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On April 19 2011 03:03 darmousseh wrote: I think dustin browder addressed this issue at a past blizzcon. He said something along the lines of "We want the action to happen right away" and thus they gave the agressive players an advantage.
This right here defines the entire problem. The aggressive player already gains an advantage in any situation in RTS by gaining map control and having more options available, assuming his aggression succeeds in some way. The defensive player, on the other hand, gets to assure safety and tech options while producing less total units, which creates a tug-of-war situation and promotes things like harassment, pincer attacks, terrain optimization and very, very tight timings.
In SC2, the aggressive player receives an artificial advantage because Dustin Browder and his design team were not able to recognize that there is already an inherent advantage to controlling the map. Now the defensive player has only one real option: get more supply than the opponent and roll over their ball, because otherwise the aggressor has literally every advantage and can roll over your army if it ever falls behind in unit count.
Furthermore, since defender's advantage is so terrible in SC2, aggression cannot ever let up once it has begun. The death ball is utterly ubiquitous and cannot be reasonably stopped by anything other than a full army. There is no midgame "contain", such as in BW, that is there only to keep the opponent back for a specific amount of time while you get things up and running: your contain is more like a permanent mobile siege of their base because if you ever let them roll over the 1/3 of your army that you are leaving as a deterrent/slowdown they will easily roll over the other 2/3 army you have elsewhere.
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On April 19 2011 04:11 heligebob wrote: Does it really feel like starcraft to you? Not 'you can see it cause of this and this', do you feel like its starcraft in the way starcraft brood war did? If you do, fine, we disagree. I think the feeling that its starcraft, of course slightly different cause its a new game, is a really important thing for a sequel. I don't think i'm the only one with that feeling btw.
I think it's Starcraft. And i believe that i share that feeling with alot of people too. So again, point can't be that solid? ;D
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On April 18 2011 09:57 LaLuSh wrote:I personally don't think the development team at Blizzard had enough insight and realisation of which subtle mechanics it was that made BW into such a great esports game. I said it in my moving shot thread in the beta, and I'll repeat it now: BW hasn't been patched for balance since 2001 (!). Just imagine all the revolutions of gameplay that took place during that vast time period. Sure there were periods of minor "imbalances". But somehow they would always work themselves out without intervention from Blizzard. I'm absolutely certain in my belief that Blizzard's balancing team aren't the ones to thank for Broodwar's perfect balance. Nor was it a fluke that Broodwar turned out to balance itself. The game design of Broodwar simply allowed for such immense freedom within the game that the limits of human performance quite literally became one of the most important balance factors. All the things the OP discusses were things that worked together in making the game HARD AS HELL to play. In making human performance a factor of balance. Being offensive took immense effort. Defending required all your powers. Whatever you did within the game -- it wasn't perfect. There was so much room for control that execution could always be improved upon. Already from the moment that we were getting the first sneak peaks of SC2, I was worried Blizzard game designers would not realize how much a well designed engine and perfect control of one's units meant for Broodwar as a game and potentially for the future gameplay of SC2. I was honestly of the belief that someone who didn't play or follow broodwar at a high enough level, would be unable to see, comprehend and "understand" such sublety within an RTS game. That's also why I was so very critical of Dustin Browder in that first article. I didn't think that he, nor pretty much anyone at Blizzard had the potential to see what it was that seperated Broodwar from other RTS' of its time. They all somehow seemed to give the impression that they thought balance was all a matter of tweaking around settings and deciding upon cool unit concepts/designs. For me writing the thread about moving shot became really important once the beta was out and air units behaved like oil tankers. To be honest, I felt sort of insulted that these guys designing the sequel to the game i loved had no understanding of how air units should behave. That they didn't have enough experience from playing/watching Broodwar that they would immediately be able to say: "Air units feel like shit man, they're not agile at all, I can't muta-micro without losing control", in early stages of the development of the game. It may not seem like a big deal to many, but in my eyes no moving shot is a contributing factor (among other core game design decisions) to damage inflation in the game. It's a contributing factor to what makes SC2 feel more like a game of coin flips than it does Broodwar. In Broodwar, the commonly used air units all share the traits of being extremely mobile and having pretty low damage. In small numbers, though they may be effective, they will not end games. 2 wraiths will not be the reason the game ended. Truly amazing control from the player using the wraiths and bad defense from the opponent will. Also, the traits speed and agility rather than damage, create a buffer towards luck being a deciding factor in the outcome of the game. You have to build up 3 wraiths before you can 2 shot drones. And they cost just as much as banshees do... In SC2, the loss of mobility has been compensated in various ways. Primarily by granting air units increased damage and increased range. So what happens now when a cloaked flying unit enters the base of an unprepared opponent? The design of the game proves to decide the outcome rather than the performances of the players. I think this is why the community's whine never stops in SC2. They whine about units and balance, but the issue lies in the fundamental design of the game. Implementing moving shot wouldn't magically fix everything though. But it would be a step in the right direction. There are many other game design features that I personally believe indirectly affect balance and gameplay. I don't think it can ever be fixed by merely tweaking unit stats. Another huge factor I believe is the economical system of SC2 which I believe influences gameplay in a volatile direction early game, while providing a cap/roof in the lategame. I already discussed that in my last thread so not gonna recap. But I believe it to be another case of "game design influencing the outcome of the game rather than performance". I didn't include my thoughts on macro mechanics in that thread though. But I believe they need to be "balanced" and revised in the future expansions for a healthy unit diversity to be able to exist in the game without creating total chaos. Larva inject, imo, is a mechanic that prevents zergs units from being balanced with the stats they would actually deserve to be viable in the later parts of a game (especially referring to #1hydralisk and #2roach here). The current design of larva inject will also forever prevent zerg from getting any sort of useful spellcaster without being crazily imbalanced. I also think that Blizzard game designers sort of misunderstood how zerg functioned in Broodwar. While they may have appeared "swarmy", they were always the race that was behind in supply. Usually their economy was inferior. In fact, I'd probably classify zerg as the most cost efficient Broodwar race in the early- and midgames. Versus terran, zerg is generally expected to be 20-50 supply behind. Oftentimes even more! In that matchup, you could almost say terran are more swarmy than zerg. In broodwar, once you saw zerg catch up or surpass the other races in supply, that usually meant zerg was about to seal the deal and take home the game. Watch how many mineral mining drones a zerg can afford in ZvT... and you'll be shocked. Vs. protoss, zerg played more of a mineral heavy style and could rightfully be called swarmy. But nonetheless, they were expected to be 10-30 supply behind protoss in an even game. If the zerg surpassed the protoss in supply, that usually meant protoss was in big trouble (unless it was the latest stages of the game). http://www.youtube.com/watch?v=xDj0DkFYAEA& Best game ever. Jaedong was ~50 supply behind for most of the game. At one point I think he was as far as 80-90 supply behind of Flash. Really highlights how Blizzard's SC2-"swarmy" differs from Broodwar-swarmy. In SC2, the entire concept and design of zerg was unwittingly changed with the introduction of the queen. Blizzard labelled zerg "swarmy". And a swarmy macro mechanic meant unlimited larva. Only now, zerg instead became the race that needed to supersaturate their bases. Zerg became the race that needed to make the most workers the fastest in all matchups. Zerg were the ones that needed to play like Protoss in lategame broodwar PvT. Expand everywhere. Outproduce your opponent. Throw your cost inefficient army at the opponent, expect it to die and remax as quickly as possible. That's why zerg are so hard to balance in SC2 too. Once you tweak something that tilts games in zerg's favor. It is usually really evident that there's an imbalance, because they will completely run the opponent over in certain stages of the game. 2 armor roach? Imba early game, okay mid and lategame. 90hp hydra (plus higher fire rate)? Imba midgame, ok lategame. 1 supply roach? Probably ok in early and midgame, imba lategame. A spellcaster half as good as the defiler? Imba lategame, because all zerg would need to do is survive until lategame, sort of like Protoss now. And it's all connected in one way or another. One of the reasons protoss are so strong lategame, is because they need their units and their abilities to be as strong as they are to deal with zerg and terran macro mehanics in early and midgame. It's a fragile balance. And it contributes to damage inflation where there should be none, and likewise damage deflation where sometimes there should be none (hydralisk). Zerg units are bad by necessity. LaLush's post hasn't been added to the OP yet, but it can't be ignored.
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On April 19 2011 04:21 tedster wrote:Show nested quote +On April 19 2011 03:03 darmousseh wrote: I think dustin browder addressed this issue at a past blizzcon. He said something along the lines of "We want the action to happen right away" and thus they gave the agressive players an advantage. This right here defines the entire problem. The aggressive player already gains an advantage in any situation in RTS by gaining map control and having more options available, assuming his aggression succeeds in some way. The defensive player, on the other hand, gets to assure safety and tech options while producing less total units, which creates a tug-of-war situation and promotes things like harassment, pincer attacks, terrain optimization and very, very tight timings. In SC2, the aggressive player receives an artificial advantage because Dustin Browder and his design team were not able to recognize that there is already an inherent advantage to controlling the map. Now the defensive player has only one real option: get more supply than the opponent and roll over their ball, because otherwise the aggressor has literally every advantage and can roll over your army if it ever falls behind in unit count. Furthermore, since defender's advantage is so terrible in SC2, aggression cannot ever let up once it has begun. The death ball is utterly ubiquitous and cannot be reasonably stopped by anything other than a full army. There is no midgame "contain", such as in BW, that is there only to keep the opponent back for a specific amount of time while you get things up and running: your contain is more like a permanent mobile siege of their base because if you ever let them roll over the 1/3 of your army that you are leaving as a deterrent/slowdown they will easily roll over the other 2/3 army you have elsewhere.
Boxer vs Sen game 2 had boxer contain Sen, getting 50 supply down on Sen but almost makes a complete comeback. He had a contain, lost it but rebuild and contained again to try and get back into the game.
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I think a lot of the topics discussed in the OP come down to advances in game mechanics (better unit AI, unit stacking, smartcasting, semi-infinite selection, less bugginess in general). In BW, the skill cap was higher because players almost had to play against the game AI as well as their opponents. In SC2, the far more fluid game mechanics make things more cut-and-dried. It's just the natural evolution of the game, and artificially introducing more complexity won't make the game more elegant or whatever, as inevitably the game will get "solved" and all other options will be discarded in favour of the best build.
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On April 19 2011 04:11 heligebob wrote: Does it really feel like starcraft to you? Not 'you can see it cause of this and this', do you feel like its starcraft in the way starcraft brood war did? If you do, fine, we disagree. I think the feeling that its starcraft, of course slightly different cause its a new game, is a really important thing for a sequel. I don't think i'm the only one with that feeling btw.
I think so. Being a long time BW player that was one of the first things I took notice of in SC2, it actually felt like like starcraft. It was the opposite with war3 (surprise right? lol), it just didn't feel right and thus I only played war3 for maybe 2 months and never went back (that's not a bash on war3, it's a good game, just not for me.)
I think the expansions will go a long way to bringing out that feel even more. Gotta be optimistic right?
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On April 19 2011 04:26 karpo wrote:Show nested quote +On April 19 2011 04:11 heligebob wrote: Does it really feel like starcraft to you? Not 'you can see it cause of this and this', do you feel like its starcraft in the way starcraft brood war did? If you do, fine, we disagree. I think the feeling that its starcraft, of course slightly different cause its a new game, is a really important thing for a sequel. I don't think i'm the only one with that feeling btw. I think it's Starcraft. And i believe that i share that feeling with alot of people too. So again, point can't be that solid? ;D
Hm, yeah maybe its kinda pointless arguing this. Still think you are wrong though. I like the game, but it could have been a million, million times better. Maybe i'm confused but something is definetly missing. 
On April 19 2011 04:30 Gara wrote: I think a lot of the topics discussed in the OP come down to advances in game mechanics (better unit AI, unit stacking, smartcasting, semi-infinite selection, less bugginess in general). In BW, the skill cap was higher because players almost had to play against the game AI as well as their opponents. In SC2, the far more fluid game mechanics make things more cut-and-dried. It's just the natural evolution of the game, and artificially introducing more complexity won't make the game more elegant or whatever, as inevitably the game will get "solved" and all other options will be discarded in favour of the best build.
You had more control of your units, thats what people want back. The 'bad AI' argument is blown way out of proportion, its very rarely that stupid. This "artificial" difficulty is not exactly the same but analogous to having basketball rings high up in the air. Why arent they down low so everyone can score points? Its just cause that would make the game kinda strange and easy and it would work totally different, in a bad way, which is what people are arguing regarding scbw -> sc2. Just because you can make something easy to do doesn't mean you should.
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On April 19 2011 02:17 [F_]aths wrote:Show nested quote +On April 18 2011 23:38 War Horse wrote: I think Zerg needs a positional defense unit like the Lurker. Baneling filled the splash role but it doesn't really hold a position like a lurker, and it offers no "skill" really (you just roll banelings at their army, basically) P has forcefields and T has tanks but Z really has no equivalent. Which is a good thing as it keeps the playable races different. Zerg relies on other game mechanics.
I can't see how anyone could consider this a good thing. The mechanics of the races should be different. However, all the races should have as many strategic options as they can. In what way is a game where only Terran can do effective drops to snipe tech or kill workers superior to one where each race can utilize them, albeit with different units and micro requirements? Why is it better if only one race can set up an effective contain, as opposed to all of them?
In BW, a Vulture drop was different from a Shuttle+Reaver, which was different from a Lurker drop, but they all served a similar purpose. In SC2, it was decided that Terran is the "drop race", and they got their drops hugely buffed, while Zerg, and especially Protoss dropping options leave much to be desired.
Similarly, it was decided that Zerg were going to be the "macro race", and that therefore they shouldn't be able to pressure a one-basing player with their T1 units (basically quoting David Kim from Blizzcon here). How exactly is this a good thing, seriously? Races shouldn't be defined by singling out whole avenues of play they cannot pursue, by design.
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On April 19 2011 04:30 Gara wrote: I think a lot of the topics discussed in the OP come down to advances in game mechanics (better unit AI, unit stacking, smartcasting, semi-infinite selection, less bugginess in general). In BW, the skill cap was higher because players almost had to play against the game AI as well as their opponents. In SC2, the far more fluid game mechanics make things more cut-and-dried. It's just the natural evolution of the game, and artificially introducing more complexity won't make the game more elegant or whatever, as inevitably the game will get "solved" and all other options will be discarded in favour of the best build.
Not really. A huge problem boils down to design philosophy. The posterboy for this problem is the Colossus. This thing is the single most boring unit ever invented, and it was supposed to replace the Reaver, which was one of the most exciting units in BW.
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I've never played or watched BW, only got into starcraft when 2 was released, but this thread is making me really want to start watching BW! I've really enjoyed watching SC2 tourneys these past few months but BW sounds incredible.
I love SC2 and all but I have noticed some of these issues myself despite having never gone near BW in my life, particularly how large battles are over too quickly meaning that games just suddenly end without enough buildup. I think the biggest thing though is how difficult it is for a player to come back when behind, far too often one player gets ahead even slightly by one battle and they literally can't lose unless they make a really stupid mistake. The other tries to hang on but 90% of the time it a forgone conclusion. TvT and TvZ are my favourite matchups by far since they have a lot more back and forth action which is what make a competitive match of anything so fun to watch.
I've had a look at a few BW vids and the battles seem so long and drawn out, with the players kind of feeling each other out rather than 5 seconds and everything is dead as in SC2 quite often in mid-late game battles.
Don't get me wrong, SC2 is great fun to watch but I'm going to look into following some MSL and the like in the future. Just need something to explain to me what all the units mean hehe.
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On April 19 2011 04:29 karpo wrote:Show nested quote +On April 19 2011 04:21 tedster wrote:On April 19 2011 03:03 darmousseh wrote: I think dustin browder addressed this issue at a past blizzcon. He said something along the lines of "We want the action to happen right away" and thus they gave the agressive players an advantage. This right here defines the entire problem. The aggressive player already gains an advantage in any situation in RTS by gaining map control and having more options available, assuming his aggression succeeds in some way. The defensive player, on the other hand, gets to assure safety and tech options while producing less total units, which creates a tug-of-war situation and promotes things like harassment, pincer attacks, terrain optimization and very, very tight timings. In SC2, the aggressive player receives an artificial advantage because Dustin Browder and his design team were not able to recognize that there is already an inherent advantage to controlling the map. Now the defensive player has only one real option: get more supply than the opponent and roll over their ball, because otherwise the aggressor has literally every advantage and can roll over your army if it ever falls behind in unit count. Furthermore, since defender's advantage is so terrible in SC2, aggression cannot ever let up once it has begun. The death ball is utterly ubiquitous and cannot be reasonably stopped by anything other than a full army. There is no midgame "contain", such as in BW, that is there only to keep the opponent back for a specific amount of time while you get things up and running: your contain is more like a permanent mobile siege of their base because if you ever let them roll over the 1/3 of your army that you are leaving as a deterrent/slowdown they will easily roll over the other 2/3 army you have elsewhere. Boxer vs Sen game 2 had boxer contain Sen, getting 50 supply down on Sen but almost makes a complete comeback. He had a contain, lost it but rebuild and contained again to try and get back into the game.
You've described one game where something like this happened, in 1 matchup, and the player trying it still lost. It is a specific situation in a specific matchup where a player outplayed his opponent for a period of time and then lost anyway. Successfully containing an opponent multiple times in a game should put you AHEAD, not put you in a position to maybe try to come back but fail.
Basically it's a situation that can occasionally, sort-of-take-place under the perfect conditions when it should be the norm: sieges take place in war. This is the case in every form of battle and should be the case in any game that attempts to simulate battle: breaking into a base is hard, breaking out of a base is hard, and terrain advantage is crazy important. When a siege is broken in a battle the logical result isn't an inevitable, near-indestructible push into opponent territory: it's a re-establishment of borders, securing an expanded perimeter, and scrambling for newly available resources that should be taking place. This is how BW worked, this is how actual warfare typically works, and it stands to reason that it is how logical progression of events SHOULD take place in SC2.
It's really bizarre, because gameplay concerns aside there are a ton of factors in SC2 that don't make any logical sense. Defender's advantage is the biggest one; there are just so many real-world examples of defender's advantage that don't apply in SC2 that it's hard to explain to a non-player or a newbie how much better being the aggressor is. I was trying to teach a friend to play and he simply couldn't understand why his base configuration/probes/resources/ramp/positioning gave him absolutely no advantage to use versus a 4gate Protoss under most conditions. "What is the point of fighting in my base?" was his question, and I didn't have a very good answer.
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Netherlands45349 Posts
People here seem to tunnelvision into BW Mechanics VS SC2 mechanics, while it plays a crucial part, read the post of Mahini properly, what is missing lies much much deeper then only the mechanics such as MBS and automining.
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I wonder if some of you complaining about SC2 are having fun. I am having absolutely more fun playing SC2 than I ever did playing brood war. To me, that is what matters.
Games are entertaining to watch. Are we not seeing far more people watching SC2 compared to BW in the foreign scene? I personally can't stop watching SC2 and it is the same with so many friends I know who have never watched any form of esports in their lives, and they LOVE watching SC2. Most of them barely play any SC2.
We've seen the same top players constantly dominating Code S. There is no lack of skill gap at the top.
There is only a lower skill gap between Diamond and Masters and I think this is why so many here feel threatened and nostalgic about BW. Their sick control from all of their BW days, just isn't as valuable, as messing up pre-fight positioning, or not having the correct unit composition is far far more punishing. All of their little micro tricks and in-battle micro does them little good compared to how pure superior unit control could easily win them games by themselves in BW. They see themselves lose to players with less skillful micro skill, and rage about how SC2 isn't as good of a game. SC2 is very punishing in terms of making strategical blunders and you can't micro yourself out of many more situations. If you mess up and lose an engagement, you are probably done. Why is that so horrible? You made a mistake and lost because of it. You can't make mistakes and win because your opponent has worse micro than you. You shouldn't get chance after chance to micro your way out of losing situations.
There is lots of nostalgia going on in this thread and I think much of it is causing some short-sightedness.
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Netherlands45349 Posts
On April 19 2011 04:56 skipdog172 wrote: I wonder if some of you complaining about SC2 are having fun. I am having absolutely more fun playing SC2 than I ever did playing brood war. To me, that is what matters.
Games are entertaining to watch. Are we not seeing far more people watching SC2 compared to BW in the foreign scene? I personally can't stop watching SC2 and it is the same with so many friends I know who have never watched any form of esports in their lives, and they LOVE watching SC2. Most of them barely play any SC2.
We've seen the same top players constantly dominating Code S. There is no lack of skill gap at the top.
There is only a lower skill gap between Diamond and Masters and I think this is why so many here feel threatened and nostalgic about BW. Their sick control from all of their BW days, just isn't as valuable, as messing up pre-fight positioning, or not having the correct unit composition is far far more punishing. All of their little micro tricks and in-battle micro does them little good compared to how pure superior unit control could easily win them games by themselves in BW. They see themselves lose to players with less skillful micro skill, and rage about how SC2 isn't as good of a game. SC2 is very punishing in terms of making strategical blunders and you can't micro yourself out of many more situations. If you mess up and lose an engagement, you are probably done. Why is that so horrible? You made a mistake and lost because of it. You can't make mistakes and win because your opponent has worse micro than you. You shouldn't get chance after chance to micro your way out of losing situations.
There is lots of nostalgia going on in this thread and I think much of it is causing some short-sightedness.
The direction you want SC2 to go from your post implies that it will be a pure strategy game, where only preparing and unit compisition matters, basically you prepare yourself for a fight, then both A-move yourself in the battle. During the battle you can not do anything to improve your chances of winning(over exegerrating but you get the point).
Should Starcraft 2 be a game where only macro and strategy is important?Or should Starcraft 2 be a game where apart from macro and strategy there is also micro. How you control the units you produce should in my opinion just be as important as creating the right units. If you don't understand this, then well I can't help that. What I mean by this is that Starcraft 2 as of now is lacking units which become MUCH more potent if the players controll them well.
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On April 19 2011 04:56 skipdog172 wrote: There is only a lower skill gap between Diamond and Masters and I think this is why so many here feel threatened and nostalgic about BW. Their sick control from all of their BW days, just isn't as valuable, as messing up pre-fight positioning, or not having the correct unit composition is far far more punishing. All of their little micro tricks and in-battle micro does them little good compared to how pure superior unit control could easily win them games by themselves in BW. They see themselves lose to players with less skillful micro skill, and rage about how SC2 isn't as good of a game. SC2 is very punishing in terms of making strategical blunders and you can't micro yourself out of many more situations. If you mess up and lose an engagement, you are probably done. Why is that so horrible? You made a mistake and lost because of it. You can't make mistakes and win because your opponent has worse micro than you. You shouldn't get chance after chance to micro your way out of losing situations.
I'm curious, do you actually think this is a good thing? That a player with superior control and multitasking loses because he produced the wrong unit composition? That a bad engagement should directly lead to a loss? And all this in a game where decisions necessarily have to be made based on incomplete information?
If so, maybe you should consider getting into poker. At least it's clearly visible that a single hand (or a hundred hands) don't necessarily have the superior player prevail in that game.
For the record, I do have fun with SC2, but all these things you mention do make it very frustrating at times. And I'm definitely not some kind of BW micro god.
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On April 19 2011 04:44 Demonaz wrote: I've never played or watched BW, only got into starcraft when 2 was released, but this thread is making me really want to start watching BW! I've really enjoyed watching SC2 tourneys these past few months but BW sounds incredible.
I love SC2 and all but I have noticed some of these issues myself despite having never gone near BW in my life, particularly how large battles are over too quickly meaning that games just suddenly end without enough buildup. I think the biggest thing though is how difficult it is for a player to come back when behind, far too often one player gets ahead even slightly by one battle and they literally can't lose unless they make a really stupid mistake. The other tries to hang on but 90% of the time it a forgone conclusion. TvT and TvZ are my favourite matchups by far since they have a lot more back and forth action which is what make a competitive match of anything so fun to watch.
I've had a look at a few BW vids and the battles seem so long and drawn out, with the players kind of feeling each other out rather than 5 seconds and everything is dead as in SC2 quite often in mid-late game battles.
Don't get me wrong, SC2 is great fun to watch but I'm going to look into following some MSL and the like in the future. Just need something to explain to me what all the units mean hehe.
Hey Demonaz, I'll take a stab at explaining some SC unit/matchup stuff to get you started.
So a few basic concepts to understand that are different in SC1 than SC2: 1. Defense is much better. There are a variety of reasons, such as: a. Hotkey groupings are limited to only a handful of units. This means that it is very difficult to send more than 36-48 units to one location at a time and even harder to control them mid-battle. For extremely tight micro, a single hotkey of 12 or so units is all you can reasonably control. For casters, you have to individually select each caster to cast a spell, and cannot use abilities like Stim while having non-stimmable units selected as part of the hotgroup. b. Exansions come on line significantly faster. Basically in SC2 where you have a fairly linear progression of minerals from adding an expo, in BW your mineral production would basically go up by 66% or more as soon as your expansion came online due to probe transfer and efficiency rates. Probes were way less efficient past the 1-per-patch ratio and thus getting up a fast expo or two and defending had a much smaller timing window for getting punished and made quick all-ins less viable. c. Early gas units are extremely specialized and allow for very, very powerful defenses or offenses that required positioning, pincer attacks, and other specialized units to punch through. Tanks, lurkers, Science Vessels, Mutas Reavers, and even Corsairs do some things so well with only a minimal initial expenditure that you simply MUST prepare for them and cannot simply run around the map freely, ignore defense, skip your scouting, push up ramps with no detection, etc. without losing even a superior army. d. Harass is much better and more meaningful, as harassing units are more powerful in general than in SC2, are better throughout the game, are very mobile, having moving shot (see LaLush's posts earlier in the thread or his old link to moving shot explanations), and because defenses are good enough that spending time/money on harassing units doesn't automatically set your deathball back by a huge amount like it does in SC2. In Broodwar, i can sometimes win a game by just making great use of harass while producing the bare minimum defense to hold back an opponent push until I am way ahead, and the result is an incredibly tense and micro-intensive game with action all over the map.
2. An individual unit is much stronger on average. A single lurker can kill an entire marine force without support if detection is absent. One or two tanks on a cliff can stop a Protoss death ball if positioned properly and covered by a few mines. A single arbiter or high templar or dark templar can spell death for a terran army if they manage to catch the T out of position. A defiler can singlehandedly reverse an entire push.
3. As a corollary of the previous 2 statements, timing pushes have very small windows, unlike the huge ones in SC2. Because my first Science vessel can repel ALL your mutalisks, you have to do your damage before I get my Vessel online. Because your 1 defiler can rape my entire Medic and Marine force (or at least push them back to my base), my timing push needs to damage your expansion in the few seconds before the defiler comes on line. Timing pushes are generally a matter of seconds in pro BW: there is virtually never a 1- or 2-minute window where your opponent is weak to something and stays so. A 30 second window for a timing attack is a very long time.
4. Most actions are not intended to win a game outright. They are instead intended to force a response from the opponent, which should be sufficient to counter the action but if left undone WILL result in a win. For example, in TvZ the terran will often load up 7 marines and 1 medic into a few dropships and send them to various Zerg expansions. While it is not particularly difficult for the Zerg to stop any one of the drops, the Terran will also be doing hit-and-runs with his army as these take place, forcing the zerg to try to react to multiple "semi-effective" attacks at the same time, often taking more damage than he can afford and occasionally losing several expansions outright when he is overextended and unable to respond in time. The Terran army is not trying to kill the Zerg army: the Terran player is instead trying to hit the Zerg with so many minor blows that something gives and the Terran can then slowly constrict for the kill.
That's a good general start. I'll try to post about specific matchups if you're still interested.
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Another major thing I noticed about SC2 is that for the most part the game has gotten better not because of the new things it added to the game, but rather in spite of them. I know that I have no hard numbers to back this up, but I think most people would agree that there seems to be a major trend in what people consider an entertaining SC2 game vs. a boring one.
Ask most people what they consider a great Terran game, and they'll point you towards a game which involved awesome marine micro, great siege tank positioning, and constant drop harass. Ask them what they consider a boring Terran game, and they'll point you to anything involving heavy marauder use, or games where an outplayed Terran still dominates economically purely due to MULE spam.
Ask most people what they consider a great Protoss game, and they'll point you towards a game which involved Templar tech or anything where zealots and high templars played a huge part. Ask them what they consider a boring Protoss game, and they'll point you to anything involving colossus, void rays, deathballs, or any kind of 4gate cheese.
Ask most people what they consider a great Zerg game, and they'll point you towards a game where zerg actually wins (lol)
Notice a disturbing trend here? The best games are always the ones where SC2 units are rarely used, or at least are kept to a minimum. And the games that people hate the most are always the ones that heavily utilized SC2 units and mechanics (colossus, warp gate, marauders, deathballs, etc.) SC2 is getting better by the day, but I do find it concerning that the most entertaining units are still the classic units rather than the new ones that Blizzard has tried hard to get us to like. Definitely a unit philosophy issue going on here.
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I was awful at BW. And yes, I have more fun with SC2 and I am improving much faster.
BW and SC2 are two different games. You can discuss and point out differences that makes you rage as much as you want, yet the games will never be the same.
If you want to see SC2 as a BW with better graphics, it just never will be up to your standards.
You guys should see this as movie sequels. When movie producers try to make a sequel that is exactly like the first one but with more action and whatever, it is just bound to fail. The best sequels are those who can bring something with their own identities and differences but with a similar core of ideas.
And remember that BW didn't cease to exists, you can go back to it whenever you want.
Also, if SC2 is so boring to watch, why is the Esports scene growing so fast ?
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On April 19 2011 05:23 drcatellino wrote: I was awful at BW. And yes, I have more fun with SC2 and I am improving much faster.
BW and SC2 are two different games. You can discuss and point out differences that makes you rage as much as you want, yet the games will never be the same.
If you want to see SC2 as a BW with better graphics, it just never will be up to your standards.
You guys should see this as movie sequels. When movie producers try to make a sequel that is exactly like the first one but with more action and whatever, it is just bound to fail. The best sequels are those who can bring something with their own identities and differences but with a similar core of ideas.
And remember that BW didn't cease to exists, you can go back to it whenever you want.
Also, if SC2 is so boring to watch, why is the Esports scene growing so fast ?
People don't want starcraft 2 to become a copy of starcraft 1 with newer graphics.
The thing is that in a lot of people their opinions, blizzard has made some mistakes in the sequel.
It's also not that they just want to bash on SC2 and say "lololol BW is so much better, blizzard so stupid with sc2" No, they say these things, and make these posts because they know certain things are lacking and could be improved, and because they care and they want this game to be as good as possible.
And for starcraft 2 to sustain itself in the long run as an esport we have to stay critical off the game and keep giving back feedback on their game.
Some people will agree, some may disagree, but atleast there will be discussion on what was done well and what could be better.
And why are there these constant comparisons with BW? Because it was an amazing game, I mean do we just throw everything that people have learned over this decade out of the window and just forget about it? No we draw connections between the 2 games, and point out things that were better in broodwar, or things that starcraft 2 is a bit "iffy" in.
I just don't think that the argument " if SC2 is so boring to watch, why is the Esports scene growing so fast ?" holds any merit at all for the following reasons:
-No game is perfect, every game has it flaws, is starcraft 2 perfect? No definatly not. Again, this is why we should stay critical and keep on giving constructive feedback. People aren't saying that SC2 was a fail, they just want the game to become even better then it already is
-Being a e-sports game doesn't always mean that the game is actually suited to it, we have seen this a lot in the past, (see 1)a new flashy game comes out, and everyone immediatly jumps onto it. Ofcourse starcraft 2 is actually good enough, but we also have to think about it in the long run, will the game in it's current state still be as interesting in 1, 2, 3, 4 years?
And now you could make the argument, but expansions are coming out! Well, isn't that the reason why threads like these get made, to actually give some input to blizzard. Ofcourse like history has shown, the community definatly isn't always right, but atleast with discussion like this we can express how we feel about the game.
(1) Painkiller must have been one of the biggest games in the past in terms of money behind it, the finals even got onto MTV. But in the end it just crashed, because it was nothing more then a "bubble" with a lot of money being shoved into waiting to burst. And we have also seen this in other games, such as Quake 4, CSS, etc.
I personally just feel that discussion like this can be very good, and if people disagree then that is their opinion, everyone has a different feel and look onto the game. But atleast explain why the other person is wrong.
Because I don't see how "sc2 will never be BW, stop whining or quit if you don't like it" actually helps.
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On April 19 2011 05:23 drcatellino wrote: I was awful at BW. And yes, I have more fun with SC2 and I am improving much faster.
BW and SC2 are two different games. You can discuss and point out differences that makes you rage as much as you want, yet the games will never be the same.
If you want to see SC2 as a BW with better graphics, it just never will be up to your standards.
You guys should see this as movie sequels. When movie producers try to make a sequel that is exactly like the first one but with more action and whatever, it is just bound to fail. The best sequels are those who can bring something with their own identities and differences but with a similar core of ideas.
And remember that BW didn't cease to exists, you can go back to it whenever you want.
Also, if SC2 is so boring to watch, why is the Esports scene growing so fast ?
I agree about the sequel thing, well put.
The scene is growing cause people want it to grow, the game is acctually secondary in this case, I'd even give a similar interpretation as a previous poster, its growing in spite of itself. Everyone and their mother wants esports to succeed and grow, starcraft 2 is the opportunity. Its built on previous successes like bw and CS and it as long as the game was just entertaining, it would work decently as an esport. Right now huge prize pools, tournaments etc are inflating the growth, i mean the scene is thriving, but i dont think the game is the reason behing it. People just want it to succeed really, really much.
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