restrictions to how players can interact), but ultimately by how players interact with each other in the context of those rules. The OP is injected a personal preference for seeing one particular form of interaction and stating essentially that this is due to game design, and not rules.

To clarify, take the game of tennis. The OP's argument regarding game flow is analogous to the argument that the use of rackets prohibits players from controlling the game as effectively as if there are no rackets and both players used their hands. However, this has everything to do with the OP's preferences, nothing to do with how the players interact with each other, and how that all is perceived by an audience. While I would agree that if both players could use their hands, there would be more interaction, my interest in tennis is seeing what they can do with the rackets.

In a sense, OP's game flow argument is hypocritical compared to the OP's stance later on that mechanics influence the amount of enjoyment a player a gets from viewing the game. In other words, the OP derives enjoyment from the game in a specific way, but this opinion does not necessarily translate to others- nor should it. There is no further discussion here that can be continued beyond 'I like seeing them play with rackets' and 'I like seeing them play without rackets.' In short, the game flow argument does not have logical coherence to it, and fails to demonstrate any real different in strategy/tactics because the OP does not address player-player interactions as the base of controlling game flow. There is no way the OP can claim, somehow, that the interaction between two players in SC2 is more restricted in terms of actions than in SC1, particularly given how the player ceiling in SC2 is not yet defined and/or set.

3) The OP claims, or tries to imply, that map control does not exist in SC2 or is somehow less important. To be blunt, I just don't get it. How is map control any less important? What do you think Xel'Naga watch towers are? -_-;; They are a way to maintain indirect map control by giving you the ability to view your opponent's movements and respond accordingly; you can then control the flow of the game through army movements, drops, etc, etc etc. I'll just admit bluntly that I don't understand what the OP is trying to say about map control here.

tl;dr The OP's viewpoints are based solely on personal preference, and contain no real logical rigor. Central to this fact is that the OP's understanding of what makes a 'good game' (not even what makes BW a good game) is tied to his understanding and evaluation of SC2. The OP fails to consider, among other things, what other factors would make SC2 enjoyable to play and enjoyable to watch among a broad player base and therefore attempts to address game design from a very narrow perspective- namely, his own. This precludes meaningful discussion. It is my conclusion that therefore, the OP does not really have an argument and is simply trying to exposit on his own views in a way that seems logically sound. While that's all fine and dandy, there's simply not reason to frame it the way the OP has done- as though a meaningful discussion can result from such a thread.

Btw, I love lurkers. They look so cool.... >_>



Amen.

While reading this, something came to my mind.
Let's say SC/BW and SC2 never existed. Now bam, they're both released the same day. Which one would you play?

We all know the answer, but that's not the point. The real question is why would that be your pick?
Obviously to make a choice you have to check out your options. So you would go ahead and try both games.
I won't be an ass and mention the graphics part because it's a no brainer.
I won't bring up the campaign either because it's not part of this discussion.
We can't talk about strategical depth of the game because they both just came out and no one knows jack shit. All you can do is build stuff, and try units out. Maybe you have some RTS background, so you know a bit about economics, build orders, positioning, working with the map etc. That's obviously in both games. Okay, fair enough, now what would make one game better than the other?
Units, mechanics, controls.
So there's a bunch of similar units, a couple are unique to 1 of the 2 games. Among these units there are some that you like, some that you don't like that much. This is based on their looks, their utility, their powers, etc. Keep in mind all units are good for something, so the idea of one game having bad units can't apply. Anyone could be taking sides already based on their preferences in units. No one is good enough to actually micro any of these units to the point where it makes one game better than the other. Okay cool, you have a good basic idea and first impression of the units, what's next?
Mechanics and controls. So you have 1 game where units move around quite fluidly, and you can make your groups however you want. It feels very natural and simple, seems pretty obvious that if you want to go nuts on macro and micro that seems to have a lot of potential. On the other hand, game 2 offers extremely clunky unit control, limited groups, whatever you do at first sight looks like a messed up attempt of what you just did while playing the first game.
No one knows yet what it would be like to watch pros play both of these games after over a decade of practice. All people can do is stick to which one they prefered, which one they believe in.

Now let's come back to the real world. Did I make this look like I prefer SC2? No I did not "make it look like...", all I did was state the obvious things people first see when they try games for the first time.
Here's something funny and interesting I did not so long ago, and I also tried it on a few people. I barely played SC/BW. Hell I didn't even own the game, I played in some basement lan with friends a couple times. When SC2 came out, all that was left of my BW time was only vague memories of building stuff and big armies battling it out. A couple days after buying SC2, I also bought SC/BW because I felt like I had to know more about it.
Some of the friends at these basement lan had the same SC/BW experience I had, so I asked them to try it again as they start playing SC2 at the same time.
Everybody's reaction was about the same. Violent gag reflex. And not even because of the graphics, we knew it looked like crap cuz it's old. But the freaking unit control in BW is absolute garbage for anyone who touched a more technologically advanced game. I still watch BW progamers even today. Whatever they do, when units move around the map it just looks bad, stuff is so out of proportion it's not even funny. When I first saw (re-saw?) a zerg extractor morphing next to the hatchery, I actually dropped popcorn on the floor and accidently rolled over it with my computer chair. I was like wtf, literally.
In the videos the OP added to his post, the bunch of tanks moving from point A to point B look like a car crash to me, they have like set angles but they're forced to follow that angle and make like 50 little turns to follow a line that doesn't fit their set graphical angles. They keep zigzagging, bumping into each others.
No shit BW progamers have to micro their units more carefully, the controls are so flawed they have to make up for it. That's not part of game design in the slightest, and to anyone who try SC/BW and SC2 for the the first time, it just makes no sense to prefer BW over SC2.


Now, assuming everyone is aware of all that, what could possibly keep people interested in BW?
Units yes, maybe they all love the SC/BW exclusive units so much more than the SC2 units that it makes it impossible for them to enjoy SC2, I could understand that.
Strategies maybe? Impossible, anyone who just read the above understands that both games aren't on the same level of exploration, making this a totally biased argument based only on personnal preferences instead of a neutral point of view that would take into consideration the fact that if we compare SC2 after 1 year, and SC1 after 1 year, it would be pretty much one sided.

I'm tired and I know I'm pretty much writing all this for nothing cuz most people just don't read (I said most, not all, don't flame for nothing) so I'll cut this short. What keeps people interested in BW is elitism and nostalgia. That's what several years of doing something does to people. It's completely normal. It was expected, and it's not a reason to be disrespectful. I do that with other old games I played for a long time, the problem isn't really if we do it or not, the problem is when we totally close ourselves to what's out there and refuse to see things for what they really are. For example being used to BW unit movement mechanics makes it hard to understand when people say it's shit. Similar to people not used to BW won't understand when people say "oh good micro" but all they see is someone struggling to move his stuff around when a cliff just blocks everything by taking more space than what the graphics suggest. Some BW fanboys will say "that's part of the game, learn to deal with it" and to that any SC2 fanboys say "that works both ways, bro".

TLDR (or not really, just a conclusion): Anyone could make the same post the OP did but replace a few words and the videos with good SC2 footage, because there is. Make little statements of "BW never looked as handsome as this" and blah blah blah. There's over 10 years difference between SC1 and SC2, I don't understand how people are able to compare them without seriously feeling bad and wrong.
D:
karpo
Profile Joined October 2010
Sweden1998 Posts
April 16 2011 11:27 GMT
#344
On April 16 2011 20:25 nitdkim wrote:
Show nested quote +
On April 16 2011 20:12 dkby wrote:
Frankly OP is so subjective from the very beginning it's almost a caricature. How can you compare a new fresh game with another one which has years of balancing and one expansion ?

Your "Can you name 6 things going on during this battle?" comparisons are meaningless because there's only t1 units on the sc2 picture (except for the medivacs). Your BW picture would have shown marines firebats and medics, all right, but yea there would be less things going on...

I totally disagree with your critics about the easier gameplay. Playing BW effectively required to have a ridiculous high apm just to do BORING things : to select each building to make a unit is boring, to select casters one by one to cast a spell is a pita, unit selection limited to 12 units was a huge pita, and path finding was very frustrating. To make the game easier is a good thing, it's just stupid when you select 2 HT and they both cast storm when you press the T button just once. If I buy a game it's to have fun playing it, not to be amazed by gosus whose 400 apm are use mainly to compensate the terrible interface.

I agree with some points though, about maps controls and spellcasters abilty mainly. But again, you talk a lot about lurkers, which appeared in the expansion. Kinda biased point of view.

Give SC2 some time.

sc2 is pretty dependent on patches from blizzard... the game itself leaves little room for improvement in evolution except through maps. It's not like BW got patches for 10 years to become this end-product that we see right now. BW bastically got 3-4 major patches that came out in very random intervals.

I don't really think that SC2 will have that much room for growth because it's not like BW where people had zero background with RTS games. SC2 has top-tier players who have 8+ years of experience with BW. Even though SC2 is a young game, I don't really see that much room for growth unless it's direct changes via patches.


You don't see much growth yet the gameplay is LEAGUES ahead of what it was 6 months ago. Just watching the first season of the GSL compared to recent games show how much have changed. S1 and S2 was mostly one base pushes and protoss losing to the first marauder push up the ramp.
Phyrigian
Profile Blog Joined June 2010
New Zealand1332 Posts
April 16 2011 11:28 GMT
#345
--- Nuked ---
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
April 16 2011 11:29 GMT
#346
I just dont buy the whole "SC2 some time" arguments either. If it was a completely new game, it might makes sense but it was built upon a foundation called SC:BW. Sequels normally take what was great with the original and add something more to deliver an even greater enjoyable experience.

Sadly, some of the things that made BW so epic and last this long compared to say War3 and any other RTS games combined together is missing completely in SC2. If such formulae worked for the first game, why not use it as the basis of the second?

Its quite laughable at how they were so fixated on so many gimmicky things (remember those preview clips of their units before the game was released?) "Yay our reapers can jump up and down cliffs!?!" to "Look at our colossus micro, going back and forth high ground to low ground while dealing damaghe to the mass zerglings..."


suejak
Profile Joined March 2010
Japan545 Posts
Last Edited: 2011-04-16 11:33:54
April 16 2011 11:30 GMT
#347
On April 16 2011 20:25 nitdkim wrote:
Show nested quote +
On April 16 2011 20:12 dkby wrote:
Frankly OP is so subjective from the very beginning it's almost a caricature. How can you compare a new fresh game with another one which has years of balancing and one expansion ?

Your "Can you name 6 things going on during this battle?" comparisons are meaningless because there's only t1 units on the sc2 picture (except for the medivacs). Your BW picture would have shown marines firebats and medics, all right, but yea there would be less things going on...

I totally disagree with your critics about the easier gameplay. Playing BW effectively required to have a ridiculous high apm just to do BORING things : to select each building to make a unit is boring, to select casters one by one to cast a spell is a pita, unit selection limited to 12 units was a huge pita, and path finding was very frustrating. To make the game easier is a good thing, it's just stupid when you select 2 HT and they both cast storm when you press the T button just once. If I buy a game it's to have fun playing it, not to be amazed by gosus whose 400 apm are use mainly to compensate the terrible interface.

I agree with some points though, about maps controls and spellcasters abilty mainly. But again, you talk a lot about lurkers, which appeared in the expansion. Kinda biased point of view.

Give SC2 some time.

sc2 is pretty dependent on patches from blizzard... the game itself leaves little room for improvement in evolution except through maps. It's not like BW got patches for 10 years to become this end-product that we see right now. BW bastically got 3-4 major patches that came out in very random intervals.

Yeah, and there were major revolutions a number of times in the history of BW, as people discovered exploits in the engine -- hold lurkers, muta stacking, etc. Not to mention strategic revolutions like the Bisu Build. Flash came along and revolutionized every terran match-up. People say that the players balanced BW.

IS sc2 dependent on patches from Blizzard? I'm not sure -- we see innovation all the time. It seems like every other week, someone is really excited about some revolutionary player or new strategy. Are the patches even necessary? Who knows? We certainly don't give players the time to work things out on their own.

Indeed, I remember when reapers were nerfed several months after Idra lost to Morrow at IEM Cologne 2010. Idra's response? Players had already figured out how to beat reapers -- this patch was a month late. "Maybe it would have been great two months ago," he said, "but zergs don't need this anymore."
Are you human?
suejak
Profile Joined March 2010
Japan545 Posts
April 16 2011 11:31 GMT
#348
On April 16 2011 20:29 YyapSsap wrote:
Its quite laughable at how they were so fixated on so many gimmicky things (remember those preview clips of their units before the game was released?) "Yay our reapers can jump up and down cliffs!?!" to "Look at our colossus micro, going back and forth high ground to low ground while dealing damaghe to the mass zerglings..."

And great reaper micro is fucking AMAZING to watch. So much fun, and so cool.

Wait, what's your point?
Are you human?
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
April 16 2011 11:33 GMT
#349
So do people use reapers in 1v1 outside of a few cutesy matches? I dont want to derail the thread btw because your missing the bigger picture.
alepov
Profile Joined December 2010
Netherlands1132 Posts
April 16 2011 11:34 GMT
#350
"made you hold your every time an attack happened"
+ breath

nice post
ლ(ಠ益ಠლ)
Faze.
Profile Joined November 2010
Canada285 Posts
April 16 2011 11:34 GMT
#351
On April 16 2011 20:25 nitdkim wrote:
Show nested quote +
On April 16 2011 20:12 dkby wrote:
Frankly OP is so subjective from the very beginning it's almost a caricature. How can you compare a new fresh game with another one which has years of balancing and one expansion ?

Your "Can you name 6 things going on during this battle?" comparisons are meaningless because there's only t1 units on the sc2 picture (except for the medivacs). Your BW picture would have shown marines firebats and medics, all right, but yea there would be less things going on...

I totally disagree with your critics about the easier gameplay. Playing BW effectively required to have a ridiculous high apm just to do BORING things : to select each building to make a unit is boring, to select casters one by one to cast a spell is a pita, unit selection limited to 12 units was a huge pita, and path finding was very frustrating. To make the game easier is a good thing, it's just stupid when you select 2 HT and they both cast storm when you press the T button just once. If I buy a game it's to have fun playing it, not to be amazed by gosus whose 400 apm are use mainly to compensate the terrible interface.

I agree with some points though, about maps controls and spellcasters abilty mainly. But again, you talk a lot about lurkers, which appeared in the expansion. Kinda biased point of view.

Give SC2 some time.

sc2 is pretty dependent on patches from blizzard... the game itself leaves little room for improvement in evolution except through maps. It's not like BW got patches for 10 years to become this end-product that we see right now. BW bastically got 3-4 major patches that came out in very random intervals.

I don't really think that SC2 will have that much room for growth because it's not like BW where people had zero background with RTS games. SC2 has top-tier players who have 8+ years of experience with BW. Even though SC2 is a young game, I don't really see that much room for growth unless it's direct changes via patches.

SC2 and BW are different games but the core fundamentals and theory behind it is pretty much the same and you can apply BW knowledge to SC2 where it fits.


You don't see it because it's new. People didn't see how we could walk on the moon, didn't see that we would be driving cars and listen to music in microscopic ipods. Even before that people didn't see how they could make fire. That sounds very exagerated but it's the very same concept, it all happened in due time, so just give it time.


I would also like to point out that this is probably more truth than most here can handle (by that I mean if you don't agree there's just something wrong with you, I mean it) :
I totally disagree with your critics about the easier gameplay. Playing BW effectively required to have a ridiculous high apm just to do BORING things : to select each building to make a unit is boring, to select casters one by one to cast a spell is a pita, unit selection limited to 12 units was a huge pita, and path finding was very frustrating. To make the game easier is a good thing, it's just stupid when you select 2 HT and they both cast storm when you press the T button just once. If I buy a game it's to have fun playing it, not to be amazed by gosus whose 400 apm are use mainly to compensate the terrible interface.
D:
suejak
Profile Joined March 2010
Japan545 Posts
April 16 2011 11:35 GMT
#352
On April 16 2011 20:33 YyapSsap wrote:
So do people use reapers in 1v1 outside of a few cutesy matches? I dont want to derail the thread btw because your missing the bigger picture.

Yes? Every terran uses them for scouting and sniping early lings, and most recently/prominently QXC used them copiously in his match versus Genius in the TSL3.

If I'm missing the biggest picture, it's because you're convinced you have a good point.
Are you human?
karpo
Profile Joined October 2010
Sweden1998 Posts
April 16 2011 11:35 GMT
#353
On April 16 2011 20:33 YyapSsap wrote:
So do people use reapers in 1v1 outside of a few cutesy matches? I dont want to derail the thread btw because your missing the bigger picture.


QXC used them with great results in the TSL. Maybe well see more mid/late game reapers used by terrans. Maybe give it some time? Thorzain used a cool mech build against Tyler using the Thor strike cannons, maybe well see more of that too in the future? Who knows.
gnatinator
Profile Joined June 2009
Canada169 Posts
April 16 2011 11:36 GMT
#354
There needs to be an option to turn off the queen advisor, and turn on the glorious, soothing voice of the Overmind.

+ Show Spoiler +
LANPartyList.com supports Team Liquid -- Find LAN Parties world wide!
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2011-04-16 11:38:37
April 16 2011 11:36 GMT
#355
On April 16 2011 10:52 Jibba wrote:
Show nested quote +
Do you know what game flow is?
We used to have a term that was used abundantly on this board that described a pivotal aspect of competitive play. Controlling the game flow is, in essence, controlling the pace of the game. In ZvT, if a Terran wanted to push out and kill your third, you exercised your map control to slow down the Terran push by slowly moving back lurkers as they got in tank range. Conversely, if you wanted to force an engagement as Terran you unsiege and attack towards another position or drop harass his bases, forcing the Zerg to completely reposition. When you're controlling the flow, the only things that can happen are the things you allow to happen. If he wants a big fight, you drop everywhere. If he wants a macro game, you attack him constantly.

How is game flow any different? I feel like you're just using it as a non-descript buzzword and expecting people to think the BW way was automatically superior.

"When you're controlling the flow, the only things that can happen are the things you allow to happen."

We don't see this happen all the time when July, qxc or AdelScott take their opponent on a tour? It doesn't always work out that way, but it didn't always work out in BW either. Players are still capable of forcing their "game flow" (again, whatever that means in your example) on the other player and on the game as a whole.

The game flow is very different due to the SPEED of the game. Larva inject, Warp Gate, Reactors all increase the speed at which units are produced (meaning you can produce more units in the same time) and thus you dont have to care as much about every single one of them. Zerg can much more easily create waves of units to throw away if they saved up larvae beforehand; Protoss can easily replace their gateway units anywhere on the battlefield if they built a dozen of them.

Added to this we have the perfect movement AI, cliff walking / jumping and blinking units which make movement of your units ten times easier on the map. I don’t think that is a bad thing, but the perfect movement AI also creates problems of its own in that it allows for the “ball of death”. The one example of a deathball in BW is stacked Mutalisks, but those were only a dozen in each control group and required a lot of attention. The SC2 Protoss deathball only needs attention to maximize its effectiveness and to minimize losses.

The "reduced offensive densitiy per area in BW" has an impact on the game balancing because too strong units could not mass in a "critical number" as easily as they can in SC2. Thus it can be a problem in SC2 if the Colossus is only slightly too strong because it can stack easily and merge with a Gateway army. Dragoons could never walk in unison as Stalkers can and thus it didnt matter as much if they were slightly too strong or not.
 
On April 16 2011 10:52 Jibba wrote:
Show nested quote +
The importance of map control.
Map control isn't really how much of the map you are literally covering with buildings and units, rather it is how much area can you freely move without contest. Put simply, just because you have a unit in a certain area doesn't mean you have map control of that area, it's that fact that you can actively deny movement in that area that makes it map control. It seems to me like all these ideas build upon one another and that if you want to be able to control the flow of the game you need to have map control, and if you want to have map control you need units that can do more than add DPS. You need units with map prescence. BW had units like lurkers, siege tanks, and vultures that could very effectively control sections of the map. Can you name one other than the siege tank that SC2 has?

Infestors and sentries. Map control isn't as static as lurkers and spider mines once were, but why don't you see how BW Protosses feel about it? Because there are no more lurkers and spider mines, there's a lot more potential backstabs and pokes in SC2 which are exciting in their own right.

Sure there are a lot of “potential backstabs”, but the possibility of their existence kills positional strategic play. For some people it is exciting to see how another player tries to break through a containment, but due to the mechanics and design of SC2 that doesnt happen too often because it is much more efficient to go around that entrenched army and do a counterattack. Sadly you NEED all your fighting units together because of the design of SC2 (movement AI and unlimited unit selection) because the enemy will simply overpower you if you only have half your army at the critical spot. That makes strategic positional play impossible.
 
On April 16 2011 10:52 Jibba wrote:
Show nested quote +
Positioning and setup time.
I don't really know how to explain positioning, but thankfully there are units that personify the idea of positioning perfectly: siege tanks and lurkers. If you've ever been a victim of a lurker or siege tank contain you know how powerful these units are when they are properly setup. 5 properly setup siege tanks can mow down twice the amount of dragoons and 5 properly positioned lurkers could deny an infinite amount of marines from touching your expansion.

Why does positioning make these units exciting? Unless it's lurkers at the top of a ramp. Waiting for the Irradiate vs Lurker stage of a BW game was usually the worst part. In BW there were zerg and terran sieges. In SC2, terran sieges still exist and certain variants of Z play have sieges as well (IdrA's hydra/spine crawler push comes to mind.) There's still plenty of contains that go on in SC2 and they're still just as exciting when they get broken.

Positioning does NOT make something exciting, but the opponent trying to break that entrenched position does. Its always the interaction between two sides which creates excitement.

tl;dr:
SC2 is much faster than BW due to the improved handling of the units and some macro mechanics and thus has lost a big part of the STRATEGY aspect and has replaced that missing part with ACTION. Perfect movement AI and unlimited unit selection have made perfect balancing a critical issue.
If you cant say what you're meaning, you can never mean what you're saying.
Phyrigian
Profile Blog Joined June 2010
New Zealand1332 Posts
April 16 2011 11:37 GMT
#356
--- Nuked ---
suejak
Profile Joined March 2010
Japan545 Posts
April 16 2011 11:41 GMT
#357
On April 16 2011 20:37 3xiLe wrote:
Show nested quote +
On April 16 2011 20:31 suejak wrote:
On April 16 2011 20:29 YyapSsap wrote:
Its quite laughable at how they were so fixated on so many gimmicky things (remember those preview clips of their units before the game was released?) "Yay our reapers can jump up and down cliffs!?!" to "Look at our colossus micro, going back and forth high ground to low ground while dealing damaghe to the mass zerglings..."

And great reaper micro is fucking AMAZING to watch. So much fun, and so cool.

Wait, what's your point?


And look what happened to reapers after morrow came and went as Terran. They're useless now in SC2, infact, it almost encourages our side of the argument, presuming we're discussing the deathball dislike of sc2 (which is why most of us that claim sc2 is bland dislike it, don't think nostalgia). Reapers acted as something that was up and down, harassment as apposed to 1a. What you'd see often in BW years after the game released was things that werent 1a and were viable harassment techniques without the 1a incorporated as much.

1) I remember when reapers were nerfed several months after Idra lost to Morrow at IEM Cologne 2010. Idra's response? Players had already figured out how to beat reapers -- this patch was a month late. "Maybe it would have been great two months ago," he said, "but zergs don't need this anymore."

2) Every terran reapers them for scouting and sniping early lings, and most recently/prominently QXC used them copiously in his match versus Genius in the TSL3 (this was, btw, an innovation).
Are you human?
karpo
Profile Joined October 2010
Sweden1998 Posts
April 16 2011 11:41 GMT
#358
On April 16 2011 20:37 3xiLe wrote:
Show nested quote +
On April 16 2011 20:31 suejak wrote:
On April 16 2011 20:29 YyapSsap wrote:
Its quite laughable at how they were so fixated on so many gimmicky things (remember those preview clips of their units before the game was released?) "Yay our reapers can jump up and down cliffs!?!" to "Look at our colossus micro, going back and forth high ground to low ground while dealing damaghe to the mass zerglings..."

And great reaper micro is fucking AMAZING to watch. So much fun, and so cool.

Wait, what's your point?


And look what happened to reapers after morrow came and went as Terran. They're useless now in SC2, infact, it almost encourages our side of the argument, presuming we're discussing the deathball dislike of sc2 (which is why most of us that claim sc2 is bland dislike it, don't think nostalgia). Reapers acted as something that was up and down, harassment as apposed to 1a. What you'd see often in BW years after the game released was things that werent 1a and were viable harassment techniques without the 1a incorporated as much.

examples:






Also, props to YyapSsap, i like how he used foundation and we seem on the same page (and the same country )

Anyway, im gonna head off to sleep after my next post or two, goodnight


Exaggerations, exaggerations everywhere. Reapers are useless now it seems, yet i see them quite often. And after QXZ used them against protoss well probably see more pros using them.
nitdkim
Profile Blog Joined March 2010
1264 Posts
Last Edited: 2011-04-16 11:55:29
April 16 2011 11:43 GMT
#359
Poll: Preference vs Experience

I prefer BW. I have experience with both games. (25)
 
68%

I prefer SC2. I have experience with both games. (9)
 
24%

I prefer BW. I have experience with only BW. (1)
 
3%

I prefer SC2. I have experience with only SC2. (1)
 
3%

I prefer SC2. I don't have experience with either. (1)
 
3%

I prefer BW. I have experience with only SC2. (0)
 
0%

I prefer SC2. I have experience with only BW. (0)
 
0%

I prefer BW. I don't have experience with either. (0)
 
0%

37 total votes

Your vote: Preference vs Experience

(Vote): I prefer BW. I have experience with both games.
(Vote): I prefer BW. I have experience with only BW.
(Vote): I prefer BW. I have experience with only SC2.
(Vote): I prefer SC2. I have experience with both games.
(Vote): I prefer SC2. I have experience with only BW.
(Vote): I prefer SC2. I have experience with only SC2.
(Vote): I prefer BW. I don't have experience with either.
(Vote): I prefer SC2. I don't have experience with either.



Experience defined as following the leagues such as MSL, OSL, SPL, GSL, NASL, MLG(kinda. lol).
Also, playing the game pretty extensively. Playing BW on iccup for example and being high diamond or Masters in SC2. This poll isn't for casual gamers i guess? If your BW experience is playing the campaign... don't vote you have experience with BW. lol
PM me if you want random korean images translated.
suejak
Profile Joined March 2010
Japan545 Posts
April 16 2011 11:43 GMT
#360
On April 16 2011 20:37 3xiLe wrote:
Show nested quote +
On April 16 2011 20:31 suejak wrote:
On April 16 2011 20:29 YyapSsap wrote:
Its quite laughable at how they were so fixated on so many gimmicky things (remember those preview clips of their units before the game was released?) "Yay our reapers can jump up and down cliffs!?!" to "Look at our colossus micro, going back and forth high ground to low ground while dealing damaghe to the mass zerglings..."

And great reaper micro is fucking AMAZING to watch. So much fun, and so cool.

Wait, what's your point?


http://www.youtube.com/watch?v=Cae67O_ibT0

I'd just like to mention that the first thing this video brought to mind was GSL2 MarineKing taking out baneling balls with marines.

It's very similar. Cool as all hell, and similar.
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