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Reading along with this thread, I think I just don't accept the premise that SC2 is missing something. As much as people talk about SC2 being a sequel to BW the gap in time between the two alone makes them almost completely different games. Basically what I am saying, is if you made a modern version of brood war style control and game pacing everyone would hate it.The reason BW was so "great" was that people accepted it for what it was.
That doesn't mean that we shouldn't try to improve SC2 although it might have been acceptable in the past to make units hard to control it is no longer acceptable. Hard to control units frustrate the hell out of new players and for the game to have any success they did what they needed to. Also when it comes to game pacing, I just don't see a problem with the focus on army control rather than using individual units for positioning. I feel like there is a lot of skill in managing your army and that it is exciting to watch sick control tricks.
As for spellcasting the feedback-emp battles seem great, forcefields are very skill intensive, and the buff on infestors has made them awesome.
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On April 18 2011 07:12 Baarn wrote:Show nested quote +On April 18 2011 06:41 drcatellino wrote: Getting quite tired with the BW nostalgia. I wish we could point out SC2 problems without having to constantly refer to it's predecessor. You gotta see where you started to really see how things have come along to the point you are at right now. Have things improved? If so in what ways? If not then what went wrong?
The problem is, people aren't typically doing that. What you described above is a healthy attitude, but that isn't the approach that I see whenever BW/SC2 comparisons on TL. It's usually more along the lines of "BW best, SC2 SUCK CUZ NOT BW RAAAAAWR!" Even in less extreme forms, that doesn't facilitate healthy discussion.
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On April 18 2011 08:21 Ribbon wrote:Show nested quote +On April 18 2011 06:14 Xapti wrote: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.
You're either not really understanding what mahnini wants or are being purposefully dense. A Spine Crawler does fit some of the requirements in theory, but it's clearly not designed as a siege unit, but as a sunken colony that you can reposition later in the game. It's really a stretch to say that it would become a Zerg siege tank if some numbers were "adjusted". Would reducing the burrow time to 5 seconds be a "number adjustment"? Would increasing the range to 10 be a "number adjustment" too? And what about only being able to place them on creep?
The point of units like Siege Tanks, Lurkers and Reavers was that they could be used in a variety of different ways - straightforward offense and defense, mineral line harassment, contains, and some evil sneakiness in the case of Lurkers. You'd have to subject a Spinecrawler to a complete redesign in order to make it do all of these things. It's not just about being able to fortify and defend cost-effectively.
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Canada13379 Posts
On April 18 2011 08:35 mahnini wrote:Show nested quote +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.
Ok so an example would be the Collossus in SC2 if it were changed to need to be "sieged" to have for example their full range and damage?
6 collossus destroy ground armies if they have any attack upgrades ahead of armour upgrades.
So if they needed set up time they would be controlling the space.
This would be similar to how six siege tanks can hold a space in the early game quite well in BW.
I think this is a good clear example of what you are trying to say is it not?
(Note: I compare it to Collossi since Im a protoss player and I know how powerful a few of them can be through countless experience).
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lol poor manhini. It's you versus the violent mob of ignorance. I know how you feel but arguing will get you nowhere and convincing people is impossible. There are only posts of people who post what they think instead of discussion. You have to understand all points of view -- which is something i think your argument is lacking. There 3 parties involved: Blizzard, players, and the viewer. You have covered the viewer quite well and players have already spoken out. But everybody is ignoring Blizzard. Blizzard obviously wants this game to be as good as possible because they have nothing to lose from it becoming better. But Blizzard's fundamental purpose behind making star2 is that it will not be just an improved version of bw, but a different game. I can find the source for that if you want later.
When you take this into account adding things from brood war that were successful doesn't make any sense. Its like saying people like dribbling in basketball lets add that to soccer. Wc3 is a perfect example. bw was sooooo much deeper strategically.... in every way but you have to try new things to come up with something great. BW was completely different that anything previously and it just happened to work by part luck and part hard work. That is why is it is great.
Where you agree with blizzards approach is a different story and they have already copied a ton from bw. At some point they have to venture out on their own and try out new things. Maps don't play as big of a role and things are easily negated (forcefield, warpin, medivacs, nydus, cliff walking, no high ground advantage, etc.) and production is much faster. The only thing that has stayed the same are the units kinda. Anyways im tired of typing.
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On April 18 2011 01:53 Kipsate wrote:Show nested quote +On April 18 2011 01:30 TedJustice wrote:On April 18 2011 01:27 -_- wrote: The beauty of Broodwar was that every unit--from carriers to dragoons to probes--was a spellcaster. In Starcraft 2, there are two per race. I'm not following you. Probes and dragoons are spellcasters? Probes have barely changed from SC1 to SC2 so I'm not seeing what you're saying here. It is a horrible analogy, but what he means basically is that every unit could be made more powerfull with micro and specific control in BW. He refers to the micro and control as spellcasters,or that is what I believe right now. Either way it is a horrible example/analogy.
In Starcraft Broodwar there is more micro than there is now Starcraft 2. Even units without spells, for example dragoons and probes, had to be controlled with more care Starcraft 2 players reserve for their spellcasters. I believe it's possible Starcraft 2 will develop into a more micro-intensive game. Starcraft Broodwar's micro became more involved as it grew older. However, nothing makes that development for Starcraft 2 a certainty, and in fact, as of right now, I'm don't think it's probable this will occur.
I'm not arguing that Broodwar is a better game Starcraft 2. I'm just making a similar point to mahnini by saying that every unit in Broodwar was a spellcaster when compared to Starcraft 2.
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On April 18 2011 08:38 SlipperySnake wrote: Reading along with this thread, I think I just don't accept the premise that SC2 is missing something. As much as people talk about SC2 being a sequel to BW the gap in time between the two alone makes them almost completely different games. Basically what I am saying, is if you made a modern version of brood war style control and game pacing everyone would hate it.The reason BW was so "great" was that people accepted it for what it was.
That doesn't mean that we shouldn't try to improve SC2 although it might have been acceptable in the past to make units hard to control it is no longer acceptable. Hard to control units frustrate the hell out of new players and for the game to have any success they did what they needed to. Also when it comes to game pacing, I just don't see a problem with the focus on army control rather than using individual units for positioning. I feel like there is a lot of skill in managing your army and that it is exciting to watch sick control tricks.
As for spellcasting the feedback-emp battles seem great, forcefields are very skill intensive, and the buff on infestors has made them awesome.
Im with this line of thinking basically, when I first read this thread I was like "holy shit, maybe sc2 is missing something, maybe it will never be fun to watch/equal the greatness of BW" Then I realized, I fucking love this game, I play as much as I can, I watch as much as I can, to me, there is nothing missing.
Thats not to say it cant be improved upon though :D.
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On April 18 2011 08:35 mahnini wrote:Show nested quote +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.
While positional games are cool in SC2 with tank lines in TvT, I think the goal is to avoid static game play. If there were units for say protoss that you should just never attack into that would wreck a lot of the strategy against them which focuses on making them split their super strong army and counter attack. And if zerg were to be given super static defensive units it would be overkill, the whole point of zerg is that they have super high mobility.
I don't feel like each race needs to have super strong positional units. I guess that is just kind of a matter of opinion but I like to see protoss and zerg do what they can to break the terran static defense. I feel like I get enough positional wars when I am watching TvT.
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On April 18 2011 08:46 ZeromuS wrote:Show nested quote +On April 18 2011 08:35 mahnini wrote: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. Ok so an example would be the Collossus in SC2 if it were changed to need to be "sieged" to have for example their full range and damage? 6 collossus destroy ground armies if they have any attack upgrades ahead of armour upgrades. So if they needed set up time they would be controlling the space. This would be similar to how six siege tanks can hold a space in the early game quite well in BW. I think this is a good clear example of what you are trying to say is it not? (Note: I compare it to Collossi since Im a protoss player and I know how powerful a few of them can be through countless experience).
This is a great example of SC2 map control. The difference between this case and BW is that here you have to dedicate a huge amount of your supply in order to control the space that these colossus are occupying. In SC2 when is it ever feasible to do this? It's usually better to keep your entire army together. In BW you could control a position with a few tanks and some vultures with mines. Also in BW, you have the miss chance from low to high ground.
I guess the main point I am trying to make is that in SC2, it is usually not worth it to control map space because the large amount of supply required to "hold" it would significantly impact the effectiveness of your main army. Because of this, we mostly see players keeping their armies all together in balls. The exception to this is drops, which are attempts at harassment, not map control in the sense we are talking about.
A good example to highlight this are terran BW drops. Many times I have seen players drop some tanks, vultures and goliaths to take out an expansion, but instead of picking up and leaving, like in SC2, those units would remain there and control that space to prevent the opponent from taking it again.
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On April 18 2011 08:57 SlipperySnake wrote:Show nested quote +On April 18 2011 08:35 mahnini wrote: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. While positional games are cool in SC2 with tank lines in TvT, I think the goal is to avoid static game play. If there were units for say protoss that you should just never attack into that would wreck a lot of the strategy against them which focuses on making them split their super strong army and counter attack. And if zerg were to be given super static defensive units it would be overkill, the whole point of zerg is that they have super high mobility. I don't feel like each race needs to have super strong positional units. I guess that is just kind of a matter of opinion but I like to see protoss and zerg do what they can to break the terran static defense. I feel like I get enough positional wars when I am watching TvT.
Having lurkers didn't really harm zerg's mobility. Lurkers are a loved unit mainly because they gave the positional depth while still maintaining the zerg feel. Even though both siege tanks and lurkers are positional units, they had several large differences: lurkers are fast moving units when unburrowed while tanks are slow, they are evolved from hydralisks whereas tanks are just made from factories, lurkers are stealthed while tanks are not, lurkers are more on the aggressive side while tanks are move defensive.
I don't really agree with only making one race have positional units. Positioning is one of the core components of RTS gameplay, and that's not really something that should be removed for the sake of race diversity. Every race should have all the tools that need, but they should be diverse.
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On April 18 2011 08:57 SlipperySnake wrote:Show nested quote +On April 18 2011 08:35 mahnini wrote: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. While positional games are cool in SC2 with tank lines in TvT, I think the goal is to avoid static game play. If there were units for say protoss that you should just never attack into that would wreck a lot of the strategy against them which focuses on making them split their super strong army and counter attack. And if zerg were to be given super static defensive units it would be overkill, the whole point of zerg is that they have super high mobility. I don't feel like each race needs to have super strong positional units. I guess that is just kind of a matter of opinion but I like to see protoss and zerg do what they can to break the terran static defense. I feel like I get enough positional wars when I am watching TvT.
I honestly think that you are talking about sentry/colossus balls there, the deathball strategy in PvZ functions much like a somewhat more mobile mech.
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On April 18 2011 09:04 mike1290 wrote:Show nested quote +On April 18 2011 08:46 ZeromuS wrote:On April 18 2011 08:35 mahnini wrote: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. Ok so an example would be the Collossus in SC2 if it were changed to need to be "sieged" to have for example their full range and damage? 6 collossus destroy ground armies if they have any attack upgrades ahead of armour upgrades. So if they needed set up time they would be controlling the space. This would be similar to how six siege tanks can hold a space in the early game quite well in BW. I think this is a good clear example of what you are trying to say is it not? (Note: I compare it to Collossi since Im a protoss player and I know how powerful a few of them can be through countless experience). This is a great example of SC2 map control. The difference between this case and BW is that here you have to dedicate a huge amount of your supply in order to control the space that these colossus are occupying. In SC2 when is it ever feasible to do this? It's usually better to keep your entire army together. In BW you could control a position with a few tanks and some vultures with mines. Also in BW, you have the miss chance from low to high ground. I guess the main point I am trying to make is that in SC2, it is usually not worth it to control map space because the large amount of supply required to "hold" it would significantly impact the effectiveness of your main army. Because of this, we mostly see players keeping their armies all together in balls. The exception to this is drops, which are attempts at harassment, not map control in the sense we are talking about. A good example to highlight this are terran BW drops. Many times I have seen players drop some tanks, vultures and goliaths to take out an expansion, but instead of picking up and leaving, like in SC2, those units would remain there and control that space to prevent the opponent from taking it again.
I agree with this, a large problem with SC2 is that the supply counts are so goddamn high. In BW, it was possible to leave around 5-10 supply of units at a key areas to maintain map control. In SC2, it's double that. You're unable to cover many locations due to supply cap, because if you do, your main army is crippled. Also, needing more workers to saturate a base in SC2 does not help. For example, in SC2 TvT, you might have like 2 tank lines that separate you and your opponent. In BW, it was literally half map vs half map with tanks sieged at 8 locations and the map covered in turrets.
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I like to think of some of what you described in your OP as decision making chains.
Some simple examples are (from sc2) PvZ, did protoss get off his clutch forcefields? If yes = full retreat from a situation that can't be won for the zerg. (ultras allow some leeway but by hive tech games are usually quite clear by that time) If no = jam army through if you believe you have superior numbers
TvP, did terran emp all your shit? if yes = you're fucked unless you have overwhelming numbers if no = a-move army with some ff's/back and forth micro if you believe you have superior numbers
from bw
M&M vs lurkers are the lurkers camping a choke? get the fuck out are the lurkers burrowed yet? No...? bum rush those assholes can you micro around the spines and with with superior micro in the proper area? GoDlY!
game progresses (decisions become less binary and there are more of them) Are the tanks sieged? No...? bum rush those assholes with lurker/ling Irradiate ruining your day? thin out that SV cloud with scourge
defilers tech got up and running lurker/ling back as the aggressor instead of delaying till hive tech
In BW I can remember watching as a spectator ( i sucked hard core at that game ) seeing back and forth not through numbers but positioning and control. In SC2 the back and forth really only comes down between ghost/infestor/temp other than that numbers usually decide fights.
As a spectator I wish sc2 was less crush or be crushed and more... back and forth control? I don't know how to describe it properly it just seems that in BW people are grappling for the win and in sc2 it's who hits the other person the hardest.
Btw the savior vs iris game u have in your OP is my favorite BW game of all time.
PS I think most people enjoy watching ZvT in sc2 because of baneling vs marine, siege tank positioning, muta/thor relationship, and infester vs ghost. These aren't very binary and rely on control/positioning to a greater extent than the other match ups in sc2.
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I think this is the best/most thought out OP on the subject ive read in awhile.
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Honestly, it seems like the OP just misses Lurker/Seige Tank contains. BW was a great game, but SC2 is also a great game. They are just DIFFERENT games. When you take units out, and introduce new units, you are going to get a different game that plays differently. If you want long, drawn out battles with sieging and un-sieging tanks, burrowing and un-burrowing lurkers, and laying mines everywhere, BW is still there to play. SC2 is a different game. New units will be introduced in the expansions as well, no doubt about that, and I'm sure some of your issues will be addressed. It just seems like there are a lot of people who are upset that non-BW players are able to compete with them and blame it on the game, want broodwar back, etc. The game will evolve a lot more, with patches, creative players coming up with new ways to play matchups, things like that. But it will never be Broodwar. Why remake the same game over again? It had it's time. I think it's time to embrace SC2. In the end, SC2 will bring RTS e-sports into the non-Korean community in a way that no other game has, and that is something to be applauded, not criticized just because it's not the same ancient game you are used to playing. No offense meant, BW paved the way for all of this, but we need to move forward.
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On April 18 2011 09:22 WirelessWaffle wrote:I like to think of some of what you described in your OP as decision making chains. Some simple examples are (from sc2) PvZ, did protoss get off his clutch forcefields? If yes = full retreat from a situation that can't be won for the zerg. (ultras allow some leeway but by hive tech games are usually quite clear by that time) If no = jam army through if you believe you have superior numbers TvP, did terran emp all your shit? if yes = you're fucked unless you have overwhelming numbers if no = a-move army with some ff's/back and forth micro if you believe you have superior numbers from bwM&M vs lurkers are the lurkers camping a choke? get the fuck out are the lurkers burrowed yet? No...? bum rush those assholes can you micro around the spines and with with superior micro in the proper area? GoDlY! game progresses (decisions become less binary and there are more of them) Are the tanks sieged? No...? bum rush those assholes with lurker/ling Irradiate ruining your day? thin out that SV cloud with scourge defilers tech got up and running lurker/ling back as the aggressor instead of delaying till hive tech In BW I can remember watching as a spectator ( i sucked hard core at that game ) seeing back and forth not through numbers but positioning and control. In SC2 the back and forth really only comes down between ghost/infestor/temp other than that numbers usually decide fights. As a spectator I wish sc2 was less crush or be crushed and more... back and forth control? I don't know how to describe it properly  it just seems that in BW people are grappling for the win and in sc2 it's who hits the other person the hardest. Btw the savior vs iris game u have in your OP is my favorite BW game of all time. PS I think most people enjoy watching ZvT in sc2 because of baneling vs marine, siege tank positioning, muta/thor relationship, and infester vs ghost. These aren't very binary and rely on control/positioning to a greater extent than the other match ups in sc2.
That's pretty much the gist of what I was thinking also. There's not much player/player interaction with units in SC2.
In SC2, it goes like: Player A uses X, Player B is fucked. (forcefields, fungal growth, etc) in BW, it goes like: Player A uses X, Player B can counter X with Y, Player A can counter Y with micro (dragoon vs vulture)
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On April 18 2011 08:45 Toadvine wrote:Show nested quote +On April 18 2011 08:21 Ribbon wrote:On April 18 2011 06:14 Xapti wrote: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. You're either not really understanding what mahnini wants or are being purposefully dense. A Spine Crawler does fit some of the requirements in theory, but it's clearly not designed as a siege unit, but as a sunken colony that you can reposition later in the game. It's really a stretch to say that it would become a Zerg siege tank if some numbers were "adjusted". Would reducing the burrow time to 5 seconds be a "number adjustment"? Would increasing the range to 10 be a "number adjustment" too? And what about only being able to place them on creep? The point of units like Siege Tanks, Lurkers and Reavers was that they could be used in a variety of different ways - straightforward offense and defense, mineral line harassment, contains, and some evil sneakiness in the case of Lurkers. You'd have to subject a Spinecrawler to a complete redesign in order to make it do all of these things. It's not just about being able to fortify and defend cost-effectively.
He's talking about a unit that can control space in numbers to provide map control, that takes a while to set up so that you can attack during the set-up phase. Spines technically fit that criteria.
I didn't say they WERE lurkers, of course, or that they were as good as lurkers, or that they could do other things lurkers can do. Only that they technically fit the criteria spelled out, by virtue of being mobile, having a setup time, and being relatively strong.
On April 18 2011 08:35 mahnini wrote:Show nested quote +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.
What to BW Protoss have in this category?
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I personally don't think the development team at Blizzard had enough insight and realisation of which subtle mechanics it was that made BW into such a great esports game.
I said it in my moving shot thread in the beta, and I'll repeat it now: BW hasn't been patched for balance since 2001 (!). Just imagine all the revolutions of gameplay that took place during that vast time period. Sure there were periods of minor "imbalances". But somehow they would always work themselves out without intervention from Blizzard.
I'm absolutely certain in my belief that Blizzard's balancing team aren't the ones to thank for Broodwar's perfect balance. Nor was it a fluke that Broodwar turned out to balance itself. The game design of Broodwar simply allowed for such immense freedom within the game that the limits of human performance quite literally became one of the most important balance factors.
All the things the OP discusses were things that worked together in making the game HARD AS HELL to play. In making human performance a factor of balance. Being offensive took immense effort. Defending required all your powers. Whatever you did within the game -- it wasn't perfect. There was so much room for control that execution could always be improved upon.
Already from the moment that we were getting the first sneak peaks of SC2, I was worried Blizzard game designers would not realize how much a well designed engine and perfect control of one's units meant for Broodwar as a game and potentially for the future gameplay of SC2. I was honestly of the belief that someone who didn't play or follow broodwar at a high enough level, would be unable to see, comprehend and "understand" such sublety within an RTS game.
That's also why I was so very critical of Dustin Browder in that first article. I didn't think that he, nor pretty much anyone at Blizzard had the potential to see what it was that seperated Broodwar from other RTS' of its time. They all somehow seemed to give the impression that they thought balance was all a matter of tweaking around settings and deciding upon cool unit concepts/designs.
For me writing the thread about moving shot became really important once the beta was out and air units behaved like oil tankers. To be honest, I felt sort of insulted that these guys designing the sequel to the game i loved had no understanding of how air units should behave. That they didn't have enough experience from playing/watching Broodwar that they would immediately be able to say: "Air units feel like shit man, they're not agile at all, I can't muta-micro without losing control", in early stages of the development of the game.
It may not seem like a big deal to many, but in my eyes no moving shot is a contributing factor (among other core game design decisions) to damage inflation in the game. It's a contributing factor to what makes SC2 feel more like a game of coin flips than it does Broodwar.
In Broodwar, the commonly used air units all share the traits of being extremely mobile and having pretty low damage. In small numbers, though they may be effective, they will not end games. 2 wraiths will not be the reason the game ended. Truly amazing control from the player using the wraiths and bad defense from the opponent will.
Also, the traits speed and agility rather than damage, create a buffer towards luck being a deciding factor in the outcome of the game. You have to build up 3 wraiths before you can 2 shot drones. And they cost just as much as banshees do...
In SC2, the loss of mobility has been compensated in various ways. Primarily by granting air units increased damage and increased range. So what happens now when a cloaked flying unit enters the base of an unprepared opponent? The design of the game proves to decide the outcome rather than the performances of the players. I think this is why the community's whine never stops in SC2. They whine about units and balance, but the issue lies in the fundamental design of the game.
Implementing moving shot wouldn't magically fix everything though. But it would be a step in the right direction. There are many other game design features that I personally believe indirectly affect balance and gameplay. I don't think it can ever be fixed by merely tweaking unit stats.
Another huge factor I believe is the economical system of SC2 which I believe influences gameplay in a volatile direction early game, while providing a cap/roof in the lategame. I already discussed that in my last thread so not gonna recap. But I believe it to be another case of "game design influencing the outcome of the game rather than performance".
I didn't include my thoughts on macro mechanics in that thread though. But I believe they need to be "balanced" and revised in the future expansions for a healthy unit diversity to be able to exist in the game without creating total chaos. Larva inject, imo, is a mechanic that prevents zergs units from being balanced with the stats they would actually deserve to be viable in the later parts of a game (especially referring to #1hydralisk and #2roach here).
The current design of larva inject will also forever prevent zerg from getting any sort of useful spellcaster without being crazily imbalanced.
I also think that Blizzard game designers sort of misunderstood how zerg functioned in Broodwar. While they may have appeared "swarmy", they were always the race that was behind in supply. Usually their economy was inferior. In fact, I'd probably classify zerg as the most cost efficient Broodwar race in the early- and midgames.
Versus terran, zerg is generally expected to be 20-50 supply behind. Oftentimes even more! In that matchup, you could almost say terran are more swarmy than zerg. In broodwar, once you saw zerg catch up or surpass the other races in supply, that usually meant zerg was about to seal the deal and take home the game.
Watch how many mineral mining drones a zerg can afford in ZvT... and you'll be shocked.
Vs. protoss, zerg played more of a mineral heavy style and could rightfully be called swarmy. But nonetheless, they were expected to be 10-30 supply behind protoss in an even game. If the zerg surpassed the protoss in supply, that usually meant protoss was in big trouble (unless it was the latest stages of the game).
http://www.youtube.com/watch?v=xDj0DkFYAEA& Best game ever. Jaedong was ~50 supply behind for most of the game. At one point I think he was as far as 80-90 supply behind of Flash. Really highlights how Blizzard's SC2-"swarmy" differs from Broodwar-swarmy.
In SC2, the entire concept and design of zerg was unwittingly changed with the introduction of the queen. Blizzard labelled zerg "swarmy". And a swarmy macro mechanic meant unlimited larva.
Only now, zerg instead became the race that needed to supersaturate their bases. Zerg became the race that needed to make the most workers the fastest in all matchups. Zerg were the ones that needed to play like Protoss in lategame broodwar PvT. Expand everywhere. Outproduce your opponent. Throw your cost inefficient army at the opponent, expect it to die and remax as quickly as possible.
That's why zerg are so hard to balance in SC2 too. Once you tweak something that tilts games in zerg's favor. It is usually really evident that there's an imbalance, because they will completely run the opponent over in certain stages of the game. 2 armor roach? Imba early game, okay mid and lategame. 90hp hydra (plus higher fire rate)? Imba midgame, ok lategame. 1 supply roach? Probably ok in early and midgame, imba lategame. A spellcaster half as good as the defiler? Imba lategame, because all zerg would need to do is survive until lategame, sort of like Protoss now.
And it's all connected in one way or another. One of the reasons protoss are so strong lategame, is because they need their units and their abilities to be as strong as they are to deal with zerg and terran macro mehanics in early and midgame.
It's a fragile balance. And it contributes to damage inflation where there should be none, and likewise damage deflation where sometimes there should be none (hydralisk).
Zerg units are bad by necessity.
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On April 18 2011 09:53 Ribbon wrote:
What to BW Protoss have in this category?
Reavers, High Templar, and Corsairs?
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+ Show Spoiler +On April 18 2011 09:57 LaLuSh wrote:I personally don't think the development team at Blizzard had enough insight and realisation of which subtle mechanics it was that made BW into such a great esports game. I said it in my moving shot thread in the beta, and I'll repeat it now: BW hasn't been patched for balance since 2001 (!). Just imagine all the revolutions of gameplay that took place during that vast time period. Sure there were periods of minor "imbalances". But somehow they would always work themselves out without intervention from Blizzard. I'm absolutely certain in my belief that Blizzard's balancing team aren't the ones to thank for Broodwar's perfect balance. Nor was it a fluke that Broodwar turned out to balance itself. The game design of Broodwar simply allowed for such immense freedom within the game that the limits of human performance quite literally became one of the most important balance factors. All the things the OP discusses were things that worked together in making the game HARD AS HELL to play. In making human performance a factor of balance. Being offensive took immense effort. Defending required all your powers. Whatever you did within the game -- it wasn't perfect. There was so much room for control that execution could always be improved upon. Already from the moment that we were getting the first sneak peaks of SC2, I was worried Blizzard game designers would not realize how much a well designed engine and perfect control of one's units meant for Broodwar as a game and potentially for the future gameplay of SC2. I was honestly of the belief that someone who didn't play or follow broodwar at a high enough level, would be unable to see, comprehend and "understand" such sublety within an RTS game. That's also why I was so very critical of Dustin Browder in that first article. I didn't think that he, nor pretty much anyone at Blizzard had the potential to see what it was that seperated Broodwar from other RTS' of its time. They all somehow seemed to give the impression that they thought balance was all a matter of tweaking around settings and deciding upon cool unit concepts/designs. For me writing the thread about moving shot became really important once the beta was out and air units behaved like oil tankers. To be honest, I felt sort of insulted that these guys designing the sequel to the game i loved had no understanding of how air units should behave. That they didn't have enough experience from playing/watching Broodwar that they would immediately be able to say: "Air units feel like shit man, they're not agile at all, I can't muta-micro without losing control", in early stages of the development of the game. It may not seem like a big deal to many, but in my eyes no moving shot is a contributing factor (among other core game design decisions) to damage inflation in the game. It's a contributing factor to what makes SC2 feel more like a game of coin flips than it does Broodwar. In Broodwar, the commonly used air units all share the traits of being extremely mobile and having pretty low damage. In small numbers, though they may be effective, they will not end games. 2 wraiths will not be the reason the game ended. Truly amazing control from the player using the wraiths and bad defense from the opponent will. Also, the traits speed and agility rather than damage, create a buffer towards luck being a deciding factor in the outcome of the game. You have to build up 3 wraiths before you can 2 shot drones. And they cost just as much as banshees do... In SC2, the loss of mobility has been compensated in various ways. Primarily by granting air units increased damage and increased range. So what happens now when a cloaked flying unit enters the base of an unprepared opponent? The design of the game proves to decide the outcome rather than the performances of the players. I think this is why the community's whine never stops in SC2. They whine about units and balance, but the issue lies in the fundamental design of the game. Implementing moving shot wouldn't magically fix everything though. But it would be a step in the right direction. There are many other game design features that I personally believe indirectly affect balance and gameplay. I don't think it can ever be fixed by merely tweaking unit stats. Another huge factor I believe is the economical system of SC2 which I believe influences gameplay in a volatile direction early game, while providing a cap/roof in the lategame. I already discussed that in my last thread so not gonna recap. But I believe it to be another case of "game design influencing the outcome of the game rather than performance". I didn't include my thoughts on macro mechanics in that thread though. But I believe they need to be "balanced" and revised in the future expansions for a healthy unit diversity to be able to exist in the game without creating total chaos. Larva inject, imo, is a mechanic that prevents zergs units from being balanced with the stats they would actually deserve to be viable in the later parts of a game (especially referring to #1hydralisk and #2roach here). The current design of larva inject will also forever prevent zerg from getting any sort of useful spellcaster without being crazily imbalanced. I also think that Blizzard game designers sort of misunderstood how zerg functioned in Broodwar. While they may have appeared "swarmy", they were always the race that was behind in supply. Usually their economy was inferior. In fact, I'd probably classify zerg as the most cost efficient Broodwar race in the early- and midgames. Versus terran, zerg is generally expected to be 20-50 supply behind. Oftentimes even more! In that matchup, you could almost say terran are more swarmy than zerg. In broodwar, once you saw zerg catch up or surpass the other races in supply, that usually meant zerg was about to seal the deal and take home the game. Watch how many mineral mining drones a zerg can afford in ZvT... and you'll be shocked. Vs. protoss, zerg played more of a mineral heavy style and could rightfully be called swarmy. But nonetheless, they were expected to be 10-30 supply behind protoss in an even game. If the zerg surpassed the protoss in supply, that usually meant protoss was in big trouble (unless it was the latest stages of the game). http://www.youtube.com/watch?v=xDj0DkFYAEA& Best game ever. Jaedong was ~50 supply behind for most of the game. At one point I think he was as far as 80-90 supply behind of Flash. Really highlights how Blizzard's SC2-"swarmy" differs from Broodwar-swarmy. In SC2, the entire concept and design of zerg was unwittingly changed with the introduction of the queen. Blizzard labelled zerg "swarmy". And a swarmy macro mechanic meant unlimited larva. Only now, zerg instead became the race that needed to supersaturate their bases. Zerg became the race that needed to make the most workers the fastest in all matchups. Zerg were the ones that needed to play like Protoss in lategame broodwar PvT. Expand everywhere. Outproduce your opponent. Throw your cost inefficient army at the opponent, expect it to die and remax as quickly as possible. That's why zerg are so hard to balance in SC2 too. Once you tweak something that tilts games in zerg's favor. It is usually really evident that there's an imbalance, because they will completely run the opponent over in certain stages of the game. 2 armor roach? Imba early game, okay mid and lategame. 90hp hydra (plus higher fire rate)? Imba midgame, ok lategame. 1 supply roach? Probably ok in early and midgame, imba lategame. A spellcaster half as good as the defiler? Imba lategame, because all zerg would need to do is survive until lategame, sort of like Protoss now. And it's all connected in one way or another. One of the reasons protoss are so strong lategame, is because they need their units and their abilities to be as strong as they are to deal with zerg and terran macro mehanics in early and midgame. It's a fragile balance. And it contributes to damage inflation where there should be none, and likewise damage deflation where sometimes there should be none (hydralisk). Zerg units are bad by necessity. LaLush, I love you for articulating what's on every person who's analyzed the game's mind so well.
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