[D] What SC2 is missing? - Page 29
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Nikota
United States12 Posts
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zawk9
United States427 Posts
People need to stop taking the OP's post as derogatory based on the title. Its clear from his tone and context that he quite likes SC2 and wants it to succeed. Rather than treating this as some old fart looking at Brood War and its sequel through rose colored glasses, picture it as an RTS veteran using a different game as an example of several ways to make some of the matchups in the game more dynamic and intense. People are already starting to figure out ways to utilize their units outside of a giant DPS ball; if some of the OP's suggestions about set up time and territory control were implemented through new units in HOTS we could very easily see a game with as much back-and-forth/action all over the map as Brood War ar quicker. It would be different, certainly, but the OP isn't pining for this game to be a carbon copy of Brood War. If he was he could always play Maverck's mod (which is quite fun, btw. Even if you need MBS and unlimited selection to enjoy the game you can play it in non-hardcore mode) I stopped playing Brood War 1v1 Melee outside of a rare casual nostalgic game with some friends in 2006. I can pick it up now and still have fun with it, but I certainly don't pine for the removal of MBS or other things that made the game easier in SC2. Maybe its because I was never very good and didn't play the game at its peak in terms of skill, but I don't miss many of the UI limitations. As a spectator, however, I think there are certain elements from brood war (more or less exactly what was expressed by the OP and Day9 in the past about how hard it is to control space) that SC2 would benefit from more of. I'm sure I as well as the OP will keep watching and playing either way, but I do hope that Blizzard takes notice of this in their design of the new units in the next two expansions. | ||
EmeraldSparks
United States1451 Posts
On April 17 2011 04:33 aurum510 wrote: You mean how boxer made only marines and tanks and sen only made lings/baneling/mutas with a handful of roaches at the beginning? That's not what BW was all about. You couldn't just make 2 units and expect to win. ZvZ called, they want their hydras back. | ||
aurum510
United States229 Posts
On April 17 2011 04:38 EmeraldSparks wrote: ZvZ called, they want their hydras back. ZvZ in BW was more about muta/scourge micro (scourge micro, another great way for players to come back in a game! one mismicro with scourge and you can lose a game). Also, ZvZ had a ton of lings in the early game. | ||
L3gendary
Canada1470 Posts
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Numy
South Africa35471 Posts
On April 17 2011 04:33 aurum510 wrote: You mean how boxer made only marines and tanks and sen only made lings/baneling/mutas with a handful of roaches at the beginning? That's not what BW was all about. You couldn't just make 2 units and expect to win. Anyone saying "oh it's just like the BW days of awesomeness!" is wrong. For example, if lurkers were in SC2 during game 3, boxer wouldn't have been able to just keep making marines and tanks. He would be completely rolled if Sen had 6 or so lurkers. I don't think you understand what the OP was getting at with controlling space. Boxer just moving out every 30 seconds with 25 marines and 3 tanks is not controlling space. It's taking a square peg and forcing it through a round hole (yet it works because he got a lead so early). Boxer took a lead early and sen could never recover due to there not being any way to defend his bases. If this was brood war, sen would clean it up every time cost efficiently. SK Terran in BW was kinda like MnM + science vessels. I don't understand why people cry so much about unit diversity. Who cares if only 3 units are build in one game. If the players use the units in effective and awesome ways then it's good. | ||
Betalump
United States109 Posts
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iSTime
1579 Posts
On April 17 2011 04:46 Numy wrote: SK Terran in BW was kinda MnM + science vessels. I don't understand why people cry so much about unit diversity. Who cares if only 3 units are build in one game. If the players use the units in effective and awesome ways then it's good. Seriously... BW ZvT was muta/ling or lurker/ling into muta/lurker/ling for a LONG time. Maybe with some late game defilers and ultras if the Z couldn't clean up without them. And from the terran side it was marine/medic/vessel, possibly with tanks. Things like fast teching defilers or using vultures for mines weren't developed for years. | ||
Numy
South Africa35471 Posts
On April 17 2011 04:49 PJA wrote: Seriously... BW ZvT was muta/ling or lurker/ling into muta/lurker/ling for a LONG time. Maybe with some late game defilers and ultras if the Z couldn't clean up without them. And from the terran side it was marine/medic/vessel, possibly with tanks. Things like fast teching defilers or using vultures for mines weren't developed for years. I believe you are in agreement with me but not quite sure. Either way I thank you for talking in more detail about the specific unit comps. So annoying that SC2 people seem to just want to see different units instead of people using units in sick ways. | ||
aurum510
United States229 Posts
On April 17 2011 04:46 Numy wrote: SK Terran in BW was kinda like MnM + science vessels. I don't understand why people cry so much about unit diversity. Who cares if only 3 units are build in one game. If the players use the units in effective and awesome ways then it's good. Science vessels, another great way for skillful players to come back in games! See, the problem with SC2 is there is no reward for GREAT micro (besides maybe marine splits). There's only reward for no general micro mistakes. ZvT in SC2 is pretty well done, so we'll use a different example. PvT. In PvT, there's forcefields flying everywhere and attack moving colossi vs mass stimmed marauders with some vikings ususally. The only time the protoss usually loses is if there's BAD forcefield micro (in other words, you have your 4 colossi, your stalkers/zealots, and the rest of your gas goes into sentries, so there's like 20 forcefields being placed every game, and you only lose really if you screw up your forcefields). PvZ is exactly the same. Protoss will only really loses if they make huge mistakes with sentries. Other than that, it's 1A to victory. | ||
aurum510
United States229 Posts
On April 17 2011 04:52 Numy wrote: I believe you are in agreement with me but not quite sure. Either way I thank you for talking in more detail about the specific unit comps. So annoying that SC2 people seem to just want to see different units instead of people using units in sick ways. I don't mind having a handful of units for eachmatchup, but come on. Stimmed marines with tanks in the back is not extraordinary micro, it's just not screwing up. As long as you leapfrog your tanks, you'll be fine (unless he has a huge advantage). And on the other side, as long as you don't ram your banelings into tanks, you'll be fine. ZvT is just all about who doesn't screw up, rather than who doex extraordinary things. If you don't ram your banelings into marines, you're an idiot, if you do ram your banelings into marines, you're just performing what any gold league player can do. There's honestly no unit in SC2 that has that micro potentially that BW had currently. Again, there's no jaw dropping plays in SC2, only "normal" games (besides the occasional 1 in 100 games where terrans use nukes or seeker missile, zergs use nydus worms, and protoss use warp prisms. | ||
aurum510
United States229 Posts
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Numy
South Africa35471 Posts
On April 17 2011 04:53 aurum510 wrote: Science vessels, another great way for skillful players to come back in games! See, the problem with SC2 is there is no reward for GREAT micro (besides maybe marine splits). There's only reward for no general micro mistakes. ZvT in SC2 is pretty well done, so we'll use a different example. PvT. In PvT, there's forcefields flying everywhere and attack moving colossi vs mass stimmed marauders with some vikings ususally. The only time the protoss usually loses is if there's BAD forcefield micro (in other words, you have your 4 colossi, your stalkers/zealots, and the rest of your gas goes into sentries, so there's like 20 forcefields being placed every game, and you only lose really if you screw up your forcefields). PvZ is exactly the same. Protoss will only really loses if they make huge mistakes with sentries. Other than that, it's 1A to victory. I'm not arguing with you about any of these other things. Just saying that unit composition diversity really isn't a good argument for well anything. | ||
sharakorr
Singapore41 Posts
A fundamental design flaw. + Show Spoiler + In ZvP how do you prepare for an upcoming battle? ZvT? PvT? PvZ? TvP? Chances are the answer everyone gives to that question is exactly the same. You minimize or maximize surface area, what else can you do? Units in this game don't require setup time. The function of nearly every unit in this game is simple and one dimensional, reduce or improve DPS. One of the few exceptions to this is the siege tank, I'll touch more on this later. + Show Spoiler + While I agree that there seems to be relatively little preparation before battles compared to BW, I also think that people are not using the preparation mechanics provided in sc2 which makes it SEEM like there are not preparation measures that can be taken, when in fact, there ARE measures that can be taken. For instance, force fields can be preemptively placed in order to funnel/deny enemy units into an area. If the opposing army chooses to engage into the force fields, they are at a disadvantage, but with proper use of massive units, or simply sheer numbers, the army is able to overcome the advantageous preparation of the protoss army. Do you know what game flow is? + Show Spoiler + 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. + Show Spoiler + I believe we already see this to an extent in sc2, however it is not quite prevalent yet. The simplest example I can think of is in TvZ when the zerg player has zerglings and a mutalisk ball while the terran player has a marine tank army. The mutalisk ball can be used to harass however once the marine tank army moves out the mutalisk ball has to return and help defend the push. The terran player is effectively controlling the actions and positioning of the zerg player by pushing out to stop the mutalisk harass. By moving the lings and mutalisks to a defensive position, options for harass are opened to the terran player. Note that the terran player does not actually have to attack, he simply has to move forward as if he were going to attack. I believe this is an appropriate example? Please correct me if i'm wrong. The importance of map control. + Show Spoiler + 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? + Show Spoiler + I definitely agree that there seems to be more of a lack of controlling space in sc2. I believe this comes from the current trend in playstyle of either turtling or pushing. There seems to be less of anything in between due to the mentality that if you're behind you should turtle and harass to get ahead and if you're ahead you should expand and contain to maintain your advantage while defending harass. (This is my very generalized understanding, again if incorrect please correct.) On the contrary, using SlayerS_Boxer vs Sen from the TSL series today as an example, Both on Shakuras Plateau and on Crevasse, we see Boxer taking up entrenched positions in the middle of Shakuras with bunkers and tanks and on the high ground outside Sen's bases. From my understanding, in Crevasse this allowed Boxer to move small forces of marines to the two leftmost expansions without entirely repositioning his army. (While Boxer was already ahead at this time, if he had moved his entire army, there would have been opportunities for counter attacks by Sen). In Shakuras Plateau, This entrenched position in the middle of the map was not as effective due to the fact that Sen still had very easy access to both his northernmost expansions and thus was able to effectively fend off the marine drops that Boxer implemented. I believe these two games serve as an example of how controlling different spaces and denying access in turn allows you access to other parts of the map. In Shakuras, Boxer was denying movement through the center of the map so the ling blings did not really have an effective attack route into the west side of the map that Boxer controlled. Interestingly enough, Boxer chose to marine drop the top expansions which was space that he did not have control of. The result was that Sen was able to defend some of the drops. There was also an instance where Sen broke the entrenchment of Boxer in the middle of Shakuras, however due to the losses incurred while breaking the entrenchment, Sen was not able to progress further because Boxer's waiting macroed reinforcements were already there. It did however, allow Sen more space to move around on the map. Positioning and setup time. + Show Spoiler + 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. Another unique aspect of the siege tank and lurker was that they required time before they were useful, tanks had to siege and lurkers had to burrow. This introduced a unique dynamic in which armies weren't always doing 100% DPS and introduced the idea that you can actively seek to cost-effectively trade units BEFORE tanks or lurkers were setup. This gave micromanagement a larger role to play other than simply pulling away damaged units. If you're attacking into a Terran army as Zerg, you are using lings to tank the majority of the damage and buy time for your lurkers to burrow in addition to trapping marines and killing tanks. Of course, your Terran opponent isn't just sitting there, he's microing his marines back, dodging spines, escaping lings, and picking off the lurkers that you are still advancing. As a zerg or terran in ZvT it was entirely possible to attack into the opposing army and kill almost nothing while losing everything if your control was worse. What this adds up to is that it gives the person with proper positioning a significant defender's advantage so, even if you come out somewhat behind in an engagement, your opponent can't immediately attack into your remaining army without severe repercussion. This also introduced a way to delay your opponent by slowly giving up ground rather than doing what most SC2 player have to do, which is run back to their nat and turtle until they have a unit advantage. It also meant it required some finesse to get the most out of your attack. If your opponent was low on unit count, you couldn't just 1a into his army, micro a little, and still come out on top. What it really comes down to is that unit relationships were far more complex and, as a result, proper engagements required a higher level of control. + Show Spoiler + I agree mostly with the setup time idea, but I believe there is lots of potential to be explored in static defense placements for zerg and terran. Not so sure about protoss. Player-unit interaction. + Show Spoiler + One of the only sources of player-unit interaction in SC2 are spellcasters because they are one of the only units that require actual micromanagement to use properly. The problem with the spellcasters, though, is that they themselves don't promote a player involved response. Think about the sentry and the spells it has, if a guardian shield or forcefield goes up, as the opposing player what are you doing differently? Chances are you aren't doing anything or you are in full retreat. What about the infestor? What's your response to the infestor besides maximizing surface area or neutralizing it before the battle? When a fungal goes off there is literally nothing you can do to avoid further damage, you just sit there thinking, "well this kinda sucks, I need to spread more". If we take a moment to consider BW spellcasters, we can see that not only did BW spellcasters involve massive player-unit interaction to use properly but also player-unit interaction to combat. Psi storm required tons of apm to use effectively or to dodge; irradiate could be used to massacre high value zerg units but it could also be turned against you; and dark swarm required exquisite levels of control on both sides. When you see a dark swarm get thrown up in a TvZ you don't go, "well that sucks, I need to kill defilers faster", you unsiege your tanks, run out of lurker range and keep raining shells because dark swarm assists zerg units rather than directly hindering terran units. I mean, obviously it hinders terran units to an extent, but you are able to mitigate damage and micro out of it, there's not an instantaneous downpour of lasers down on your army because staple damage dealers required setup time. It's not like it was easy for the zerg to use properly either, it wasn't a fire and forget spell like forcefield. After it was casted both players were microing their asses off. Take plague vs fungal growth. If all my front marines plagued, I can run them behind healthier units and still use them to some degree. If I get my front marines fungal'd I get to sit there watching them die stuck in place and there's almost nothing I can do to avoid a second fungal other than running headlong into more fungals. More importantly, plague required a large amount of time to research and you could only cast one per defiler before you had to consume, and many times dark swarm was a better choice. On the other hand, fungal is the primary infestor spell and is smartcasted. Psi storm vs psi storm? A psi storm in SC2 is almost meaningless. In BW, the beauty of psi storm was purely because of the mechanics required to cast it. I don't think there is any debate here. In SC2 smartcast forced a nerf on psi storm to the point where a single psi storm means almost nothing and it requires the screen to be carpeted for it to even be effective. In BW, sequential psi storms were extremely difficult to pull off mid-battle, but had a tremendous payoff. In SC2, not only is it not impressive to see 4 psi storms casted, it's damn stupid to micro against. Microing against a storm almost always means running into 3 more storms because it's so ridiculously easy to cast. Even staple units were replaced by less interesting, less interactive versions of themselves. Colossus vs reaver? Baneling vs lurker? Viking vs wraith? Thor vs goliath? Phoenix vs corsair? Immortal vs dragoon? Muta vs muta? Hydra vs hydra? There's just no contest. + Show Spoiler + I agree that there are some mechanics that are fire and forget and some spells like fungal that have little in the way of mitigation after the spell has been cast. I think this does provide the potential for a different kind of micro though - a more mindgame oriented style. In HoN/Dota, baiting cooldowns and waisting the opponent's mana is a part of the early game play, and I think there is potential for this in sc2 as well. Rarely do I see a partial bio army running into a protoss army feigning a full frontal attack, but running back the instant before force fields are going to go down to waste sentry energy. Similarly, I don't see baited emps and fungals on units that are sent in with the intention of being split at the exact right time to waste infestor/ghost energy. I also think that if people control space more these kinds of micromanagement strategies may become more prevalent due to spellcaster abilities becoming relatively more engagement changing than just large balls of units rolling over smaller unit balls. (Not to say that spells are not game changing in large unit balls, but I think they have more importance relatively in small unit group confrontations. Think canon HT vs a small zerg force at an expansion. The success of HT storms largely decides the outcome.) I'm not sure how I stand on the interactiveness of units. Sometimes I think that the units in sc2 are pretty boring compared to BW, sometimes i think that people definitely have not learned to use the unit combinations to their full potential. Mechanics were more than a skill gap. + Show Spoiler + Having a mechanics requirement was what made things in BW impressive. Saying an RTS player only wins because he's faster is like saying a boxer only wins because he's stronger and not a better fighter. It's just stupid. The high mechanical requirement enabled extremely skilled players to use their units in ways no one ever could. It made large engagements an event in itself because of how difficult it is to maintain your composure when you are controlling 200/200 armies with a 12 unit limit. Huge army fights were a means to and end, and not and end within themselves. The final battle wasn't a formality to end the game that you knew ended minutes ago, it was a direct contest between players. It was the moment when both players go, "I don't care how big your army is, I have mine and I'm going to kill you with it". Have you noticed that during SC2 battle commentators can't say anything other than, "SO MUCH STUFF IS DYING!!", it's because there's nothing for players to do during fights other than pull back damaged units. There's no clutch psi storms, elegant spine dodging, ruthless zealot bombing, flyby reavers, or gross surrounds. It's a variation of 1a vs another variation of 1a. The sweet irony is that, if multiple unit selection was implemented in BW, battles would still be more interesting and impressive than SC2 battles simply because of unit dynamics. You can't just 1a BW units and have then attack at full effectiveness. + Show Spoiler + I think that there is potential for mechanical requirement, but we'll really see how engagements can change with micro. When fighting a marine tank entrenchment as zerg let's say, how you engage is largely going to dictate the outcome. Is the terran player splitting his marines? Are the mutalisks taking advantage of the marines running to pick off tanks? Are the banelings being split to effectively nullify the marine split? Are tanks focus firing banelings to allow the marines as much freedom to attack as possible? I also feel that the lack of space control that players play with currently. If people start controlling larger areas, the amount of time spent engaging increases and things like repositioning your army become more important. Another side thought - how many times have we seen things like massive units being dropped onto force fields, emps on PDDs, 360 baneling drops, fake baneling drops, ultra/zealot bombs? There is so much that people can do, just we have to figure out how to make them effective. What does any of this have to do with spectators? + Show Spoiler + It has EVERYTHING to do with the spectators, one of the main reason that BW was such an intense game is because it provided the necessary build-up and tension. Staple damage dealers like the lurker and siege tank made you hold your every time an attack happened. It's like riding a roller coaster, the slow trip up to the first drop is what makes that first drop so exhilarating. When lurkers are burrowing, mines are being laid, or tanks are sieging the audience is collectively holding its breath. When a protoss or zerg attacks prepares into a heavily fortified tank line, that moment, before the engagement, is just as important, if not more important, than the engagement itself, from a viewer perspective. It's like watching the closing seconds of a tied basketball game, time is out but the ball is in the air. The entire context of the situation gives the action importance, it's not action for action's sake. When I watch an SC2 TvP battle, or ZvP battle there's absolutely no tension. There's TONS of things, exploding, catching on fire, or dying in other sparkly ways, but I don't really care because the conclusion is nearly forgone, I'm just waiting for the AI to make a fancy show out of it. On the other hand when Savior preparing to dive into oov's gigantic tank line I'm sitting there thinking to myself, "He's not going for it is he? OMG HE'S GOING FOR IT! AAAAAAAAA(<--when the army starts advancing)". When the first dark swarms go off and lurkers burrow "AAAAAAAAAAAAAAA", when the spines go off and the first row of tanks disappears, "OOOOOOOMMMMGGGGGGGGGG". I can continue watch his progression laid out clearly on my screen. The zerg pushing into terran territory, how far is he going to get? Commentators and fangirls screaming, tank after tank exploding, zergling after zergling splattering all over the map, but Savior keeps marching till there are no tanks left, "HOLY SHIT. I guess that's why they call him Maestro". + Show Spoiler + Agree with this. Like throughout my post, I believe there is entirely the potential for this in sc2. Throughout most of the SlayerS_Boxer vs. Sen series I can definitely say I felt the edge of my seat intensity that I get from watching BW. TLDR: I believe there is LOTS of potential for amazing things in sc2 that can make it comparable or even better than BW in terms of entertainment and excitement, and with the size of sc2, it is poised to become more than BW is. I <3 this game : ) | ||
Steel
Japan2283 Posts
I have a question though to the people who were following the BW scene at the very beginning. Did if have these aspects?; Game Flow, and stuff like that...was it a major issue when sc1 started? My point is, the game is very young, (and map control is very important btw) so its tough to say if these aspects of the game are actually missing and are "design flaws" of if the level of play isn't high enough yet. | ||
DoubleReed
United States4130 Posts
On April 17 2011 04:59 aurum510 wrote: I don't mind having a handful of units for eachmatchup, but come on. Stimmed marines with tanks in the back is not extraordinary micro, it's just not screwing up. As long as you leapfrog your tanks, you'll be fine (unless he has a huge advantage). And on the other side, as long as you don't ram your banelings into tanks, you'll be fine. ZvT is just all about who doesn't screw up, rather than who doex extraordinary things. If you don't ram your banelings into marines, you're an idiot, if you do ram your banelings into marines, you're just performing what any gold league player can do. There's honestly no unit in SC2 that has that micro potentially that BW had currently. Again, there's no jaw dropping plays in SC2, only "normal" games (besides the occasional 1 in 100 games where terrans use nukes or seeker missile, zergs use nydus worms, and protoss use warp prisms. Well, I think you're kind of ignoring all the medivacs and drops that Boxer was doing, so that confuses me a little. And it also confuses me because Banelings vs Tanks is all about positional play. Both sides can make "mistakes." Do baneling drops count? I mean I've seen a lot of interesting zerg drop play recently, I don't know about you. Hell Spanishiwa did an infestor drop ffs. | ||
Sajuuk7
134 Posts
if you do ram your banelings into marines, you're just performing what any gold league player can do. This is garbage. If you A-move banelings, they hit wrong targets. If you A-click banelings on a single target, they all clump up and go after one guy. Thus, Marine splits require Baneling splits. Neither player can have all of their units controlled in one group. If you took the average gold level player and made them play the marine-split-challenge, they would fail. This is the same reason why they would fail at the baneling-split-challenge. The only time the protoss usually loses is if there's BAD forcefield micro This is also garbage. I've seen drops and multi-pronged attacks do heavy economic and structural damage to Protoss. I've seen surrounds and overlord drops tear holes in Protoss who spent all their gas in Sentries. Good forcefields =/= win. Sorry. Try again. | ||
deafhobbit
United States828 Posts
On April 17 2011 04:46 Numy wrote: SK Terran in BW was kinda like MnM + science vessels. I don't understand why people cry so much about unit diversity. Who cares if only 3 units are build in one game. If the players use the units in effective and awesome ways then it's good. Except SK Terran also made use of Firebats and Dropships. Also, "pure" SK Terran is pretty much a thing of the past. It's a relic of days when many naturals didn't have gas, so you really couldn't get a useful number of tanks and vessels. "Standard" TvZ nowadays will see the Terran use a mix of Marines, Medics, Firebats, Tanks, Dropships, and Vessels. They can also splash in vultures, wraiths, or valk's easily. Late game, they can stick with their composition, do a full mech switch, or something in between. Or they can open mech, in many different ways. Goliaths first for defense, goliaths first into a timing attack (possibly with marines mixed in), or Vultures first for harassment. Just like with Bio, Vessles and dropships will see use in the final composition, and just like with Bio some openings will add in a valk or 2 for early muta defense. Or they can go 2 port wraith, and follow it up with mech or bio (but bio is more common). More units used = more diverse, interesting fights, since there's more stuff going on in each battle. | ||
LemOn
United Kingdom8629 Posts
But over time it loses its glow as the diversity and awesome dynamics from BW are gone and too often is ball of units against ball of units, bigger ball of units wins | ||
Bleak
Turkey3059 Posts
On April 17 2011 04:33 aurum510 wrote: You mean how boxer made only marines and tanks and sen only made lings/baneling/mutas with a handful of roaches at the beginning? That's not what BW was all about. You couldn't just make 2 units and expect to win. Anyone saying "oh it's just like the BW days of awesomeness!" is wrong. For example, if lurkers were in SC2 during game 3, boxer wouldn't have been able to just keep making marines and tanks. He would be completely rolled if Sen had 6 or so lurkers. I don't think you understand what the OP was getting at with controlling space. Boxer just moving out every 30 seconds with 25 marines and 3 tanks is not controlling space. It's taking a square peg and forcing it through a round hole (yet it works because he got a lead so early). Boxer took a lead early and sen could never recover due to there not being any way to defend his bases. If this was brood war, sen would clean it up every time cost efficiently. Lurkers in SC2 might not be as useful as you think. Marauders would eat them before they could fire a couple shots. There was a game between two Terran players that I've watched recently, and it was kind of mid-late game and Marauders were I think 2-2, so the Terran player drops 4 Marauders to harrass, and there are already 5 stalkers waiting for them in the base. The marauders just killed them all without losing any. O.o. Upgraded marauders are sick. But all in all, I get your point. The Zerg's problem in SC2 is that there is NO siege unit except Broodlords (and that is not what exactly it is) The Protoss has none, and they don't need any anyway, Colossus is such a powerful unit. I personally believe they need to have really, REALLY slow speed, comparable to Reavers for them to promote positional play in Protoss matchups, as Protoss wouldn't be able to just box everything and charge while yelling "ATTACK!" Sen vs Boxer series were great, I think anyone who loved BW TvZ should also enjoy it.t had positional play, (yes, siege tanks were really, really well positioned) tactical strategy. (Boxer dropped Sen's third and created a distraction, he used that to gain the control of the high ground ramp and entrenched it with tanks) perfect macro by Boxer (he had a new army every 30 seconds, amazing) and the "hype" that OP talks about as you wait for when those two armies will clash. In my opinion, what needs to be done in HOTS for the game to get better: -Remove, or implement the change I've talked about above to Colossus. Or, keep it same, but either give it a setup time before it can fire, or cut his attack speed to half. -Remove roach,bring hydralisks back to Tier 1, add Lurker (yes, I've talked about Marauders would eat them above, but Zerg desperately needs something to hold Terran back sometimes, and the only thing they have is burrow blings, which are useless the moment they are scanned (as retreating isn't really an option for the most of the time. - Keep baneling, remove "against light" damage bonus, add armor instead. That would help against Protoss deathballs. - Save PvP from 4gatevs4gate syndrome. I think increasing warpgate research time, while reducing the build time from the regular gateways would help. As for a higher cost, you'd get instant reinforcement anywhere again, but in the early game, with the ability to get more units faster, it would help PvP I think. Other changes need to be done to keep the rest of the matchups in line with this change aswell. Otherwise, 2gate Zealot rush would decimate every Zerg on planet. Perhaps giving Zerg banelings in early game faster, but making the building damage an upgrade at hatchery tech with 100/100 cost so that you don't get insanely fast baneling busts. Terran might be given bunkers with half as more capacity, but 100 less health. These are what I can get from top off my head. I would love what some ppl think about these changes. The problem is as I've talked about before, Protoss. | ||
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