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[D] What SC2 is missing? - Page 50

Forum Index > SC2 General
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karpo
Profile Joined October 2010
Sweden1998 Posts
April 18 2011 08:38 GMT
#981
On April 18 2011 17:28 trifecta wrote:
Show nested quote +
On April 18 2011 16:22 nvrs wrote:
On April 18 2011 15:58 Ribbon wrote:
On April 18 2011 12:11 mahnini wrote:
On April 18 2011 11:11 Ribbon wrote:
On April 18 2011 10:45 mahnini wrote:
On April 18 2011 09:53 Ribbon 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.


What to BW Protoss have in this category?

i think a better question would be which bw protoss matchup lacks this dynamic.


A even better question would be either

1. Why did PvP have it?
2. If it didn't, why was PvP still good?

well, i would say to some extent psi storm and reavers filled that role but i didn't really enjoy watching pvp. hell, i even hated watching zvz and i played z. i didn't mind tvt as long as it wasn't a huge turtle fest.


ZvZ was my favorate matchup, probably because it was my best in BW (but I was one of those kids who did what the pros did down to the split-second timings even though my mechinics sucked. "Okay, now I make a Dragoon and plink at the Terran's depot until a tank pops out").

Anyway, I don't think Storm or Reavers filled that role at all. The idea of the "setting up" lurkers and tanks was that - while certainly good at offense - they were significantly better at defense. This is why TvT tended to have boring stalemates (the SC2 version of TvT is widely considered the best matchup, and arguably better than it's BW counterpart).

On April 18 2011 14:36 LaLuSh wrote:
SC2 is still good and plenty entertaining. Blizzard can probably eventually fix balance to the point where thigns settle down.

Problem for them is that we're expecting balance to lead to broodwar-like quality. We use bw as the benchmark.

That's probably not realistic with how the game was designed.


I think people have a blind spot to the idea that SC2 can one day be amazing in ways BW never was. Thus, when something in SC2 doesn't work out (Steppes of War), the community will declare that this is proof that Blizzard doesn't know what the hell they're doing and their stupid and Activision something something etc., and say the game should've been perfectly designed and balanced at launch, which is simply insane.

I tend to be quick to defend Blizzard. It's not so much because I'm a fanboy (Warcraft 3 was a bad game, and the campaign was awful!), but because I work at a software company and understand how these things work out, which is slowly, frustratingly, and with stops and starts.

The game has been improving. Significantly. It was only a few months ago that one-base all-ins were standard TvZ (remember GSL3? Literally 90%+ of TvZs were marine SCV all-ins!). Back then, TvP was considered an inherently fucked matchup, because T was super-OP early game, but protoss was super-OP late game. MarineKingPrime said that the marine was so ludicrously overpowered that it hid the "fact" that every single other Terran unit was garbage, so T would justify the all-ins by saying they had no chance in the late game either Zerg or Protoss. Proxy Void Rays killed everything, and SCVs would surround Thors in a rush, making the Thor invincible because it fucked up the pathing AI. It was conventional wisdom that the game was garbage because 1-base cheese was too strong and we'd never see macro games. Nothing could be done to fix this, of course. The mechanics of the game simply made one-base all-ins too powerful, and this was a fundamental flaw that nothing would overcome.

Nowadays (not counting PvP), FEs are standard, and even one-base openings transition into an expo fairly quickly. In GSTL February, MVP FE'd, saw that Squirtle FE'd as well, and reacted by taking a fast third. Today we know that's the correct response, but at the time, it blew people's minds. Watch the VOD, and listen to Tasteless and Artosis. They freak out! And that was only three months ago!

Right now, check out the Spanishiwa build, right? It's a really greedy build that's nevertheless safe from nearly all one-base pressures or all-ins except unscouted cheese. What's the big complaint that's keeping it from catching on at a pro level? According to Darkforce, it takes too long to get a third if your opponent takes his natural super fast because you can't pressure enough.

Just go back in time six months. Imagine if someone came along during GSL 3 (Marine SCV All-in! Every game!) and said "Hey, I've got a build that lets you saturate two bases in the first 6 minutes, and it's safe against Marine SCV all-ins, cloak banshees, hellion openings, and 4gates, while hard countering Void Ray rushes, the Phoenix openings that don't exist yet, and uncloaked banshhes". Can you imagine that build coming out back in November and Zerg's responding "yeah , but if the opponent goes for an FE, it takes like 3 minutes to get your third going"? Back then? Had the Spanishiwa build come out in November, it would've solved nearly every common complaint about the game for months, until P and T felt more comfortable macroing.

And what's the big complaint in SC2 now? Deathballs. Specifically, the Protoss deathball, especially against Zerg.

As we await the promised Colossus nerf which will fix that problem (and make PvT and PvZ have more of the really awesome games that happen when P doesn't go Colo tech!), I want everyone to just take a step back, and think about how weird it would've seemed just a few months ago that the big complaint was revolve around 200/200 armies with full upgrades and mostly tier 3 units. Recognize that SC2 has come a long way in a little under a year, even as we agree that it has a long way to go.

I wonder what the complaint will be next during GSL 10 or NASL 3?


This post and Jibbas make the most sense - i can't think of anyhthing else to add really.
Also, the high number of great games that we have watched the past 10 days (TSL in particular), with a lot of back and forth action, multiple battles on many fronts and various strategies are a proof for me at least that the OP is wrong.


Is everyone forgetting that the map pool has changed massively in the last six months, allowing for more strategic options? Too many variables (balance patches, map pool, metagame, player skill) are shifting to definitively disprove or confirm the OP. However, the OP has a lot of valid points that are being ignored or approached with ignorance.




Jibba and others more or less argue every single point of the OP. Maybe it's just that alot of people here enjoy SC2 for what it is and want to see its growth without it being compared and drawn towards how BW works. It really doesn't mean people are ignorant, that's just bs.
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
April 18 2011 08:48 GMT
#982
On April 18 2011 17:33 Hypatio wrote:
I wont complain too much though simply because I am pretty certain that this is sort of by design as Blizzard will improve race options with HOTS and LOTV.
From a developer standpoint they first need to understand and balance the current unit roster. Then they can add more weird stuff, I think.

During Alpha they removed alot of ideas. Once zerg could infest buildings, later air units. It obviously never really worked as intended. Many things which look great on paper are probably breaking the game. Of course we don't need just 1-2 units with range or melee attack and some special properties, instead we could use more wicked spellcasters and more strange units.
You don't choose to play zerg. The zerg choose you.
Sfydjklm
Profile Blog Joined April 2005
United States9218 Posts
April 18 2011 08:49 GMT
#983
well i think its already working out in a way that the more fragile and micro oriented units are taking precedence over the fat a-move unit types. I think the only inherently bad race in that regard is protoss where there is rarely much of a reason to go for a more squishy unit over something more sturdy and the forcefield spell which is basically an off switch on ur opponents micro.
twitter.com/therealdhalism | "Trying out Z = lots of losses vs inferior players until you figure out how to do it well (if it even works)."- Liquid'Tyler
MoonfireSpam
Profile Blog Joined September 2010
United Kingdom1153 Posts
April 18 2011 08:52 GMT
#984
The thing with deathballs is half that the other player lets it happen and without spoilering too much, there are now more games where the better player is learning / trying to pick at the deathball turtle player to prevent that situation from ever happening. As this playstyle gets more refined the deathballers should die out more or learn to adapt.

Jibba hit the other stuff bang on. Seriously, the "it" factor that SC2 is missing is that it isn't BW and it hasn't been played for 7(?) years. TSL3 has delivered some amazing games and so has GSL. (Didn't get to watch MLG/Dreamhack/NASL yet) and this is more down to the map pool than any balance fixes.
Aequos
Profile Joined October 2010
Canada606 Posts
April 18 2011 08:53 GMT
#985
On April 18 2011 17:49 Sfydjklm wrote:
well i think its already working out in a way that the more fragile and micro oriented units are taking precedence over the fat a-move unit types. I think the only inherently bad race in that regard is protoss where there is rarely much of a reason to go for a more squishy unit over something more sturdy and the forcefield spell which is basically an off switch on ur opponents micro.

Kind of ironic you phrase it that way - the sentry is a fragile and micro oriented unit, far more squishy than a Stalker or Zealot.
I first realized Immortals were reincarnated Dragoons when I saw them dancing helplessly behind my Stalkers.
thehitman
Profile Blog Joined July 2010
1105 Posts
April 18 2011 09:04 GMT
#986
On April 18 2011 17:53 Aequos wrote:
Show nested quote +
On April 18 2011 17:49 Sfydjklm wrote:
well i think its already working out in a way that the more fragile and micro oriented units are taking precedence over the fat a-move unit types. I think the only inherently bad race in that regard is protoss where there is rarely much of a reason to go for a more squishy unit over something more sturdy and the forcefield spell which is basically an off switch on ur opponents micro.

Kind of ironic you phrase it that way - the sentry is a fragile and micro oriented unit, far more squishy than a Stalker or Zealot.

1, FFFFFF its not micro.

in fact its the easiest thing you could do, I don't know if you played BW, if not maybe you should try it. See that Nada marine micro to kill like 10 lurkers with 5 marines, now THAT IS micro.

the 200/200 ball 5 seconds battle is probably the most boring thing in SC2 right now and I think Protoss is the worst designed race in that regard, you basically sit until you are maxed out and push, that's it. I don't think there is too much skill involved in sitting in your base until 200/200 and moving with your death ball.
karpo
Profile Joined October 2010
Sweden1998 Posts
April 18 2011 09:22 GMT
#987
On April 18 2011 18:04 thehitman wrote:
Show nested quote +
On April 18 2011 17:53 Aequos wrote:
On April 18 2011 17:49 Sfydjklm wrote:
well i think its already working out in a way that the more fragile and micro oriented units are taking precedence over the fat a-move unit types. I think the only inherently bad race in that regard is protoss where there is rarely much of a reason to go for a more squishy unit over something more sturdy and the forcefield spell which is basically an off switch on ur opponents micro.

Kind of ironic you phrase it that way - the sentry is a fragile and micro oriented unit, far more squishy than a Stalker or Zealot.

1, FFFFFF its not micro.

in fact its the easiest thing you could do, I don't know if you played BW, if not maybe you should try it. See that Nada marine micro to kill like 10 lurkers with 5 marines, now THAT IS micro.

the 200/200 ball 5 seconds battle is probably the most boring thing in SC2 right now and I think Protoss is the worst designed race in that regard, you basically sit until you are maxed out and push, that's it. I don't think there is too much skill involved in sitting in your base until 200/200 and moving with your death ball.


Exaggerations as usual in this thread. MC doesn't do much colossus based deathball play. There's lots of cool protoss builds like DT's into expansion etc. Feels like the best protoss use the deathball less than the average ones. I agree that when people turtle and do a deathball push is kinda boring and i hope the other races find good counters (Thorzain did a great mech play vs Tyler in TSL).

Also FF micro isn't just FFFFFF spam. Tyler vs Thorzain showed some very sloppy FF whereas MC usually has increadible FF placement AND timings. Not wasting energy is a big part of it.
Holy_AT
Profile Joined July 2010
Austria978 Posts
Last Edited: 2011-04-18 09:32:59
April 18 2011 09:32 GMT
#988
I think most people will disagree with my opinion but I will write it nevertheless.
I think SC II lacks of one component, strategy.
The strategie part in this game is not very dominant, whereas the FPS part often is. For me a strategie game should be about decision making, scouting, oversight and should heavily focus on positioning and unit composition.

Terran versus Terran is one of the most interresting and stable looking matchups in my opinion because it focuses heavily around positioning, and the units tanks vs. tanks, vikings for sight, marines for tank protection and AA, dropps and much much more.
Where as ZvZ (mostly ling bling wars) or PvP (4gate vs 4gate) feels more like an FPS game to me where you have to micro and one baneling can spell doom. I generally feel that the pace of these games are to high and that they feel more like FPS games.
I also miss the lack of defenders advantage for zerg. Other races are not questioning, can I attack here ? Is it safe ? Are there zerg like siegetankunits or other things that prevent me from just rofl stomping through a Zerg base with a maxed army ?
Zerg would be a very different matchup if they had better means of controlling and restricting space like terrans do with siegetanks and protoss do with forecefield and/or collosus play.

I do criticise the balance but I dont say unit X is imba or what not but I critizise the shape and the outlay of the game. Terrans have good spacial control but are imobile when playing mech so they have to think and make decissions on how to move appropiatly and not become vunerable. Toss also has a godd spacial controll restricting space with forcefields and having a range advantage with certain units. Zerg is bad at controlling space and besides lings and mutas are lacking in mobility while having no positional advantage.
This is why in a straight up battle they are at the disadvantage because terran and toss has better means of controlling space and superior range.

The best matchups in my opinion are therefore TvT, TvP followed by TvZ and TvP.
The matchups that feel more like fps and less like strategie are ZvZ and PvP.
GriNn
Profile Joined September 2010
United States243 Posts
April 18 2011 09:36 GMT
#989
On April 18 2011 18:32 Holy_AT wrote:
I think most people will disagree with my opinion but I will write it nevertheless.
I think SC II lacks of one component, strategy.
The strategie part in this game is not very dominant, whereas the FPS part often is. For me a strategie game should be about decision making, scouting, oversight and should heavily focus on positioning and unit composition.

Terran versus Terran is one of the most interresting and stable looking matchups in my opinion because it focuses heavily around positioning, and the units tanks vs. tanks, vikings for sight, marines for tank protection and AA, dropps and much much more.
Where as ZvZ (mostly ling bling wars) or PvP (4gate vs 4gate) feels more like an FPS game to me where you have to micro and one baneling can spell doom. I generally feel that the pace of these games are to high and that they feel more like FPS games.
I also miss the lack of defenders advantage for zerg. Other races are not questioning, can I attack here ? Is it safe ? Are there zerg like siegetankunits or other things that prevent me from just rofl stomping through a Zerg base with a maxed army ?
Zerg would be a very different matchup if they had better means of controlling and restricting space like terrans do with siegetanks and protoss do with forecefield and/or collosus play.

I do criticise the balance but I dont say unit X is imba or what not but I critizise the shape and the outlay of the game. Terrans have good spacial control but are imobile when playing mech so they have to think and make decissions on how to move appropiatly and not become vunerable. Toss also has a godd spacial controll restricting space with forcefields and having a range advantage with certain units. Zerg is bad at controlling space and besides lings and mutas are lacking in mobility while having no positional advantage.
This is why in a straight up battle they are at the disadvantage because terran and toss has better means of controlling space and superior range.

The best matchups in my opinion are therefore TvT, TvP followed by TvZ and TvP.
The matchups that feel more like fps and less like strategie are ZvZ and PvP.


ZvZ these days rarely go into ling bling wars. JUST SAYING
Liquid`Tyler: I only needed one probe to take down idra. I had to upgrade to a zealot for strelok.
Big J
Profile Joined March 2011
Austria16289 Posts
April 18 2011 09:39 GMT
#990
well I think it comes down to Protoss and Zerg key unit design in SC2:
Protoss:
low tech - units that tank damage (stalkers/zealots, even sentries have 80life)
mid tech - units that tank more damage and deal more damage (immortal, void ray)
high tech - units that tank more damage and deal more damage (colossus, carrier, mothership)

Zerg:
the higher in the tech tree, the slower and stronger the units become.

those two races dont really have units that are good if you "just have one/some of them" you keep on teching, staying alive and then attack "at your timing"

terran is more interesting in these terms:
tank lines, marine split micro, drop micro, mixing in single ghosts, hellion micro, thor strike canons against deathballs


what I see as the problem is, that gimmick play has been nerfed so hard during the alpha and beta:
roaches that regenerate faster than marines deal damage
slow phoenix that kill 10 unmicroed mutas with their overloadability
zerg units like defilers (or infestor with dark swarm) that actually support your current unit composition and not just turn other units useless
...
don_kyuhote
Profile Blog Joined December 2009
3006 Posts
April 18 2011 09:47 GMT
#991
I agree with the OP that "harder the game, better the competition, better for spectator" is generally true.
But like Nazgul said in some interview, SC2 is a great game on its own and is designed to be easier than BW and we have to take it as it is.
For what shall it profit a man, if he shall gain the whole world, and lose his own soul?
By.Fantasy
Profile Joined February 2011
Thailand123 Posts
April 18 2011 09:48 GMT
#992
On April 18 2011 18:32 Holy_AT wrote:
For me a strategie game should be about decision making, scouting, oversight and should heavily focus on positioning and unit composition.


Isn't the game already like that? How can you get to master without decision making, Scouting, and Predicting what your opponent will do? Unit composition and positioning is part of your overall strategy... You compose your units based on what you will do and what is your plan using them... And if you just noticed positioning is important in battles just as it is IRL...(I think Positioning is more tactical than strategical because I my understanding of strategy is what you will do and plan in the game and etc)
My english is not very good.
Perseverance
Profile Joined February 2010
Japan2800 Posts
April 18 2011 10:14 GMT
#993
I've been thinking about this for a long time and my guess is that when the expansions come out a lot of these issues are going to be corrected. Unfortunately I highly doubt anything will be addressed until then though...
<3 Moonbattles
Axeinst
Profile Joined March 2011
Belize281 Posts
April 18 2011 10:58 GMT
#994
On April 18 2011 12:18 iamho wrote:
Show nested quote +
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.


Fantastic post. Really goes to show the strategic depth which the blizzard devs don't seem to understand. To them, starcraft is just a game of numbers which need to be balanced..

There is already moving shot mechanism, with phoenix and vikings. I dont understand the whining about inability to shoot while moving with air units.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-04-18 11:34:50
April 18 2011 11:33 GMT
#995
Such a huge thread....many correct things have been stated, the only thing I wanna contribute is to simplify it the following way:

SC2 requires surprisingly LOW SKILL to play quite efficiently. This is where I think most of the rage is coming from. When I lose to an 80 APM terran who executes an a-move timing attack, I wanna punch a kitten. Yes, I could've stopped it, but the mere fact that I can't "use" my superior multitasking abilities makes me rage. I know I'm able to handle multiple base macro, mulitple control-group-micro, multi-pronged attacks and so on...probably not on grandmaster-level, but on top 500~ish level. Nevertheless the fact that it's so EASY to play efficiently without that much effort is really a fundamental design-flaw of SC2. BW was - as LaLush has pointed out correctly - just hard as hell. I think nobody has ever played a "perfect" game of BW....ever. I don't think it's even physicly possible, let alone mentally. In SC2, especially in the early game but also in the midgame, there's so little to do, there are so little possibilities to get an edge over your opponent that it's sickening. I play toss for the record. And while many zergs QQ about ZvP, I even envy them a bit, since they seem to have way more possibilities for harass and multitask, while all I can do is stupidly macro up on 3 base, cross my fingers and hope that my ball will crush. I'm willing to bet that you can't distinguish my 3 gate sentry-expo from the one MC uses, up to the point when the first engagements start. This isn't bragging this is something very SAD.
Please don't be mistaken people, many toss players don't WANT to play this way, but are FORCED to by game-design. Toss has lost their harassmant capabilities that the reaver offered. The warpprism is a joke, phoenixes are cute, but nothing more.

With the expansion Blizz really needs to bring skill-requirements back. Make no mistake, I'm NOT against mbs and auto-mine; I think these things are a kinda stupid way to higher the skill-cap. But this doesn't mean that you can't introduce way more skill-demanding stuff.
"You see....YOU SEE..." © 2010 Sen
Tumor
Profile Joined July 2010
Austria192 Posts
April 18 2011 11:35 GMT
#996
as we saw yesterday... Mondragons mutas were just by the prevented from doing anything just by some phenix. and i still dont understand why blizzard dont adjust this 2 units to fight against -.-
Nazza
Profile Blog Joined August 2010
Australia1654 Posts
April 18 2011 11:40 GMT
#997
One thing that was removed in SC2 was the proper usage of cloaked units, which I think really added alot of depth to the game. Terran had to wait until science vessels to stop muta harrass/ lurkers. We saw things like the Bisu build taking advantage of the corsairs air superiority to snipe overlords and then go for a ninja move with DTs. DTs and burrowed banelings are used in SC2, but it's more cute play than anything else.

Moving shot made BW fun to play. Some people might call it hand "spammy". How can you say this when you have to decide in 0.1 sec whether or not to snipe that medic or if the marines are too well positioned? Furthermore, it's a game that is meant to be challenging. In my opinion, you can have a game be accessible and challenging at the same time. But that's a different topic. We're not really here to discuss why high APM (which in actual fact, is just good timing) is necessary for a game of Starcraft to be fun to watch as a spectator and a player.

Also, slow/unmicroable units should never exist in Starcraft. If they are slow by design, there should be ways to increase their mobility (shuttle/reaver), or there should be a tradeoff (carriers and interceptor micro).

But serious question: Do you think that damage inflation is causing SC2 battles to be so short? Or is there some other underlying mechanic that we are missing. Obviously, if we nerfed everything to do half the damage, battles would last longer, but would it actually be more interesting?
No one ever remembers second place, eh? eh? GIVE ME COMMAND
iSTime
Profile Joined November 2006
1579 Posts
Last Edited: 2011-04-18 11:52:28
April 18 2011 11:49 GMT
#998
On April 18 2011 20:33 sleepingdog wrote:
Such a huge thread....many correct things have been stated, the only thing I wanna contribute is to simplify it the following way:

SC2 requires surprisingly LOW SKILL to play quite efficiently. This is where I think most of the rage is coming from. When I lose to an 80 APM terran who executes an a-move timing attack, I wanna punch a kitten.


We all know that 80 APM necessitates worse micro and multitask, amiright?

EDIT: Oh shit I should have kept reading. Do you really think that your ability to scout and adjust to your opponent's build is just as good as MCs?
www.infinityseven.net
Humppis
Profile Joined January 2011
Finland52 Posts
April 18 2011 12:10 GMT
#999
On April 18 2011 20:33 sleepingdog wrote:
Such a huge thread....many correct things have been stated, the only thing I wanna contribute is to simplify it the following way:

SC2 requires surprisingly LOW SKILL to play quite efficiently. This is where I think most of the rage is coming from. When I lose to an 80 APM terran who executes an a-move timing attack, I wanna punch a kitten. Yes, I could've stopped it, but the mere fact that I can't "use" my superior multitasking abilities makes me rage. I know I'm able to handle multiple base macro, mulitple control-group-micro, multi-pronged attacks and so on...probably not on grandmaster-level, but on top 500~ish level. Nevertheless the fact that it's so EASY to play efficiently without that much effort is really a fundamental design-flaw of SC2. BW was - as LaLush has pointed out correctly - just hard as hell. I think nobody has ever played a "perfect" game of BW....ever. I don't think it's even physicly possible, let alone mentally. In SC2, especially in the early game but also in the midgame, there's so little to do, there are so little possibilities to get an edge over your opponent that it's sickening. I play toss for the record. And while many zergs QQ about ZvP, I even envy them a bit, since they seem to have way more possibilities for harass and multitask, while all I can do is stupidly macro up on 3 base, cross my fingers and hope that my ball will crush. I'm willing to bet that you can't distinguish my 3 gate sentry-expo from the one MC uses, up to the point when the first engagements start. This isn't bragging this is something very SAD.
Please don't be mistaken people, many toss players don't WANT to play this way, but are FORCED to by game-design. Toss has lost their harassmant capabilities that the reaver offered. The warpprism is a joke, phoenixes are cute, but nothing more.

With the expansion Blizz really needs to bring skill-requirements back. Make no mistake, I'm NOT against mbs and auto-mine; I think these things are a kinda stupid way to higher the skill-cap. But this doesn't mean that you can't introduce way more skill-demanding stuff.


Or perhaps you spam crap ton of meaningless commands and your strategies and game sence are flawed. In my opinion silly self promotion like this should be kept out of the thread as we have no idea wether or not your judgements is actually flawed and thus your whole argument is flawed. Comparing your self to MC is very, very bold, it certainly wont give you more credibility.
Angra
Profile Blog Joined May 2009
United States2652 Posts
April 18 2011 12:17 GMT
#1000
I can't believe people are actually trying to argue that SC2 units have nearly as much depth as BW units in this thread. It's just ridiculous comparisons that are grasping at straws.
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