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[D] What SC2 is missing? - Page 51

Forum Index > SC2 General
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junemermaid
Profile Joined September 2006
United States981 Posts
April 18 2011 12:23 GMT
#1001
On April 18 2011 20:49 PJA wrote:
Show nested quote +
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?


You're not suggesting that MC does something magical in the first 5 minutes that lets him get an edge over other players, are you?

Like sleepingdog said, there is little you can do to get an edge against amongst your peers because there just isn't much to do.

In brood war there were things like putting workers on different mineral patches, being able to scout your opponent properly (probe jumping through wall-ins, blocking building placement against zerg). I'm not saying to put these things back in, but there just was a lot more options and things you could do in brood war.

The SC2 development team needs to find creative, useful, and interactive things the player can do that require a high skill ceiling. calling down a MULE or chronoboosting a building are pretty creative and useful, but hardly engaging or interactive. There are too many set it and forget it abilities in SC2 that really lower the skill ceiling
the UMP says YER OUT
Trufflez
Profile Blog Joined January 2011
Australia174 Posts
April 18 2011 12:26 GMT
#1002
I would just like units that don't push each other out of the way and giving units a sort of Personal Bubble that they had in BW, three lings could not run bumping shoulders in a line. They would bounce off each other and have a certain point where you couldn't get closer to the other ling. A Personal Bubble. That stops blob syndrome, which basically turns the micro back into BW. Of course to a lesser extent, but micro and mechanics would become much more important again.

Spellcasting is broken, MULES, Larvae and Chrono boost don't balance correctly and Tier 3 is broken. This game is still very much in development. It is DEFINITELY not finished.

I will actually cry of joy if the return of the lurker in HotS actually happens. I would be SO happy. It balances TvZ and adds to the skill needed for both players to win.
The winnings in life go to the people who show up.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
April 18 2011 12:27 GMT
#1003
On April 18 2011 19:58 Axeinst wrote:
Show nested quote +
On April 18 2011 12:18 iamho wrote:
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.


You should go read up on what moving shot is. Phoenix's don't have a moving shot mechanic and vikings while closer to a moving shot don't really have it. Search TL for "moving shot" and you will find what you are looking for.

Lalush is a smart man that has gone to massive trouble to get things done properly. Don't insult him by posting a 1 liner when you don't take the time to go look at all he has written and then pose a proper response.
osten
Profile Joined March 2008
Sweden316 Posts
Last Edited: 2011-04-18 12:38:37
April 18 2011 12:29 GMT
#1004
Edit: sorry again- my last post says everything
karpo
Profile Joined October 2010
Sweden1998 Posts
April 18 2011 12:38 GMT
#1005
On April 18 2011 21:23 junemermaid wrote:
Show nested quote +
On April 18 2011 20:49 PJA wrote:
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?


You're not suggesting that MC does something magical in the first 5 minutes that lets him get an edge over other players, are you?

Like sleepingdog said, there is little you can do to get an edge against amongst your peers because there just isn't much to do.

In brood war there were things like putting workers on different mineral patches, being able to scout your opponent properly (probe jumping through wall-ins, blocking building placement against zerg). I'm not saying to put these things back in, but there just was a lot more options and things you could do in brood war.

The SC2 development team needs to find creative, useful, and interactive things the player can do that require a high skill ceiling. calling down a MULE or chronoboosting a building are pretty creative and useful, but hardly engaging or interactive. There are too many set it and forget it abilities in SC2 that really lower the skill ceiling


Putting workers on different mineral patches is being done in SC2, scouting by jumping through protoss wall ins can be done, blocking hatcheries is being done already. Have you even watched SC2 pro games? I often see pylon cancels to delay the 2nd hatch, often hear Tastosis talk about optimizing mineral harvesting.
FeyFey
Profile Joined September 2010
Germany10114 Posts
April 18 2011 12:43 GMT
#1006
omg slow unmicroable units shouldn't exist in sc ? hands of my siege tanks and goliaths . If the unit is slow you need to position it good .
PS: that shuttle is there its the same cost and everything, people just don't used it xD. And the medivac thor combo really makes the thor awesome, but people don't use it.

And against this muta phoenix thing ... Yeah phoenix kill mutas, voidrays kill corrupters. Turn it arround mutas kill voidrays and corrupters kill phoenix. Its a bit on protoss side as the slow zerg units are needed against the fast toss units, but at the end the zerg will win costwise (and there is still the queen on the defender side for zerg)
The problem is zerg players seems to be unable to get more then 1 type of units, especially for air.

+ Show Spoiler +
really love mondragon for going muta corrupter, well and blocking of the voidray production, he was so close to bring down the toss air dominance with this


I mean when i play zerg and see the stargate opening with phoenix voidray, i try to let him save his voidrays and go for mutas so i can fight with muta corrupter against his voidray phoenix ^^. (the harassment possibility for the zerg is just way way higher until storm is out and storm means <3 tunneling claw roaches)
Well i love this lil corrupter in zvt as well to corrupt the thors so they die 20% faster .

I think over time people will use more different units. I mean in bw the queen is now used quiet frequently after what ? 8 years of never been seen ? (and nothing was changed, oh yeah don't forget about mechplay vs zerg now ... so i guess the argument of its still young really counts (even though the patches of blizzard disturbs the creation mentality of players "if its to good what i do it could be patched, better wait till d3 is out"))

PS: Imo sc2 is a bit to fast, so micro is harder then it could ever be in bw and people are unable to utilize everything the units are capable off (especially noticable on most zerg players and toss too, that just gave up on simple micro(well zerg is the a click race (not a flame but to lazy to explain)))
That is imo due to the easier macro mechanics and micro was to easy in the eyes of blizzard, so they were like increase the speed units fight and we are fine off. (casuals will be able to play macro games and feel like they play bw, and pro gamers will be able to micro their ace off and watches will be like how the hell did they do this)

But i might only take this side, because i love to say "see told ya" (which i will definitly be able to say, watching the recent events)
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
Last Edited: 2011-04-18 12:57:37
April 18 2011 12:45 GMT
#1007
On April 18 2011 16:30 osten wrote:
I disagree completely. The two games can and should not be compared in any way (you can still play the old game and this is not a remake). Apart from baiting flame to the point you need to put a warning first, it is stillborn. When Warcraft 3 came out, not many people compared it to Warcraft 2, and the difference is less than you would think if you have an ounce of objectivity. If you want StarCraft: Brood War, play that. If you want Starcraft 2: Wings of Liberty, design flaws included, play that. If you want something in between, make a mod, join the community in making a mod, make your own game, start a new handheld console business, you have so many options.


What the fuck? You're saying we're not allowed to compared A SEQUAL to the original game ?? For what reason? Its a fucking sequal of a game made by the same company with the same concept, comparisons will be made.

Since SC:BW is the most succesful and storied esport game of all time, and we're now playing the sequal of that game, I think its fair to make comparisons and be critical of its shortcomings.


Also, anti-micro abilities has to be THE single worst thing about SC2 atm: Marauder slow, force fields and fungal: Abilities that are only satisifying for one side and that REMOVES your ability to micro your units. Its extremely frustrating for the players and very anti-climactic for the spectators.

SC:BW had some of this but it often came with a downside, crystalize made units unattackable (arbiters high tech and expensive), queens were very high tech and niche with their slow ability, unlike the marauder.
"trash micro but win - its marine" MC commentary during HSC 4
Axeinst
Profile Joined March 2011
Belize281 Posts
Last Edited: 2011-04-18 12:48:28
April 18 2011 12:46 GMT
#1008
On April 18 2011 21:27 Numy wrote:
Show nested quote +
On April 18 2011 19:58 Axeinst wrote:
On April 18 2011 12:18 iamho wrote:
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.


You should go read up on what moving shot is. Phoenix's don't have a moving shot mechanic and vikings while closer to a moving shot don't really have it. Search TL for "moving shot" and you will find what you are looking for.

Lalush is a smart man that has gone to massive trouble to get things done properly. Don't insult him by posting a 1 liner when you don't take the time to go look at all he has written and then pose a proper response.

Moving shot = shooting while moving

phoenixies do that for sure

What is your problem?

Btw VOID RAYS ALSO SHOOT WHILE MOVING

So there is definitely a moving shot-units in sc2, dont try to claim anything else. I dont care how smart Lalush is, but he is wrong.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
April 18 2011 12:51 GMT
#1009
On April 18 2011 21:46 Axeinst wrote:
Show nested quote +
On April 18 2011 21:27 Numy wrote:
On April 18 2011 19:58 Axeinst wrote:
On April 18 2011 12:18 iamho wrote:
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.


You should go read up on what moving shot is. Phoenix's don't have a moving shot mechanic and vikings while closer to a moving shot don't really have it. Search TL for "moving shot" and you will find what you are looking for.

Lalush is a smart man that has gone to massive trouble to get things done properly. Don't insult him by posting a 1 liner when you don't take the time to go look at all he has written and then pose a proper response.

Moving shot = shooting while moving

phoenixies do that for sure

What is your problem?

Btw VOID RAYS ALSO SHOOT WHILE MOVING

So there is definitely a moving shot-units in sc2, dont try to claim anything else. I dont care how smart Lalush is, but he is wrong.


Stop replying without reading. It's annoying. Moving shot mechanic is not the same as moving while shooting. Go do what I said.
bonifaceviii
Profile Joined May 2010
Canada2890 Posts
April 18 2011 12:56 GMT
#1010
On April 18 2011 21:46 Axeinst wrote:
Moving shot = shooting while moving

phoenixies do that for sure

What is your problem?

Btw VOID RAYS ALSO SHOOT WHILE MOVING

So there is definitely a moving shot-units in sc2, dont try to claim anything else. I dont care how smart Lalush is, but he is wrong.

Geez dude, just type "moving shot starcraft" into google and read what you find.
Stay a while and listen || http://www.teamliquid.net/forum/viewmessage.php?topic_id=354018
Axeinst
Profile Joined March 2011
Belize281 Posts
April 18 2011 13:00 GMT
#1011
I did watch the BW video about moving shot, and it indeed is about shooting while moving.

Still, what is your problems? There is units in sc2 that can shoot while moving.

User was temp banned for this post.
Toadvine
Profile Joined November 2010
Poland2234 Posts
April 18 2011 13:01 GMT
#1012
On April 18 2011 16:49 Morfildur wrote:
Show nested quote +
On April 18 2011 16:05 Spawkuring wrote:
On April 18 2011 15:46 Morfildur wrote:
On April 16 2011 10:52 Jibba wrote:
I disagree with this almost entirely.
+ Show Spoiler +

On April 16 2011 09:35 mahnini wrote:
A fundamental design flaw.
In ZvP how do you prepare for an upcoming battle? ZvT? PvT? PvZ? TvP? Chances are the answer everyone gives to that question is exactly the same. You minimize or maximize surface area, what else can you do? Units in this game don't require setup time. The function of nearly every unit in this game is simple and one dimensional, reduce or improve DPS. One of the few exceptions to this is the siege tank, I'll touch more on this later.
What exactly is your counter example from BW? Vultures laying mines, lurkers and what else? Perhaps Consume, but no one ever got excited over that.

Pre-fight unit positioning is more important in SC2 because there are more units in each composition with more roles, and once you're into a battle, there are actually more abilities to micro, as well as more decisions to make regarding targeting. People just aren't doing it yet, so it sucks when two people 1a2a two larger armies into each other, but eventually it won't be that way.

Do you know what game flow is?
We used to have a term that was used abundantly on this board that described a pivotal aspect of competitive play. Controlling the game flow is, in essence, controlling the pace of the game. In ZvT, if a Terran wanted to push out and kill your third, you exercised your map control to slow down the Terran push by slowly moving back lurkers as they got in tank range. Conversely, if you wanted to force an engagement as Terran you unsiege and attack towards another position or drop harass his bases, forcing the Zerg to completely reposition. When you're controlling the flow, the only things that can happen are the things you allow to happen. If he wants a big fight, you drop everywhere. If he wants a macro game, you attack him constantly.
How is game flow any different? I feel like you're just using it as a non-descript buzzword and expecting people to think the BW way was automatically superior.

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

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

The importance of map control.
Map control isn't really how much of the map you are literally covering with buildings and units, rather it is how much area can you freely move without contest. Put simply, just because you have a unit in a certain area doesn't mean you have map control of that area, it's that fact that you can actively deny movement in that area that makes it map control. It seems to me like all these ideas build upon one another and that if you want to be able to control the flow of the game you need to have map control, and if you want to have map control you need units that can do more than add DPS. You need units with map prescence. BW had units like lurkers, siege tanks, and vultures that could very effectively control sections of the map. Can you name one other than the siege tank that SC2 has?
Infestors and sentries. Map control isn't as static as lurkers and spider mines once were, but why don't you see how BW Protosses feel about it? Because there are no more lurkers and spider mines, there's a lot more potential backstabs and pokes in SC2 which are exciting in their own right.

Positioning and setup time.
I don't really know how to explain positioning, but thankfully there are units that personify the idea of positioning perfectly: siege tanks and lurkers. If you've ever been a victim of a lurker or siege tank contain you know how powerful these units are when they are properly setup. 5 properly setup siege tanks can mow down twice the amount of dragoons and 5 properly positioned lurkers could deny an infinite amount of marines from touching your expansion.
Why does positioning make these units exciting? Unless it's lurkers at the top of a ramp. Waiting for the Irradiate vs Lurker stage of a BW game was usually the worst part. In BW there were zerg and terran sieges. In SC2, terran sieges still exist and certain variants of Z play have sieges as well (IdrA's hydra/spine crawler push comes to mind.) There's still plenty of contains that go on in SC2 and they're still just as exciting when they get broken.

Another unique aspect of the siege tank and lurker was that they required time before they were useful, tanks had to siege and lurkers had to burrow. This introduced a unique dynamic in which armies weren't always doing 100% DPS and introduced the idea that you can actively seek to cost-effectively trade units BEFORE tanks or lurkers were setup.
What? This the same. There's still a critical mass of certain units, where it's important for different races to pick them off before there are too many or they gain too much energy. How much tension is there when a 2rax is pushing into a zerg base while everyone is waiting for banelings or hooks to finish?

This gave micromanagement a larger role to play other than simply pulling away damaged units. If you're attacking into a Terran army as Zerg, you are using lings to tank the majority of the damage and buy time for your lurkers to burrow in addition to trapping marines and killing tanks. Of course, your Terran opponent isn't just sitting there, he's microing his marines back, dodging spines, escaping lings, and picking off the lurkers that you are still advancing. As a zerg or terran in ZvT it was entirely possible to attack into the opposing army and kill almost nothing while losing everything if your control was worse.
This 100% exists in SC2. Pros don't do it because current pros are bad, but there is a ton of stuff for units to do and targeting is a lot more involved in SC2 because it's ambiguous. In BW, you know exactly what unit should get killed first, while in SC2 that varies a lot more depending on the numbers and composition.

What this adds up to is that it gives the person with proper positioning a significant defender's advantage so, even if you come out somewhat behind in an engagement, your opponent can't immediately attack into your remaining army without severe repercussion. This also introduced a way to delay your opponent by slowly giving up ground rather than doing what most SC2 player have to do, which is run back to their nat and turtle until they have a unit advantage. It also meant it required some finesse to get the most out of your attack. If your opponent was low on unit count, you couldn't just 1a into his army, micro a little, and still come out on top. What it really comes down to is that unit relationships were far more complex and, as a result, proper engagements required a higher level of control.
Again, you're simply arguing that the requirements on a current BW pro are higher than that of a current SC2 pro. That's absolutely true, but that's not necessarily due to the game. An obvious example is July. He's been playing SC2 for 6 months now, yet if you watch his game he is awful with banelings and it took him 4+ months to start doing runbys with zerglings. He even did runbys in BW, but he didn't pick them up immediately in SC2. This point is on the players, not the game.

Player-unit interaction.
If we take a moment to consider BW spellcasters, we can see that not only did BW spellcasters involve massive player-unit interaction to use properly but also player-unit interaction to combat. Psi storm required tons of apm to use effectively or to dodge; irradiate could be used to massacre high value zerg units but it could also be turned against you; and dark swarm required exquisite levels of control on both sides. When you see a dark swarm get thrown up in a TvZ you don't go, "well that sucks, I need to kill defilers faster", you unsiege your tanks, run out of lurker range and keep raining shells because dark swarm assists zerg units rather than directly hindering terran units. I mean, obviously it hinders terran units to an extent, but you are able to mitigate damage and micro out of it, there's not an instantaneous downpour of lasers down on your army because staple damage dealers required setup time. It's not like it was easy for the zerg to use properly either, it wasn't a fire and forget spell like forcefield. After it was casted both players were microing their asses off.
You're glorifying BW spell casting too much. Irradiate's main purpose was an instant, long range "fuck you" to clumps of mutalisks, lurkers, defilers and ultras. The only situation where it was turned against you was with ultras, but that happens all the time with storm and is beginning to happen with siege tank fire. It's not like there was ever a decision to be made on whether or not to use Irradiate because of that. It was just a side effect, that has essentially been replaced by ultralisk's innate AoE ability.

PDD/FF is the modern Swarm.

Take plague vs fungal growth. If all my front marines plagued, I can run them behind healthier units and still use them to some degree. If I get my front marines fungal'd I get to sit there watching them die stuck in place and there's almost nothing I can do to avoid a second fungal other than running headlong into more fungals. More importantly, plague required a large amount of time to research and you could only cast one per defiler before you had to consume, and many times dark swarm was a better choice. On the other hand, fungal is the primary infestor spell and is smartcasted.
This is just a micro issue, and I don't see how it adds to the excitement of BW at all. Consume made defilers instantly powerful, so no, they didn't need much time to set up. The fungal thing is the exact thing that happened with Irradiate, so I don't see how it's a downside in SC2 but not in BW. There is nothing you can do to save your initial zerglings after an ultra gets Irradiated. If anything, I think the dynamic of fungal + infested terran vs dropship is more exciting. If you're a second too slow or they're in too good of a position, all of the drop ships will fly off slightly damaged. If it's done perfectly, they're all dead. Either way, you're staring at those eggs and waiting for them to pop.

Psi storm vs psi storm? A psi storm in SC2 is almost meaningless. In BW, the beauty of psi storm was purely because of the mechanics required to cast it. I don't think there is any debate here. In SC2 smartcast forced a nerf on psi storm to the point where a single psi storm means almost nothing and it requires the screen to be carpeted for it to even be effective. In BW, sequential psi storms were extremely difficult to pull off mid-battle, but had a tremendous payoff. In SC2, not only is it not impressive to see 4 psi storms casted, it's damn stupid to micro against. Microing against a storm almost always means running into 3 more storms because it's so ridiculously easy to cast.
If microing against multiple storms in SC2 is so difficult, then why isn't that impressive?

Even staple units were replaced by less interesting, less interactive versions of themselves. Colossus vs reaver? Baneling vs lurker? Viking vs wraith? Thor vs goliath? Phoenix vs corsair? Immortal vs dragoon? Muta vs muta? Hydra vs hydra? There's just no contest.
How is there no contest? Reaver/shuttle is obviously one of the coolest mechanics ever, but what is impressive about 6 +1 sairs flying around and killing anything that comes within 5 range? Why are Goliath and Dragoons so great, when they were kind of retarded and didn't have any abilities. Thor plays such a big role in battles, even without doing damage. It's a giant road block that can nullify another unit for 5 seconds. Wraith was awesome because of the 1 vZ and a few vT builds it got used in? Viking is so much more versatile and plays a bigger role where it is used.


The high mechanical requirement enabled extremely skilled players to use their units in ways no one ever could. It made large engagements an event in itself because of how difficult it is to maintain your composure when you are controlling 200/200 armies with a 12 unit limit. Huge army fights were a means to and end, and not and end within themselves. The final battle wasn't a formality to end the game that you knew ended minutes ago, it was a direct contest between players. It was the moment when both players go, "I don't care how big your army is, I have mine and I'm going to kill you with it". Have you noticed that during SC2 battle commentators can't say anything other than, "SO MUCH STUFF IS DYING!!", it's because there's nothing for players to do during fights other than pull back damaged units. There's no clutch psi storms, elegant spine dodging, ruthless zealot bombing, flyby reavers, or gross surrounds. It's a variation of 1a vs another variation of 1a.
Because players are bad compared to where they will eventually be. IdrA is arguably the #1 mechanical Zerg in the world and what did he do in his last two matches against MC and Cruncher? He fucked up unit control and donated large portions of his army. There is a lot to be done, players just aren't doing it yet. Most of them don't use more than 3 hotkeys for units and that's the fault of them, not the game.

You can't just 1a BW units and have then attack at full effectiveness.
Yeah, you can't in SC2 either.

What does any of this have to do with spectators?
I'm not going to go into the subjectivity of your spectating SC2 games, but you are giving far, far too much credit to the AI in SC2. Have you played zerg yet? Because even with the fancy new AI, zerglings are fucking retarded on their own. Same goes for zealots, when 16 of them decide to charge 2 or 3 units.

I think the biggest tension builder that's lacking in SC2 is in the casting. There's no loud, magnificent Kim Carrier style orations (besides TB) and the public's insistence on seeing the Production tab destroys a lot of the tension that was in BW. You can't flip to a base and see 4 carriers anymore, because everyone saw the Fleet Beacon go down. Honestly, I think changing these two things would have a profound effect on everyone's excitement. I know everyone says they want the production tab open and full information all the time, but there would be a lot more drama if they weren't.

And that's a particular expertise that has to be learned by casters. There are times to show different tabs, times to show players' perspectives and time to unveil the big surprises. I know I've ranted about players in most of this post, but the casters need to improve as well if you really want games to be as big and exciting as they can be.


I fully agree with Jibba. 90% of the perceived problems are just not yet fully developed player skills. When i last played Brood War, noone used irradiate, vultures were considered useless and noone built reavers because they were too g***amn slow and cost minerals per shot... Yes, you might be laughing when you read that, but it took years until people made use of those undervalued units.

Only now are Zerg starting to use Infestors more, Terrans use Ghosts for more than nuking and EMPing High Templars, Ravens for more than Mass-Raven-AT-Spam and Protoss add Phoenixes to the play (even against Terrans... 3 month ago everyone said phoenixes are useless against terrans because marines shoot them to bits).

I'm not happy with some parts of the game, but watching the games now and 6 month ago, i see that it develops. I suggest you open some VODs from shortly after release and see how much has changed... now think about how much will change in the next six month.


None of that really addresses the core issues of this thread. The things you listed are simply changes in what strategies people use, which really isn't the point. The point is that there are several fundamental things that SC2 is missing that more than likely won't be fixed by simply giving it time. No amount of time can cause players to discover something that isn't there.

Several of those fundamental things are the following:

- Much weaker (in some cases nonexistant) defender's advantage that encourages cheese builds and makes comebacks harder to pull off
- Deathball vs. Deathball syndrome
- Less micro potential for highly used units compared to their SC1 counterparts (Colossus vs. Reaver for example)
- The more widespread existence of "anti-micro" abilities (fungal growth, force field, etc.)

These things are considered fundamental problems because they are a byproduct of both the SC2 engine itself, and Blizzard's current philosophy on SC2's unit design. Pretty much all of these things have existed in SC2 since alpha, and still continue on to this day with no signs of stopping. Pro players adding more infestors into their build doesn't really do anything to stop deathball vs. deathball play, and no amount of innovation has kept 4-gate from being such a dominate build. These are things which require a hard look into the core of SC2 itself, and can't be solved with a vague promise of "give it time".


The early game defenders advantage is actually a little stronger due to vision mechanics. In BW your units could shoot back when attacked from above, eventhough they missed a few shots. Now they can't even do that, so as long as you block vision, he can't attack. After the first expansion, there is no difference to BW that i can see... units still have to walk from one base to the other. Yes, protoss can use proxy pylons, but they can be scouted, sniped, prevented by killing the probes, etc. Zerg can use nydus worms, but those can be prevented unless you fail to have vision of your own base or don't watch the minimap enough.
So how exactly is the defenders advantage lower?

Deathball vs Deathball is simply a problem in player skill. Most players are not comfortable enough to use other strategies, with players like qxc being notable exceptions. This will develop over time.

Colossus vs Reaver...well, i do think there are some problems with the colossus, but the micro potential is not actually related to the colossus, but to the air units that have to be killed to protect it. So it's a positioning battle of air units vs stalkers/phoenixes/voidrays trying to snipe them. I think there will be a lot of development there as skill of the players improves.

Anti-Micro abilities... Fungal growth is not so bad, now that it just roots for 4 seconds. You can micro easily against it by splitting your forces _before_ it hits. Forcefields require some more adaption. It's an extremely powerful spell, especially vs Zerg, but i'm convinced that Zerg will adapt to it soon (hint: quick tier 3 into ultralisks and micro the ultralisk to break the FF). For terrans, it becomes a battle of "getting the EMPs off before the forcefields trap me" vs "splitting the sentries so one EMP is not enough". Protoss can 1-shot sentries with feedback (or just stomp forcefields with colossi). I see lots of micro potential to stop the anti-micro abilities.


The new vision mechanic provides a better defender's advantage? Seriously? That sounds like something I once read in one of Blizzard's alpha promotional materials, and it sounds absolutely hilarious after actually playing the game for almost a year. The new mechanics is just way too inconsistent and exploitable. There's no middle ground, you either have vision and deal 100% damage, or you don't and deal no damage at all. And honestly, it's not hard to gain vision in this game, whether by means of an overlord/medivac/VR/Obs spotter, a Scan, or simply by running some units up the ramp. If your army is bigger and has decent range, you win by default.

Also, if you don't "see" how it's easier to defend in BW, then I question your knowledge on that game's mechanics. Let's put aside the fact that BW just had better defensive units in general (like Lurkers, Reavers, Siege Tanks, Spider Mines, Defilers, High Templar with powerful Storm, etc.). The main point, is that the engine and unit pathing made it impossible to cram a lot of units into a small space. If you had a choke in front of your natural expansion, then the attacker was at a disadvantage, because his huge army simply couldn't walk through the choke fast enough, much less actually attack. In SC2, a 50 supply bio army can fit through the natural ramp on Shakuras just fine. Doing the analogous thing in BW would be suicide without siege support.

And yeah, I play Protoss, and saying "well, Warpgates sort of nullify the defender's advantage, but it's not a problem, because you can kill the proxy pylon" just makes me laugh. All other things aside, what if they bring their whole army to protect the probe? Do note that we're talking about being able to defend with a force smaller than the attacking army. Furthermore, Nydus aside, Zerg units are really fast in this game, and can reinforce extremely easily.

On the deathball syndrome, again, I play Protoss, and don't just keep my army together because it's easy. Protoss armies are just weak in small numbers, and not very mobile, it's just how the race is designed. If a similar group of Zerg/Terran units catches you out on the map, you will probably lose if you engage, and it's quite difficult to retreat. Watch HuK's stream, he likes to move out with small groups of Zealot/Sentry vs Zerg, and half the time they get surrounded and die without being able to do a damned thing about it. I really don't see how this can be changed without altering the game itself.

Finally, I'm not really interested in discussing the anti-micro abilities (separate thread for that), but thanks for the "fast T3 for Ultralisks to counter FF with micro", I laughed pretty hard.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
April 18 2011 13:03 GMT
#1013
On April 18 2011 22:00 Axeinst wrote:
I did watch the BW video about moving shot, and it indeed is about shooting while moving.

Still, what is your problems? There is units in sc2 that can shoot while moving.


I see so you are merely trolling. Well that was a good waste of my time then.
Axeinst
Profile Joined March 2011
Belize281 Posts
April 18 2011 13:05 GMT
#1014
On April 18 2011 22:03 Numy wrote:
Show nested quote +
On April 18 2011 22:00 Axeinst wrote:
I did watch the BW video about moving shot, and it indeed is about shooting while moving.

Still, what is your problems? There is units in sc2 that can shoot while moving.


I see so you are merely trolling. Well that was a good waste of my time then.

Its fucking ridiclous leave the debat by claiming other guys a troll while there is no arguments left anymore.

Get real.
osten
Profile Joined March 2008
Sweden316 Posts
April 18 2011 13:07 GMT
#1015
On April 18 2011 21:45 Senx wrote:
Show nested quote +
On April 18 2011 16:30 osten wrote:
I disagree completely. The two games can and should not be compared in any way (you can still play the old game and this is not a remake). Apart from baiting flame to the point you need to put a warning first, it is stillborn. When Warcraft 3 came out, not many people compared it to Warcraft 2, and the difference is less than you would think if you have an ounce of objectivity. If you want StarCraft: Brood War, play that. If you want Starcraft 2: Wings of Liberty, design flaws included, play that. If you want something in between, make a mod, join the community in making a mod, make your own game, start a new handheld console business, you have so many options.


What the fuck? You're saying we're not allowed to compared A SEQUAL to the original game ?? For what reason? Its a fucking sequal of a game made by the same company with the same concept, comparisons will be made.

Since SC:BW is the most succesful and storied esport game of all time, and we're now playing the sequal of that game, I think its fair to make comparisons and be critical of its shortcomings.


Also, anti-micro abilities has to be THE single worst thing about SC2 atm: Marauder slow, force fields and fungal: Abilities that are only satisifying for one side and that REMOVES your ability to micro your units. Its extremely frustrating for the players and very anti-climactic for the spectators.

SC:BW had some of this but it often came with a downside, crystalize made units unattackable (arbiters high tech and expensive), queens were very high tech and niche with their slow ability, unlike the marauder.


Well you seem like an unbiased dude. But yeah you can see in your post why we shouldn't compare the games. I really can't make it more obvious. You want a remake, not a sequel.
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
April 18 2011 13:08 GMT
#1016
On April 18 2011 22:00 Axeinst wrote:
I did watch the BW video about moving shot, and it indeed is about shooting while moving.

Still, what is your problems? There is units in sc2 that can shoot while moving.

Moving shot requires micro. Phoenix shot doesn't.

In BW such a feat was achieved with mutalisks for example by hitting Hold position at the exact time your attack cool down was finished. You needed to know when to hit it to make sure you kept the right speed , because holding position for too long made it so that you decelerate. This made moving shot micro fun to watch because a mistake was easily made, but if the player did it perfectly, it was instantly recognized.

In SC2, the phoenix just moves and automatically shoots whatever is in range. This isn't moving shot, or gliding shot, its the least micro intensive feat of the entire game, because you dont even have to issue any other command than a regular move.

See the difference? See why people are getting their heads all red from your posts?
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2011-04-18 13:16:40
April 18 2011 13:11 GMT
#1017
On April 18 2011 21:43 FeyFey wrote:

And against this muta phoenix thing ... Yeah phoenix kill mutas, voidrays kill corrupters. Turn it arround mutas kill voidrays and corrupters kill phoenix. Its a bit on protoss side as the slow zerg units are needed against the fast toss units, but at the end the zerg will win costwise (and there is still the queen on the defender side for zerg)
The problem is zerg players seems to be unable to get more then 1 type of units, especially for air.

+ Show Spoiler +
really love mondragon for going muta corrupter, well and blocking of the voidray production, he was so close to bring down the toss air dominance with this


I mean when i play zerg and see the stargate opening with phoenix voidray, i try to let him save his voidrays and go for mutas so i can fight with muta corrupter against his voidray phoenix ^^. (the harassment possibility for the zerg is just way way higher until storm is out and storm means <3 tunneling claw roaches)
Well i love this lil corrupter in zvt as well to corrupt the thors so they die 20% faster .


The fact is that after a certain number of void rays... like 5 or something, Mutas kind of suck against them (assuming about a 2:1 ratio). Mutas are really not the best answer to void rays (although corruptors are quite good against phoenix).

+ Show Spoiler +
Mondragon was nowhere close to a dominating air position. He has like 4 or 5 void rays left against waaaay more zerg air. It wasn't even close.


Muta/Corruptor should work in theory, but in practice protoss air just dominates.
GMarshal
Profile Blog Joined March 2010
United States22154 Posts
Last Edited: 2011-04-18 13:12:27
April 18 2011 13:11 GMT
#1018
On April 18 2011 22:00 Axeinst wrote:
I did watch the BW video about moving shot, and it indeed is about shooting while moving.

Still, what is your problems? There is units in sc2 that can shoot while moving.


I think you are deliberately misinterpreting the issue.

Yes there are units in Sc2 that can shoot while moving, please tell me how challenging is it? Is it thrilling when someone executes a moving shot with a phonix? Are you overawed at the skill it took?

Making a corsair move and shoot in bw was hard, really hard, heck to this day I still have difficulty doing it, making a phonix move and shoot consists of clicking to to its desired location.

The point that was being made with that argument was not about being able to move and shoot but about the skill required to do so, about how if you were able to both micro your corsairs to move and shoot and at the same time macro, you were highly skilled, yet now a bronze player (no offense to bronze players out there) can do the same thing, no effort required.

EDIT: ninjaed by Chaosvuistje
Moderator
Axeinst
Profile Joined March 2011
Belize281 Posts
April 18 2011 13:12 GMT
#1019
Its still the same outcome, moving while shooting. If its easier, then only ones who whine out it are elitists.
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
April 18 2011 13:13 GMT
#1020
On April 18 2011 22:12 Axeinst wrote:
Its still the same outcome, moving while shooting. If its easier, then only ones who whine out it are elitists.


But it's way cooler to see a unit shoot while moving that doesn't automatically shoot while moving. When you see it you're like whoa!
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