• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 04:43
CET 10:43
KST 18:43
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation12Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
Mech is the composition that needs teleportation t RotterdaM "Serral is the GOAT, and it's not close" RSL Season 3 - RO16 Groups C & D Preview [TLMC] Fall/Winter 2025 Ladder Map Rotation TL.net Map Contest #21: Winners
Tourneys
RSL Revival: Season 3 Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle BW General Discussion What happened to TvZ on Retro? Brood War web app to calculate unit interactions [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET
Strategy
PvZ map balance Current Meta Simple Questions, Simple Answers How to stay on top of macro?
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread Clair Obscur - Expedition 33 Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread Canadian Politics Mega-thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2188 users

[D] What SC2 is missing? - Page 44

Forum Index > SC2 General
Post a Reply
Prev 1 42 43 44 45 46 70 Next
mahnini
Profile Blog Joined October 2005
United States6862 Posts
April 17 2011 22:25 GMT
#861
On April 18 2011 07:20 Barrin wrote:
I guess what I'm saying is that I feel you underestimate the importance/value of this sentiment:
Show nested quote +
People would be quick to point out that it's a new game, that it needs time to mature, and they'd be correct


But I do understand the differences and I would never want to stop efforts to bridge the gap.

i'm not underestimating this at all. it's just a lot of people seem content with sweeping my entire OP under the rug with one statement rather than acknowledging the content of post itself.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Humppis
Profile Joined January 2011
Finland52 Posts
April 17 2011 22:31 GMT
#862
On April 18 2011 07:25 mahnini wrote:
Show nested quote +
On April 18 2011 07:20 Barrin wrote:
I guess what I'm saying is that I feel you underestimate the importance/value of this sentiment:
People would be quick to point out that it's a new game, that it needs time to mature, and they'd be correct


But I do understand the differences and I would never want to stop efforts to bridge the gap.

i'm not underestimating this at all. it's just a lot of people seem content with sweeping my entire OP under the rug with one statement rather than acknowledging the content of post itself.


People arent sweeping it underthe rug just because they dont want it to be true, personally i think your worries have solid basis but you are still making them too big of a deal at the current timeline of the game. I know that you hate this comment, but starcraft 2 hasnt been around long and there is *2* expansions coming out still! There is no reason to freak out... yet.
TheKanAry
Profile Joined August 2010
United States149 Posts
April 17 2011 22:35 GMT
#863
I don't think this discussion can be continued relevantly in one thread, i honestly think there are too many individual areas where we could try to improve this game we all love, and as such i think in order for any discussion to be successful i believe this subject requires more specificity to unique game design aspects.

That being said, if you are analyzing positioning dynamics, i don't think anything can be more telling than Marine vs Mutalisk in TvZ BW.
The micro element required by both players in that situation can determine the game flow for minutes afterwards, i don't believe enough similar situations at the moment exist in SC2.

It's my opinion that there should be a multitude of units that are honestly overpowered unless you micro against them properly.

It is also my opinion that the only truly threatening unit without decent micro against it at this phase in our understanding of SC2, is the Baneling, and the primary reason the Baneling is effective (in my opinion) is because of the poor pathing AI matchup against it as a unit.

I think if my opinions are accurate, then the conclusions we could draw from them would be that it adds a dynamic, (possibly a dynamic you don't like possibly one you do, but a dynamic nonetheless) to have pathing be considered as a major balancing influence, and to create units to abuse that influence.

Just my take on it, abuse my logic how you wish.
those that fail to learn from history are doomed to repeat it.
Bleak
Profile Blog Joined September 2010
Turkey3059 Posts
April 17 2011 22:45 GMT
#864
On April 18 2011 06:30 Marradron wrote:
Im getting sick of the blob vs blob that sc2 can sometimes turn into. The balls are too powerfull and too easy to control. We need masively destructive AOE or something to force people to spread more.

The control group limitation + bad pathing really made what in the end I loved about sc2. But I can't see it ever implemented in SC2. Its just annoying to play. but amazing to watch.


Regarding blob vs blob, what I can understand from watching both bw and sc2;

The control groups being limited to 12, allows only small parts of big armies to engage for the most of time.
Add to this the units not being able to move in every single direction, units don't clump up. Because of this, the firepower of an army cannot be concentrated at the front lines fhe enemy army as quickly and as efficiently as it can be in SC2. Therefore, fights last longer, giving the player more time to decide about either committing, retreating, microing to gain advantage, or multitasking.

So, what can we take from this:

In SC2, if your enemy has higher firepower, and you cannot answer to that (in numbers, more firepower, special abilities, micro or tech) losing your army is very very easy due to the mechanics above. I'm not talking about losing a part of your army like in SC1, but ALL OF IT. Since the firepower can be concentrated very efficiently, if your opponent demolished you, it's likely he'll have enough to roll you over by the time he gets to your base because he won't lose too much units. This is best observed in ZvP. It is very easy for Zerg player to die if he cannot take out considerable number of Protoss army to discourage him from attacking/ or making defending easier, because Zerg simply cannot reinforce fast enough to combat that army.
In SC1, because firepower comes in smaller packets, you can always either retreat, or defend with minimal units because your opponent's firepower won't kill anything in secnds.
"I am a beacon of knowledge blazing out across a black sea of ignorance. "
iSTime
Profile Joined November 2006
1579 Posts
April 17 2011 22:50 GMT
#865
On April 18 2011 07:25 mahnini wrote:
Show nested quote +
On April 18 2011 07:20 Barrin wrote:
I guess what I'm saying is that I feel you underestimate the importance/value of this sentiment:
People would be quick to point out that it's a new game, that it needs time to mature, and they'd be correct


But I do understand the differences and I would never want to stop efforts to bridge the gap.

i'm not underestimating this at all. it's just a lot of people seem content with sweeping my entire OP under the rug with one statement rather than acknowledging the content of post itself.


There's really nothing to acknowledge or anything left to sweep under the rug when we've already uprooted the entire premise of your argument.
www.infinityseven.net
Baarn
Profile Joined April 2010
United States2702 Posts
Last Edited: 2011-04-17 23:04:04
April 17 2011 22:57 GMT
#866
On April 18 2011 07:31 Humppis wrote:
Show nested quote +
On April 18 2011 07:25 mahnini wrote:
On April 18 2011 07:20 Barrin wrote:
I guess what I'm saying is that I feel you underestimate the importance/value of this sentiment:
People would be quick to point out that it's a new game, that it needs time to mature, and they'd be correct


But I do understand the differences and I would never want to stop efforts to bridge the gap.

i'm not underestimating this at all. it's just a lot of people seem content with sweeping my entire OP under the rug with one statement rather than acknowledging the content of post itself.


People arent sweeping it underthe rug just because they dont want it to be true, personally i think your worries have solid basis but you are still making them too big of a deal at the current timeline of the game. I know that you hate this comment, but starcraft 2 hasnt been around long and there is *2* expansions coming out still! There is no reason to freak out... yet.


So we really have to wait 2 expansions for the top players to stop doing all-in type play styles over and over again so we can see more refined micro/macro style play? Tug-O-War>faceroll

User was warned for this post
There's no S in KT. :P
mahnini
Profile Blog Joined October 2005
United States6862 Posts
Last Edited: 2011-04-17 22:59:06
April 17 2011 22:58 GMT
#867
On April 18 2011 07:50 PJA wrote:
Show nested quote +
On April 18 2011 07:25 mahnini wrote:
On April 18 2011 07:20 Barrin wrote:
I guess what I'm saying is that I feel you underestimate the importance/value of this sentiment:
People would be quick to point out that it's a new game, that it needs time to mature, and they'd be correct


But I do understand the differences and I would never want to stop efforts to bridge the gap.

i'm not underestimating this at all. it's just a lot of people seem content with sweeping my entire OP under the rug with one statement rather than acknowledging the content of post itself.


There's really nothing to acknowledge or anything left to sweep under the rug when we've already uprooted the entire premise of your argument.

For example, late game PvT battles are going to involve ghost vs templar micro, splitting units in general vs EMP, vikings vs colossus vs stalker micro, small groups of marauders aiming to target colossi, various flanks, and so on. Just because they only involve maybe 1 or 2 of these currently, because players aren't very good (I mean, you watch someone as good as white-ra get 6 HT emp'd at a time over and over vs bomber in a showmatch), doesn't mean top players in 10 years won't be doing these all simultaneously.

if this is your definition of uprooting the premise of my OP i think you need to read my OP again.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Footler
Profile Joined January 2010
United States560 Posts
April 17 2011 23:04 GMT
#868
On April 18 2011 07:58 mahnini wrote:
Show nested quote +
On April 18 2011 07:50 PJA wrote:
On April 18 2011 07:25 mahnini wrote:
On April 18 2011 07:20 Barrin wrote:
I guess what I'm saying is that I feel you underestimate the importance/value of this sentiment:
People would be quick to point out that it's a new game, that it needs time to mature, and they'd be correct


But I do understand the differences and I would never want to stop efforts to bridge the gap.

i'm not underestimating this at all. it's just a lot of people seem content with sweeping my entire OP under the rug with one statement rather than acknowledging the content of post itself.


There's really nothing to acknowledge or anything left to sweep under the rug when we've already uprooted the entire premise of your argument.

Show nested quote +
For example, late game PvT battles are going to involve ghost vs templar micro, splitting units in general vs EMP, vikings vs colossus vs stalker micro, small groups of marauders aiming to target colossi, various flanks, and so on. Just because they only involve maybe 1 or 2 of these currently, because players aren't very good (I mean, you watch someone as good as white-ra get 6 HT emp'd at a time over and over vs bomber in a showmatch), doesn't mean top players in 10 years won't be doing these all simultaneously.

if this is your definition of uprooting the premise of my OP i think you need to read my OP again.


I think this is a good reason to add the summary I suggested you add. That way people can stop misunderstanding your OP page after page after page like I did up until a 10 or so minutes ago.
I am The-Sink! Parting bandwagoner before it became a soul train.
Essentia
Profile Joined July 2010
1150 Posts
April 17 2011 23:09 GMT
#869
I have been saying from the start that they killed a large spectator portion of SC by simply removing the 3 most interesting units from the game IMO.

Lurker
Vulture
Reaver

I mean how many times have you held your breath to see if a scarab was going to go off and kill like 20 workers or if it was going to be a dud?


Same thing with spider mines. The atmosphere would get so tense to see if a group or units was going to walk over a minefield without knowing it.

And lurkers were pure awesome not to mention the fact that they could be "stopped."

mahnini
Profile Blog Joined October 2005
United States6862 Posts
Last Edited: 2011-04-17 23:10:46
April 17 2011 23:09 GMT
#870
On April 18 2011 08:04 Footler wrote:
Show nested quote +
On April 18 2011 07:58 mahnini wrote:
On April 18 2011 07:50 PJA wrote:
On April 18 2011 07:25 mahnini wrote:
On April 18 2011 07:20 Barrin wrote:
I guess what I'm saying is that I feel you underestimate the importance/value of this sentiment:
People would be quick to point out that it's a new game, that it needs time to mature, and they'd be correct


But I do understand the differences and I would never want to stop efforts to bridge the gap.

i'm not underestimating this at all. it's just a lot of people seem content with sweeping my entire OP under the rug with one statement rather than acknowledging the content of post itself.


There's really nothing to acknowledge or anything left to sweep under the rug when we've already uprooted the entire premise of your argument.

For example, late game PvT battles are going to involve ghost vs templar micro, splitting units in general vs EMP, vikings vs colossus vs stalker micro, small groups of marauders aiming to target colossi, various flanks, and so on. Just because they only involve maybe 1 or 2 of these currently, because players aren't very good (I mean, you watch someone as good as white-ra get 6 HT emp'd at a time over and over vs bomber in a showmatch), doesn't mean top players in 10 years won't be doing these all simultaneously.

if this is your definition of uprooting the premise of my OP i think you need to read my OP again.


I think this is a good reason to add the summary I suggested you add. That way people can stop misunderstanding your OP page after page after page like I did up until a 10 or so minutes ago.

i honestly don't know how to summarize my OP. i've tried to make it as overwhelmingly clear and at the same time as concise as possible. admittedly, i covered a lot of crap so maybe that's why it's not as clear as it could be, but i think if people spend the time to read and try to understand what i'm saying, rather than take my examples at face value, this thread would better off.

the intermission pictures and videos don't really help clarity either but people generally shy away from huge walls of text.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Essentia
Profile Joined July 2010
1150 Posts
April 17 2011 23:10 GMT
#871
On April 18 2011 08:09 mahnini wrote:
Show nested quote +
On April 18 2011 08:04 Footler wrote:
On April 18 2011 07:58 mahnini wrote:
On April 18 2011 07:50 PJA wrote:
On April 18 2011 07:25 mahnini wrote:
On April 18 2011 07:20 Barrin wrote:
I guess what I'm saying is that I feel you underestimate the importance/value of this sentiment:
People would be quick to point out that it's a new game, that it needs time to mature, and they'd be correct


But I do understand the differences and I would never want to stop efforts to bridge the gap.

i'm not underestimating this at all. it's just a lot of people seem content with sweeping my entire OP under the rug with one statement rather than acknowledging the content of post itself.


There's really nothing to acknowledge or anything left to sweep under the rug when we've already uprooted the entire premise of your argument.

For example, late game PvT battles are going to involve ghost vs templar micro, splitting units in general vs EMP, vikings vs colossus vs stalker micro, small groups of marauders aiming to target colossi, various flanks, and so on. Just because they only involve maybe 1 or 2 of these currently, because players aren't very good (I mean, you watch someone as good as white-ra get 6 HT emp'd at a time over and over vs bomber in a showmatch), doesn't mean top players in 10 years won't be doing these all simultaneously.

if this is your definition of uprooting the premise of my OP i think you need to read my OP again.


I think this is a good reason to add the summary I suggested you add. That way people can stop misunderstanding your OP page after page after page like I did up until a 10 or so minutes ago.

i honestly don't know how to summarize my OP. i've tried to make it as overwhelmingly clear and at the same time as concise as possible. admittedly, i covered a lot of crap so maybe that's why it's not as clear as it could be, but i think if people spend the time to read and try to understand what i'm saying rather than take my examples at face value, this thread would better off.


It's just impossible to summarize the full essence and what you are trying to say in your OP. You have to have played Broodwar in order to appreciate this post and what you are trying to say.

People that are new to SC and have no or little experience with BW are never going to understand the concepts you outlined.
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
Last Edited: 2011-04-17 23:26:05
April 17 2011 23:21 GMT
#872
On April 18 2011 06:14 Xapti wrote:
Show nested quote +
On April 18 2011 05:35 Ribbon wrote:
Zerg have the spine/spore crawler, which works exactly like you want (long setup time, can create fortified positions, great at defending expos, especially with a queen that has energy). Now, you can say that the Spine Crawler doesn't serve this role well enough, in which case maybe a buff should be considered.
Spine/spore crawlers are not map control units. They are early game defense units. They have range 7 so they get out-ranged by colossus and siege tanks by the mid game, and because they are armored they also get dominated by marauders and immortals and void rays. They can also only be placed on creep, but because they are only useful early game anyway so that isn't even a big factor.


Then they need a buff. It's not a "fundamental flaw". It's a very precise point I'm making here: The zerg already has a unit that works like Mahnini wants in theory. If it doesn't work that way in practice, some numbers need to be adjusted.

On April 18 2011 08:09 Essentia wrote:
I mean how many times have you held your breath to see if a scarab was going to go off and kill like 20 workers or if it was going to be a dud?


There wasn't any skill making the difference, there, it was buggy AI. When Blue Flame Hellions get into a mineral line, micro decides what damage is taken, not the RNG
Footler
Profile Joined January 2010
United States560 Posts
April 17 2011 23:25 GMT
#873
On April 18 2011 08:10 Essentia wrote:
Show nested quote +
On April 18 2011 08:09 mahnini wrote:
On April 18 2011 08:04 Footler wrote:
On April 18 2011 07:58 mahnini wrote:
On April 18 2011 07:50 PJA wrote:
On April 18 2011 07:25 mahnini wrote:
On April 18 2011 07:20 Barrin wrote:
I guess what I'm saying is that I feel you underestimate the importance/value of this sentiment:
People would be quick to point out that it's a new game, that it needs time to mature, and they'd be correct


But I do understand the differences and I would never want to stop efforts to bridge the gap.

i'm not underestimating this at all. it's just a lot of people seem content with sweeping my entire OP under the rug with one statement rather than acknowledging the content of post itself.


There's really nothing to acknowledge or anything left to sweep under the rug when we've already uprooted the entire premise of your argument.

For example, late game PvT battles are going to involve ghost vs templar micro, splitting units in general vs EMP, vikings vs colossus vs stalker micro, small groups of marauders aiming to target colossi, various flanks, and so on. Just because they only involve maybe 1 or 2 of these currently, because players aren't very good (I mean, you watch someone as good as white-ra get 6 HT emp'd at a time over and over vs bomber in a showmatch), doesn't mean top players in 10 years won't be doing these all simultaneously.

if this is your definition of uprooting the premise of my OP i think you need to read my OP again.


I think this is a good reason to add the summary I suggested you add. That way people can stop misunderstanding your OP page after page after page like I did up until a 10 or so minutes ago.

i honestly don't know how to summarize my OP. i've tried to make it as overwhelmingly clear and at the same time as concise as possible. admittedly, i covered a lot of crap so maybe that's why it's not as clear as it could be, but i think if people spend the time to read and try to understand what i'm saying rather than take my examples at face value, this thread would better off.


It's just impossible to summarize the full essence and what you are trying to say in your OP. You have to have played Broodwar in order to appreciate this post and what you are trying to say.

People that are new to SC and have no or little experience with BW are never going to understand the concepts you outlined.



Thing is, I was a very experienced BW player. I was around for the WGT, PGT, the dawn of iCCup, etc and I still didn't get his point until thoroughly making an ass of myself, the point of the OP unfortunately is not clear enough. It might be difficult to summarize but give it a shot. Maybe come up with a new unit that demonstrates a certain point.
I am The-Sink! Parting bandwagoner before it became a soul train.
Buffy
Profile Blog Joined May 2010
Sweden665 Posts
April 17 2011 23:26 GMT
#874
Seems as plently of people as well are not quite open minded about this issue/post as well. Rather then just taking in what the OP says and what it's explaining and trying to see it for what it is. They rather just lock down on their argument or just argue for the sake of arguing rather then seeing that it's no bw vs sc2, rather then what could make sc2 greater and take lesson from what BW had that made it an almost perfect game. (if not perfect)

Great post still, hope people can take the 4 minutes out of their day to watch the vods and read trough it rather then read a couple of lines and then dismiss it and judge it by their own merits/veiws.
Yes I am
tedster
Profile Joined May 2009
984 Posts
April 17 2011 23:27 GMT
#875
It ultimately boils down to something you mention in the OP but that can be expanded to apply to nearly the entire game as a whole:

Defender's advantage.

SC2 is a game where defender's advantage has been largely removed. As such, unit count is the only major determinant in most fights (other than unit composition). This also means that repelling a push after a successful attack is nearly impossible, and renders a large amount of harass/skirmish play completely pointless.
the last wcs commissioner
mike1290
Profile Joined January 2011
United States88 Posts
April 17 2011 23:31 GMT
#876
Map control, in the sense the OP is talking about, is provided by units that have the ability to, in smaller numbers, pay for themselves many times over before they are killed. Examples of this from BW are vultures, lurkers, defilers, siege tanks, and there are probably a few more. These types of units, with the potential to do enough damage to pay for themselves many times over, are not as potent in SC2 as they were in BW.
HateRock
RoarMan
Profile Blog Joined January 2010
Canada745 Posts
April 17 2011 23:31 GMT
#877
On April 18 2011 08:25 Footler wrote:
Show nested quote +
On April 18 2011 08:10 Essentia wrote:
On April 18 2011 08:09 mahnini wrote:
On April 18 2011 08:04 Footler wrote:
On April 18 2011 07:58 mahnini wrote:
On April 18 2011 07:50 PJA wrote:
On April 18 2011 07:25 mahnini wrote:
On April 18 2011 07:20 Barrin wrote:
I guess what I'm saying is that I feel you underestimate the importance/value of this sentiment:
People would be quick to point out that it's a new game, that it needs time to mature, and they'd be correct


But I do understand the differences and I would never want to stop efforts to bridge the gap.

i'm not underestimating this at all. it's just a lot of people seem content with sweeping my entire OP under the rug with one statement rather than acknowledging the content of post itself.


There's really nothing to acknowledge or anything left to sweep under the rug when we've already uprooted the entire premise of your argument.

For example, late game PvT battles are going to involve ghost vs templar micro, splitting units in general vs EMP, vikings vs colossus vs stalker micro, small groups of marauders aiming to target colossi, various flanks, and so on. Just because they only involve maybe 1 or 2 of these currently, because players aren't very good (I mean, you watch someone as good as white-ra get 6 HT emp'd at a time over and over vs bomber in a showmatch), doesn't mean top players in 10 years won't be doing these all simultaneously.

if this is your definition of uprooting the premise of my OP i think you need to read my OP again.


I think this is a good reason to add the summary I suggested you add. That way people can stop misunderstanding your OP page after page after page like I did up until a 10 or so minutes ago.

i honestly don't know how to summarize my OP. i've tried to make it as overwhelmingly clear and at the same time as concise as possible. admittedly, i covered a lot of crap so maybe that's why it's not as clear as it could be, but i think if people spend the time to read and try to understand what i'm saying rather than take my examples at face value, this thread would better off.


It's just impossible to summarize the full essence and what you are trying to say in your OP. You have to have played Broodwar in order to appreciate this post and what you are trying to say.

People that are new to SC and have no or little experience with BW are never going to understand the concepts you outlined.



Thing is, I was a very experienced BW player. I was around for the WGT, PGT, the dawn of iCCup, etc and I still didn't get his point until thoroughly making an ass of myself, the point of the OP unfortunately is not clear enough. It might be difficult to summarize but give it a shot. Maybe come up with a new unit that demonstrates a certain point.

Yea, honestly there's too much to say to sum it all up.

The closest thing would be that a certain level of depth that was in Brood War is missing from Sc2.

I'm not saying Sc2 is an inferior game in any way, it's still VERY young and honestly the meta game is shaping up where micro is becoming much more important, all surface area aside.

Watching a fight in Brood War does not compare to Starcraft 2, this is one of they key points from the OP.
All the pros got dat Ichie.
azn_dude1
Profile Joined October 2010
162 Posts
April 17 2011 23:32 GMT
#878
On April 18 2011 08:09 Essentia wrote:
I have been saying from the start that they killed a large spectator portion of SC by simply removing the 3 most interesting units from the game IMO.

Lurker
Vulture
Reaver

I mean how many times have you held your breath to see if a scarab was going to go off and kill like 20 workers or if it was going to be a dud?


Same thing with spider mines. The atmosphere would get so tense to see if a group or units was going to walk over a minefield without knowing it.

And lurkers were pure awesome not to mention the fact that they could be "stopped."


Lurkers didn't come until the expansion. Reavers in shuttle were not anticipated by Blizzard at all when they were released, hence their nerf.

All I'm saying is that we need to give it more time.
junemermaid
Profile Joined September 2006
United States981 Posts
April 17 2011 23:35 GMT
#879
On April 18 2011 07:31 Humppis wrote:
Show nested quote +
On April 18 2011 07:25 mahnini wrote:
On April 18 2011 07:20 Barrin wrote:
I guess what I'm saying is that I feel you underestimate the importance/value of this sentiment:
People would be quick to point out that it's a new game, that it needs time to mature, and they'd be correct


But I do understand the differences and I would never want to stop efforts to bridge the gap.

i'm not underestimating this at all. it's just a lot of people seem content with sweeping my entire OP under the rug with one statement rather than acknowledging the content of post itself.


People arent sweeping it underthe rug just because they dont want it to be true, personally i think your worries have solid basis but you are still making them too big of a deal at the current timeline of the game. I know that you hate this comment, but starcraft 2 hasnt been around long and there is *2* expansions coming out still! There is no reason to freplayerak out... yet.


This is pretty accurate if you consider that Blizzard is aware of the problem (maybe situation is a better word than problem) and actively introduce new mechanics to improve unit relations in the game. However, if they aren't aware of what OUR concerns are, as customers, then they might not even address them.

As it is, things just die too fast, blobs are too strong, and like the OP said, there really isn't much to do in the 5 or so seconds that a battle will occur for a player's skill to really show and shine. The skill ceiling and entry skill are both too low for large battles.

My biggest gripes with the game are in line with the OP's analysis. A lot of the unit matchups are so one dimensional and shallow it hurts the game. It sucks comparing things to brood war, but that's really the only game that has done it right. Marines vs lurkers; dragoon vs vulture; muta vs corsair; etc... all were dynamic in that the person behind the screen can directly influence how each outcome turns out. In SC2, this is hardly the case. After initial positioning (setting up flanks & concaving) there is very little left for the player to do except watch the battle play out. It gets even worse after you get out of unit vs unit and into ball vs ball. DPS is too concentrated, shit dies too fast, and there's no real way to micro your stuff before 100's of supply worth of units are dead.

Another huge issue is the pacing of the games. I don't know how to explain that very eloquently, but I can describe it with examples:

PvZ, you don't have a robotics bay and went citadel tech (speedlots). The zerg has lurker/lings. You can delay his push enough by microing properly so that you can throw up some emergency cannons / get an observer. This isn't possible in SC2 and still remain on even footing.

ZvT, zerg can lurker hop and force a terran to back up with lurkers/darkswarm/lings without 1) commiting 2) losing a horrendous amount of units that its an auto lose.

PvT: probably the best example in the department of pacing. Terran has a multitude of options available (spider mines, building walls, harass w/ drops, well positioned tanks) that can delay a protoss push. When engagements do occur, each player has enough reaction time to continue with push or reposition and not be horribly behind. This positional tug of war exists throughout the matchup, but even when someone wins a contested area its not over because its often difficult to do a head on push.

Spells were dynamic and forced a response from the opponent or get into hairy situations (darkswarm, plague, ensnare, stasis, psi-storm, spider mines). The spells weren't great in of themselves (well, maybe psi-storm was), but how each player utilized and reacted to each spell.

In SC2, you see very minimal amounts of this dynamic. Fungal growth, forcefieds, concussive shells all prevent this type of situation from occurring to different extents. There really isn't much you can do once a spell is cast in SC2 (there is only a preventive response). You just watch the spell run its course if it is cast.

Fungal growth has a preventive element to it, but absolutely no responsive element to the spell. This forces the opponent to either abandon a portion of his force, or stay and fight to defend the wounded units. This is such a bad design element that fungal growth is so painful to see just because there is so little you can do as a response. They even took out blinking out of fungal for some reason. It let the protoss player save some of his shit that is dying rather than just watching his units die a slow death. Apparently thats a bad thing.

The same problem exists with forcefields & guardian shield. Once they are on the field, theres not much you can do about it. Again, forcefields have a preventive response and not a responsive one. Either you stay and fight or you retreat and chalk the units FF'd as a loss. There are some ways to mitigate it (burrow movement, medivac-lifts) but a lot of those situations are very rare.

Probably the most glaring issue is with concussive shell. The auto-cast ability that actually discourages micro. It doesn't even have a preventive element to it. It just is. If you're retreating from a lost battle, you lose even more shit so that your retreat is less meaningful.

I think these are huge design faults in the game do not require extensive reworking to have the same longevity as brood war. They need to re-think the existing spells, tweak them a little, make things not die so fast so that battles are more drawn out, and introduce new unit dynamics with the expansion packs.

Simple changes like making FF targetable, fungal doing damage + slowing units, and concussive shells only working on bioloical units can go a long way. Also, think about how much more you can do per battle if all the units had 75% the DPS they currently do. The skill ceiling would increase, battles could be managed, and blob v blob wouldn't be so chaotic.


TL:DR SC2's pacing needs a closer inspection, spells need to have a responsive element to them and not just a preventive element. Units die too fast, unit vs unit dynamics are shallow & one dimensional, and blob vs blob dynamics are even worse. Tweaking spells, unit stats, and introducing new units / abilities that make player interaction with units more rewarding & decisive for the usefulness of the unit are required if SC2 is going to have the longevity of its predecessor.
the UMP says YER OUT
mahnini
Profile Blog Joined October 2005
United States6862 Posts
April 17 2011 23:35 GMT
#880
On April 18 2011 08:31 mike1290 wrote:
Map control, in the sense the OP is talking about, is provided by units that have the ability to, in smaller numbers, pay for themselves many times over before they are killed. Examples of this from BW are vultures, lurkers, defilers, siege tanks, and there are probably a few more. These types of units, with the potential to do enough damage to pay for themselves many times over, are not as potent in SC2 as they were in BW.

i think this is a good way to put it. i had a hard time explaining it so i called it literal map control but this is what i mean. units that when are setup you wouldn't attack into without strong reason because you would suffer massive damage, but the downside of such units is that when they are not setup they aren't anywhere near as effective. this makes it absolutely essential to not be caught out of position and let your opponent setup, which is vastly different than positioning to avoid unfavorable terrain.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Prev 1 42 43 44 45 46 70 Next
Please log in or register to reply.
Live Events Refresh
Next event in 17m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 166
TKL 91
Dewaltoss 46
Railgan 29
Tasteless 4
StarCraft: Brood War
Calm 13417
Britney 7246
Rain 2066
Hyuk 1411
Jaedong 685
Shuttle 417
Stork 312
PianO 232
Leta 200
Soma 147
[ Show more ]
Pusan 117
Mong 92
Hyun 88
Shinee 63
JulyZerg 57
sorry 55
Bale 20
soO 18
Terrorterran 16
Hm[arnc] 16
Movie 16
Noble 13
ajuk12(nOOB) 4
Dota 2
XaKoH 595
XcaliburYe271
NeuroSwarm94
League of Legends
JimRising 498
Counter-Strike
fl0m2035
zeus274
Other Games
summit1g14285
FrodaN2914
WinterStarcraft593
KnowMe162
B2W.Neo100
Mew2King50
Organizations
Dota 2
PGL Dota 2 - Main Stream10890
PGL Dota 2 - Secondary Stream1339
Other Games
gamesdonequick573
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH161
• LUISG 24
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1256
• Stunt1191
Upcoming Events
CranKy Ducklings
17m
RSL Revival
17m
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
2h 17m
Cure vs Reynor
Classic vs herO
IPSL
7h 17m
ZZZero vs rasowy
Napoleon vs KameZerg
OSC
9h 17m
BSL 21
10h 17m
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
1d
RSL Revival
1d
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
1d 2h
WardiTV Korean Royale
1d 2h
[ Show More ]
BSL 21
1d 10h
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
1d 10h
Dewalt vs WolFix
eOnzErG vs Bonyth
Replay Cast
1d 13h
Wardi Open
2 days
Monday Night Weeklies
2 days
WardiTV Korean Royale
3 days
BSL: GosuLeague
3 days
The PondCast
4 days
Replay Cast
4 days
RSL Revival
5 days
BSL: GosuLeague
5 days
RSL Revival
6 days
WardiTV Korean Royale
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

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