[D] What SC2 is missing? - Page 57
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infinity2k9
United Kingdom2397 Posts
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a176
Canada6688 Posts
Ok, no, there's no proof of that. But comparing the effectiveness of the lurker over the baneling versus the forcefield, its a no brainer. | ||
Nazza
Australia1654 Posts
This is true, but alot of us are hoping for a game that will be/is more superior than the original. If you haven't watched any BW, than you have nothing to compare it to, and SC2 looks/feels good. But if you have played/watched BW, SC2 lacks something, a certain "magic" to it. Which is what we're discussing. 2) Starcraft 1 had 11 years of patches False, Starcraft 1 had about 3 years of patches, and one expansion. The rest of the "balance" (or imbalance) can from the players who executed the strategies and the maps themselves. 3) BW mechanics are worse, thus SC2 is more fun I'm not going to lie. SC2 mechanics are easier. But the OP makes arguments besides mechanics. Personally I think the effect SC2 mechanics have on the game are minimal, aside from acceleration/deceleration of certain units, and unit pathing. 4) APM vs Strategy Firstly APM isn't everything. Timing is. 2ndly, Starcraft was/is/should be a game of both tactics and strategy. To quote liquipedia " You can be the world's greatest tactician but in StarCraft that means nothing if you cannot execute your strategy; likewise, you can be the world’s greatest strategist and it will mean nothing if you cannot carry out your strategies." Starcraft is a game with both, not one or the other. Also if you are arguing that micro should be more essential than macro, then I believe you are playing the wrong game. | ||
tedster
984 Posts
On April 19 2011 05:48 tedster wrote: Extremely basic matchup info with some unit analysis begins here: Broodwar ZvP ZvP is a matchup that has changed a bit recently, with a much greater emphasis on Zealots early game to account for the Zerg econ/map control/unit composition that has plagued Protoss in recent seasons. This is considered one of the more imbalanced matchups in the game at the top level, with zerg being slightly favored by a few percentage points over the game's history, though it is also one of the matchups with the biggest "swings" in relative balance, with maps and/or cutting-edge new strategies favoring one race or the other by a small amount at a given date. Currently, the matchup is swinging in P's favor, though it is still (as is generally the case in BW) roughly even. Because the current speedlot-focused play is still developing and counters to it are still being developed, I will focus a little more on the slightly more traditional (at least for the past year or two) ZvP play while still mentioning it, as it is more of a branch than an overall strategy. phase 1: opening and turtle power versus exploding borders: The main strategies you will see in ZvP are Protoss forge-first fast expand with cannon support and 1 gateway into Corsair map control, versus Zerg 3 hatchery into spire (for scourge) into immediate 5 hatchery (either 3 or 4 gas bases, based on map) hydralisk play. Because of the ability of cannons to 2-shot zerglings, Protoss has a relatively safe way to wall off an expansion with a forge, pylon, gateway and/or probes in order to quickly build a second Nexus before making gateway units (and usually before making a gateway at all). This is extremely important because Zerg has a lot of ways to make Protoss life miserable in the early and mid-game and it is crucial for Protoss to get a quick economy up and running before Zerg hits its 3-gas stride. Protoss also has the ability to build a fairly strong death-ball off only 2 bases against Zerg (though Toss reasonably need to secure a 3rd base before doing sizeable damage since Zerg has a much easier time rebuilding in the matchup). 2 bases also give protoss the gas needed to pump corsair while building up an army and teching towards Templar or Reaver/Shuttle, which is very important in the midgame. Zerg, on the other hand, can essentially count on Protoss building a quick expansion with almost no standing army, allowing Zerg to rapidly build 2 gas expansions (putting them up to 3 bases/hatches) and teching straight to lair while only making 2-6 zerglings for scouting purposes/killing scouts. While it is possible for the Zerg player to rush the Toss instead of expanding, knowing Toss will rarely make a gateway first, it is usually in his best interest to simply expand himself given the size of current maps and the micro skills of defending protoss. Zerg have the option here to attempt a bust of the Protoss expansion as part of their standard opening, and in many cases will do so based on scouting information/the protoss's tendency to skimp on cannons and/or probes blocking the choke. If the Protoss player tried to be cheap and only made 1 cannon at the choke (instead of the slightly more common 2) or doesn't properly pull probes to block the entrance to the base, a handful of lings can often get into a protoss main and cause absolute havok among the probeline, taking away valuabe mining time and picking off drones while putting the zerg player ahead. Also relatively common is the zerg player sacrificing several lings to get 1 or 2 through the choke, allowing for a little harassment and getting valuable scouting information. Once Zerg hits lair, they will quickly start to make scourge, because the Protoss player will already have a Corsair or two out by this point (after having generally made 1 zealot to defend the choke point) which are flying around the map, sniping Overlords and getting free scouting info which the zerg must try to defend against. However, this is also the first major branch point for the matchup! Branching path A: Hydra bust! Zerg have a very powerful semi-all-in option available at around this point, where instead of upgrading a quick lair and dropping a spire they instead opt for a quick Hydralisk den into mass Hydralisks. This still lets them fend off Corsair (though the protoss will sometimes be able to use them as scouts for quite some time) while building up a very fast army off 3 or 4 Hatcheries (and only really requires 2 gas bases or so for a while). This can be extremely deadly for the Protoss if unscouted (for example, if the Protoss goes overlord hunting with his first Corsairs instead of scouting) because the only really good tool Protoss has to defend against mass speed-upgraded Hydralisks in the early game is mass cannons. Furthermore, it takes a good deal of scouting and, sometimes, guesswork, to determine exactly how many cannons to build to defend against the Hydralisk bust while still teching up to a suitable counter-unit (Templar or Reavers). Even with a huge wall of cannons, the Zerg player has a lot of options and if he can properly confuse the opponent with a fake (Zero and Calm enjoy plays such as this, I will try to find a good video) the Protoss can end up wasting a lot of money on otherwise useless cannons while the Zerg simply continues teching and droning up as if it were a normal game. If the hydra bust fails to win the game outright it can still put the protoss in an economic hole if the Zerg managed to build up some economy during the process (usually meaning he put down a 4th and 5th hatchery during the process somewhere). Otherwise, the protoss will be ahead in the tech race and will be able to push out and either expand or take out a Zerg expansion with the advantage he has gained, making it very difficult for the Zerg to regain momentum. Branching Path B: More Zealots! Between modern standard play and a hydralisk bust, Protoss has some scary times before their tech kicks in. While Corsairs are extremely valuable and effective, they don't help at all against a hydra bust, and modern scourge micro has made it very difficult to ever really achieve the kind of "critical mass" of Corsairs to render scourge totally ineffective like was done a few years ago. Because of this, many protoss are opting to go for much faster, higher numbers of speed-upgraded zealots to attack and harass zerg expansions early. Sometimes they will delay corsairs, sometimes make less, and sometimes skip them entirely at this stage of the game. This forces zerg to build simcities composed of Sunken Colonies and well-placed hatcheries, encourages zergs to put more hatcheries in-base instead of at new expansions (which tends to give zerg a sizeable advantage when allowed but is much harder to defend against small waves of fast zealots who are intent on killing drones) and slows down the Zerg economy. It is also a bit safer in the event of an early attack, in that it will take longer for a zerg player to bust through an attack/fallback of gateway units with cannon support than it will against cannons + corsairs + a few scattered troops. The main goal here is to force zerg to have to play actual defense (which rarely happens in the early game of traditional 5hatch vs. 2nexus play) instead of simply doing whatever they want across the map. If successful, Protoss can limit zerg economy and timing windows, getting their tech out in time to secure a 3rd before zerg can reach a critical mass. Branching Path C: Standard 5hatch play! Zerg opts to make a few scourge to chase off the Corsair, and then plops down 2 more hatcheries (sometimes, 3 more), hopefully taking a 4th base if the map allows, and starts pumping tons and tons of Hydralisks. Both hydralisks and lurkers are great against protoss in the early-midgame, with Hydras cleanly beating every low-tech toss unit when properly microd (which is not difficult) and doing a decent job of deflecting some of the random harassment tools and tricks Protoss can throw at zerg. It also sets up Zerg for late-midgame scourge-lurker defense, which is crucial at defending a zerg base from a Protoss deathball and forcing the toss to always move with observers and templar/reavers for taking out lurkers. Zerg still has the ability to break open a Protoss base at this point, and a large micro battle usually takes place with one side or the other gaining an initial advantage that will translate into longer-term map control based on how much stuff Zerg can break before Toss manages to deflect the attack. Branching Path D: Actually J/K I made mutalisks instead! Sometimes, the Zerg player opens totally normally, and does a decent job deflecting (or killing) the opening corsair, or sees a lot of cannons at the opponent choke and simply decides "Screw it, Mutalisk time". Mutalisks are EXTREMELY effective against Protoss, except in cases where they are not - this sounds dumb, but considering how a single Archon or 2-3 corsairs or 1 Psi Storm can kill virtually any amount of stacked mutalisks in a few seconds and it makes a bit more sense. However, Mutalisks do very well against a handful of gateway units + cannons, and if the Protoss is unprepared for them a stack of fast mutalisks can simply fly into a probe line, kill off a toss economy in seconds, and basically secure the game for Zerg without much effort. If properly microed, they can even do well against a relatively prepared protoss, and a good Muta + scourge attack can put even a prepared Protoss behind economically. Mutalisk openings do have risk, however, in that they can be completely shut down at times, and if the Zerg player opted for extremely fast Speedlots they can have zealots in the Zerg expansions right as mutalisks are starting to pop, which often ends up with a lot of probes being killed before the mutalisks manage to clean things up and can result in a quick GG from the zerg player. phase 2: Protoss harass/attempted expansion, Zerg simcity/tech: At this point, the Protoss army is starting to resemble a mini-deathball, and can handle most of the standard things Zerg can throw at them. Because Zerg probably made a lot of units, they will be behind Protoss in upgrades and are forced to play catchup/tech to tier 3 while defending with Lurkers. There are a lot of ways the game can start to go at this point, but mainly it boils down to: a. Protoss wants a 3rd, because then they can stage an operation to pressure well and put down a 4th. b. Zerg wants 5 gas for EZ mode but can do OK with 4 + a mineral only or whatnot. c. Protoss wants Zerg to have no more than 3 gas and god forbid they get 5. d. Assuming both Protoss and Zerg get what they want, Protoss needs to kill drones and/or an expansion while Zerg wants to either tear down an expo or get Defilers and/or Ultras while upgrading zerglings To secure these ends, Protoss will use its upgraded deathball and either High Templar (and maybe shuttles) or Reaver/shuttle. Reaver shuttle will be committed to harassment whenever possible (especially if the Hydra attack is not continuous or ends early) while Templar will more often travel with the main army. Both do reasonably well against Hydras (especially templar) as well as almost every other Zerg unit in the game - and thus it is imperative for Zerg to try to snipe them when possible. Templar are especially important for killing lurkers from a safe distance, while reavers can often be better for killing probes in the early game and assaulting a zerg simcity. Zerg, on the other hand, is using Lurkers to set up a soft contain (if possible), hoping to snipe observers and lingering corsair with scourge if the zerg player is good (which will render Lurkers almost invincible) and setting up simcities in their gas expansions to make the push for Tier 3 with Ultralisks, Defilers, and Cracklings. Protoss does NOT have a good solution to tier 3 zerg, which encourages Zerg to turtle during this stage and do whatever it takes to weather the storm(s). The game can often end during this stage for a variety of reasons, though the losing player will often hang on by a thread until the 3rd and conclusive phase of the game is reached. Basically, at this phase, the game can begin to end in a few ways: a. Protoss player breaks open an important expansion without a ton of losses This can spell doom for the Zerg because one simcity will often guard 2 expansions (a natural and a main) and the protoss ball will have already beaten all the defenses holding it back. The best zerg counter to this is generally a backstab at a protoss expansion, hoping to equalize the losses and stay in the game. Since the Protoss army is often much bigger than Zerg at this time, one mistake from the zerg player can be fatal. b. Protoss deathball gets sandwiched and killed, especially if it fails to deal with lurkers. Protoss really cannot afford to lose their entire army in this phase, as it lets zerg easily finish teching to tier 3 without having to worry about a big army bearing down on a simcity. If the Protoss ball dies, Zerg can toss a few lurker/lings in each base and save up gas for a deathblow and Protoss doesn't have a very good answer to this. Usually this sort of sandwich kill will take place over the course of 2 or 3 battles at a zerg advantage, when zerg successfully snipes all the observers before moving in lurkers or cuts off reinforcements to a battle and then flanks the remaining army. c. Worker slaughter. Sometimes, a player will harass so effectively that there's no real chance of clawing back and the game is clearly decided by this point. Maybe a shuttle/reaver has 20 kills, or 2 templar are dropped and each takes out an expansion worth of drones, or a lurker and 8 lings takes out an entire base/expansion unopposed. These things happen, and while they rarely directly end the game they can put someone clearly ahead at an early juncture, making the result pretty clear from that point on. d. Templar slaughtered by mutalisks/all reavers sniped early While this doesn't end the game immediately, it puts the zerg in such a commanding position that Protoss will nearly always have to retreat and will, at the very least, lose the advantage, if not be put into a terrible position overall. The most common way for this to happen is a Zerg will make a round of mutalisks around the time a Protoss player is expecting to push with High Templar, and will flank with the Mutas while threatening the front with lurkers/lings in order to suicide his mutas in order to kill off all the Templar (or snipe the reavers/shuttle depending on the situation). This takes precise muta micro but is extremely hard for the Protoss to stop if the Zerg player gets lucky with timing or catches him out of position, and sets the toss back a great deal. It's rarely an instant win, but it can make a huge difference and often drastically shifts the momentum of a game. At the very least it sets the stage for lategame play by ensuring the zerg can get there if they don't screw up. e. Corsair critical mass and Overlord slaughter This is rare in modern play but still occasionally happens. Not only does it result in supply capping and make scourge/muta almost useless, it can also set up Dark Templar play (since Zerg won't have detection) and makes Shuttle/Reaver and Shuttle/Templar unbelievably deadly because Zerg can neither see the shuttle coming nor snipe it with scourge. Generally wholesale Overlord slaughter results in a major toss advantage, but sometimes toss willingly sacrifice their armies/bases just to accomplish this which tends to result in a slow, sure Zerg win, so it's not always 100% telling. phase 3: Finally, Cows and Defilers: Zerg wants Ultralisks, Defilers, and cracklings. It appears that have gotten here. What can Protoss do? Basically, the only thing Protoss can really do at this time is strike a deathblow. If Zerg is allowed to mass up, things are pretty much over barring absolutely heroic use of Psi Storm, Archons, and Reavers, and all those things are tremendously expensive to have en masse. Instead, it is more likely that Protoss will have to throw themselves at Zerg expos, desperately hunting for a weak point and trying to prevent Zerg from ever bringing more than a handful of troops to bear. Dragoons suddenly become almost useless in most fights due to Dark Swarm and Cracklings, both of which tear up goons, which is really horrible for the Protoss because Dragoons were absolutely required in the previous phase to fight the Zerg simcity and deal with Lurkers. Furthermore, Plague (also a Defiler skill)(defilers are probably the best spellcaster unit, ever) does horrible things to Gateway-tech units, especially combined with Lurkers, and basically equalizes the advantage Toss gained through Psi Storm while being slightly easier to use. Ultralisks do well against virtually everything Toss has to offer, though they are incredibly expensive; thus, Protoss has to attack, and attack, and attack, because they can no longer defend. A single defiler + a handful of lings will take out virtually any expansion that isn't defended by Archons/Templar/Reavers and a Doom Drop into the Protoss main of lings/ultralisks/defiler is inevitable, given enough time. All this is not to say that Protoss cannot win: however, it does account for the slight lean in Zerg favor in the matchup as a whole. The Protoss death ball is still very difficult for Zerg to crack as the lategame begins; however, it only takes 1 mistake from Protoss for the deathball to die, and once it does there are not a whole lot of ways for Toss to claw back into the fight. Protoss has the ability to win here, but it must do so decisively and without getting sandwiched or flanked in the open field, which is hard because Toss HAS to attack continuously. Altogether, the matchup is characterized by Zerg trying to force Protoss into making a critical error, such as being caught out of position or losing key units/observers at a key juncture, and then hitting one of their relatively broad timing windows to gain a significant advantage or put Toss away for good. Barring that, Zerg wants to reach tier 3 with as much gas as possible, preferably 4-5 gas bases, while Protoss tries to secure a major advantage before that happens. | ||
YyapSsap
New Zealand1511 Posts
On April 19 2011 04:28 bonifaceviii wrote: LaLush's post hasn't been added to the OP yet, but it can't be ignored. +1. Wow that is another excellent writeup! I agree 100%. | ||
Supamang
United States2298 Posts
On April 19 2011 06:11 maybenexttime wrote: I find it amusing and sad at the same time that while sc2 fans generally agree that TvZ and TvT (in sc2) are by far the two best match-ups and not coincidentally play out just like BW match-ups, they get so uptight whenever someone makes a valid suggestion that blizzard should make the other match-ups like TvT/TvZ in sc2 aka make them/the game more like BW in certain aspects. Amusing, because it's funny that so many sc2 fans can't see past their prejudice/inferiority complex (not saying all sc2 fans are like that, and we have given those who are some reason to as BW fans). Sad, because it makes any sort of discussion on basis of content impossible. You know what I find amusing and sad at the same time? The fact that BW diehard fans like you demand respect from SC2 fans like me, and yet come into our forum and start trashing us for being "noobs" in a "noob friendly" game. What makes discussion based on content impossible is people like you coming into a thread with your nose upturned speaking patronizingly and/or condescendingly to anyone whos a fan of SC2. And futhermore, you havent quoted or referred to any post here, meaning you just came into this thread to insult all of us? Whats your problem man? I dont think people get uptight when BW fans suggest some aspects be made more like BW. People get uptight when you guys suggests nearly everything get changed. Ive seen people literally say things like "If you brought back lurkers, arbiters, reavers, defilers, no smart casting, no MBS, limited unit select, no mineral rally, and 2D graphics, SC2 would be way better." You seriously dont see any problem with that? And if you didnt notice, people are having a good, in-depth, content based discussion here as to what SC2 is lacking that BW had. Im tired of seeing snide comments like yours and we definitely dont need them. | ||
Dragar
United Kingdom971 Posts
On April 19 2011 05:48 tedster wrote: Extremely basic matchup info with some unit analysis begins here: Absolutely fascinating, thank you! | ||
branflakes14
2082 Posts
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tedster
984 Posts
Thanks a lot, it's really fun for me =] I think it's really gratifying helping people learn how to analyze a high-level matchup and really appreciate what's going on at the various stages. One of the coolest things as an observer is to spot something seemingly minor taking place, hear the korean announcers start to go nuts, and suddenly realizing that you know exactly what it is they are anticipating and being able to anticipate, with relative certainty, what crazy thing is about to unfold. Though I need a break after the PvZ one as it took about an hour and a half to put together. I'll try to get one more done tonight. Ultimately I'd love to have main matchup analysis for all the major strategies so people can perform a better overall comparison between the two games. | ||
Nazza
Australia1654 Posts
On April 19 2011 09:05 tedster wrote: Thanks a lot, it's really fun for me =] I think it's really gratifying helping people learn how to analyze a high-level matchup and really appreciate what's going on at the various stages, as one of the most gratifying things as an observer is to spot something seemingly minor taking place, hear the korean announcers start to go nuts, and suddenly realizing that you know exactly what it is they are anticipating and being able to anticipate, with relative certainty, what crazy thing is about to unfold. Though I need a break after the PvZ one as it took about an hour and a half to put together. I'll try to get one more done tonight. Ultimately I'd love to have main matchup analysis for all the major strategies so people can perform a better overall comparison between the two games. You should just summarize the liquipedia articles. They are a bit long, but they explain everything in detail. Explaining things like timing for sc2 players is a big help imo. When I started playing BW from sc2, I didn't know crap about proper reactions or timings. But it's like Day9 says in his podcasts, realizing that you scouted a player and reacted right based on what he was/was not doing (that's right, not doing) after watching a replay makes you feel like a baller. | ||
Trufflez
Australia174 Posts
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 only things I like about Sc2 more than BW are it's popularity. The League system. And HY expos. The maps aren't as good, the mechanics aren't as good, and blob syndrome plagues the sc2 world. | ||
Otakusan
United States59 Posts
This is not just to agree and go with the flow, but as anyone who has truly enjoyed and appreciated BW's competitive scene and gameplay would say, BW is just so much better than SC2 both in playing and watching it. The OP touched on a lot of issues, including "defender's advantage," complexity of units and human/unit interaction, importance of micro and control, general difficulty of the game, spell mechanics, damage potential of individual units, etc. I think a good way to sum up everything is that SC2 is an extremely one-dimensional game where a lot of the gameplay is based on how big your "deathball" is and how quickly you can reach that point to win. Compare that to BW, the amazing-ness of a Zerg using Hive tech and having only 60 supply to defend against a Terran's aggressive 140 food army, and somehow coming back using the power of Dark Swarm is just nonexistent in SC2. I honestly hope future SC2 games are funner to play. I personally have stopped playing SC2 WoL and went back to following BW on TL, because it's just... so much more rewarding. | ||
Angra
United States2652 Posts
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. This is an amazing post and I agree with all of it. To me all 3 races' "macro mechanics" are just completely awful and flawed systems. Larva inject, chrono boost, and MULEs are completely artificial mechanics that Blizzard put into the game to give the player a feeling of being productive with their macro, when all it truly does is twist up the delicate balance of the game even more. I also really love your point of the game not being able to be balanced by unit number tweaks alone. I've been saying this for so long but there's still so many people who seem to think that adding 10HP here, 5 damage there will somehow miraculously fix the game one day. :\ On an unrelated note, I really need to comment on the idea that I keep seeing on these forums of "BW is balanced because it's had 11 years of balancing and development, give SC2 some time". Here's the problem with that line of thinking: if SC2 were a completely new game, not related to Starcraft at all, breaking genre lines and on the cutting edge of game concepts, then I'd agree; give it time to develop into a good game. But it's not. It's a sequel. Blizzard have had 11 years to study the positives and negatives of BW and then improve upon every aspect in SC2. Sure, they're absolutely allowed to change lots of things to make it not like BW, but still make it far and beyond better than BW. But they haven't. They've disregarded so many things that made BW the game it is. They've regressed years with the release of SC2. The map Lost Temple was deemed not balanced so many years ago in BW, and yet what happens 11 years later when SC2 comes out? Lost Temple is still there, and to make matters worse, it's one of the BETTER maps in the pool originally. That is unacceptable. There is absolutely no excuse for Blizzard to have this much regression from SC1 to SC2. No, people should NOT allow SC2 years and years of time for it to be balanced before it's the game that we all wish it was. They should be demanding at LEAST improvements upon the 11 years of learning that SC1 gave to Blizzard. But instead we're left with a game that looks like it took a 2 second glance at BW, tossed in some units that looked kind of the same, and then slapped on a Starcraft 2 title. People are MUCH too forgiving towards Blizzard for their complete lack of progress with their SC series. | ||
Ribbon
United States5278 Posts
On April 19 2011 10:37 Angra wrote: On an unrelated note, I really need to comment on the idea that I keep seeing on these forums of "BW is balanced because it's had 11 years of balancing and development, give SC2 some time". Here's the problem with that line of thinking: if SC2 were a completely new game, not related to Starcraft at all, breaking genre lines and on the cutting edge of game concepts, then I'd agree; give it time to develop into a good game. But it's not. It's a sequel. Blizzard have had 11 years to study the positives and negatives of BW and then improve upon every aspect in SC2. Sure, they're absolutely allowed to change lots of things to make it not like BW, but still make it far and beyond better than BW. But they haven't. They've disregarded so many things that made BW the game it is. They've regressed years with the release of SC2. The map Lost Temple was deemed not balanced so many years ago in BW, and yet what happens 11 years later when SC2 comes out? Lost Temple is still there, and to make matters worse, it's one of the BETTER maps in the pool originally. That is unacceptable. There is absolutely no excuse for Blizzard to have this much regression from SC1 to SC2. No, people should NOT allow SC2 years and years of time for it to be balanced before it's the game that we all wish it was. They should be demanding at LEAST improvements upon the 11 years of learning that SC1 gave to Blizzard. But instead we're left with a game that looks like it took a 2 second glance at BW, tossed in some units that looked kind of the same, and then slapped on a Starcraft 2 title. People are MUCH too forgiving towards Blizzard for their complete lack of progress with their SC series. This logic only works if Blizzard were "improving" BW without changing it at all. Since that's impossible, this logic does not work. SC2 is a different game. It's not Brood War. It's not supposed to be Brood War. Blizzard is not Capcom. They don't release the same game over and over and over, much as some people want them to. | ||
Vestige
United States303 Posts
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FrostOtter
United States537 Posts
That being said, I'm kind of the opposite of you. I find BW games boring. I think SC2 games are exciting. I think it comes down to a difference in what we find interesting-- when I watch sports (e or otherwise), I like the spectacle. I like an impossible shot, or an impressive hit, or a fast run, or (for SC2) an explosive thingy. If a soccer (football) player spends hours every day practicing his dribbling, I don't care. If a baseball pitcher gets a particular pitch to place just where he wants it to, I notice how well it was placed-- I don't particular care about his finger positioning or any of the technical details about it. Let's bring that back to SC: I don't care that they were managing 500 groups of 12 units while macroing 22 bases (obviously hyperbole). What I care about is the result of what I see. And I think the end result, the excitement of battle, the strategy at play-- I think all of those things are present at the highest levels of play. So yes, while I can acknowledge BW's requirements of skill, it is skill that doesn't impress me-- it is skill spent on many actions that have no impact on my viewing experience, that really only impress people trying to play at that level and not quite making it. | ||
Stratos_speAr
United States6959 Posts
On April 19 2011 12:02 Ribbon wrote: This logic only works if Blizzard were "improving" BW without changing it at all. Since that's impossible, this logic does not work. SC2 is a different game. It's not Brood War. It's not supposed to be Brood War. Blizzard is not Capcom. They don't release the same game over and over and over, much as some people want them to. But it is still a sequel and it is trying to be a competitive e-sport, so when people just keep saying, "You can't compare it to Brood War!" They're dead wrong. YES, YOU CAN. Why? Because BW is by far the most successful e-sport ever and if SC2 ever wants to see real e-sport success, it's a pretty simple conclusion that it can draw on some critical ideas from the king of e-sports. I think if you watch the NASL games between Nada and Dde you will find the excitement you are looking for-- I thought those two games were glimpses into the future of the game and all the things that you are craving in SC2. That being said, I'm kind of the opposite of you. I find BW games boring. I think SC2 games are exciting. I think it comes down to a difference in what we find interesting-- when I watch sports (e or otherwise), I like the spectacle. I like an impossible shot, or an impressive hit, or a fast run, or (for SC2) an explosive thingy. If a soccer (football) player spends hours every day practicing his dribbling, I don't care. If a baseball pitcher gets a particular pitch to place just where he wants it to, I notice how well it was placed-- I don't particular care about his finger positioning or any of the technical details about it. Let's bring that back to SC: I don't care that they were managing 500 groups of 12 units while macroing 22 bases (obviously hyperbole). What I care about is the result of what I see. And I think the end result, the excitement of battle, the strategy at play-- I think all of those things are present at the highest levels of play. So yes, while I can acknowledge BW's requirements of skill, it is skill that doesn't impress me-- it is skill spent on many actions that have no impact on my viewing experience, that really only impress people trying to play at that level and not quite making it. You completely missed the point. The fact that it is impressive that people are pulling off very difficult macro/micro executions is a tiny part of the awe of watching BW. It's been thoroughly explained why just watching the battles themselves is far more enjoyable for many in BW - you can actually see what's going on, things don't die in 2 seconds, it's not just move blob A into blob B, spells do interesting and interactive things, you don't have the majority of the games ending after one big confrontation, and the list and explanations could go on. Obviously, not every single game is like this and SC2 definitely has entertaining games, but these are problems that are much more prevalent and highlight the fact that BW players are not just complaining about the lack of required APM because they miss the required APM. They talk about it because it's one tiny piece of the larger puzzle that makes many think that SC2 won't survive as a spectator sport for any long period of time. Personally, I think the core of basically all of these problems is just simply unit design philosophy. | ||
SixtusTheFifth
New Zealand170 Posts
On April 19 2011 12:02 Ribbon wrote: This logic only works if Blizzard were "improving" BW without changing it at all. Since that's impossible, this logic does not work. SC2 is a different game. It's not Brood War. It's not supposed to be Brood War. Blizzard is not Capcom. They don't release the same game over and over and over, much as some people want them to. The logic is fine. Imagine Porsche releasing a car with square wheels. Imagine the complaints and people saying "Oi, you've had decades to figure out a car shouldn't have square wheels." Imagine Porsche saying "Not quite, we figured out that the 911 shouldn't have square wheels, this is a completely different model." Angra is quite correct. LT was unbalanced in BW and it was unbalanced in SC2 and excuses about different games don't wash. Actually Angra said a few things in his post that might warrant a second reading on your part. SC2 was anticipated and pre-ordered and people risked bans on this website just to get a beta key and we/they did it because it was Blizzard making the game. Blizzard cashed in on their experience with BW so now they get to deliver. | ||
eviltomahawk
United States11133 Posts
On April 19 2011 10:37 Angra wrote: Here's the problem with that line of thinking: if SC2 were a completely new game, not related to Starcraft at all, breaking genre lines and on the cutting edge of game concepts, then I'd agree; give it time to develop into a good game. But it's not. It's a sequel. Blizzard have had 11 years to study the positives and negatives of BW and then improve upon every aspect in SC2. Sure, they're absolutely allowed to change lots of things to make it not like BW, but still make it far and beyond better than BW. But they haven't. They've disregarded so many things that made BW the game it is. They've regressed years with the release of SC2. The map Lost Temple was deemed not balanced so many years ago in BW, and yet what happens 11 years later when SC2 comes out? Lost Temple is still there, and to make matters worse, it's one of the BETTER maps in the pool originally. That is unacceptable. There is absolutely no excuse for Blizzard to have this much regression from SC1 to SC2. No, people should NOT allow SC2 years and years of time for it to be balanced before it's the game that we all wish it was. They should be demanding at LEAST improvements upon the 11 years of learning that SC1 gave to Blizzard. But instead we're left with a game that looks like it took a 2 second glance at BW, tossed in some units that looked kind of the same, and then slapped on a Starcraft 2 title. People are MUCH too forgiving towards Blizzard for their complete lack of progress with their SC series. The problem is that the game wasn't made in 11 years. The game's development process was much shorter and much more uneven than we all expect. From what I've read in interviews, SC2 was started shortly after WC3's release, but only on a small skeleton crew who mainly tweaked the engine and tried porting all the BW buildings and units into the new engine. Most of the Blizzard development team was relegated to WoW, which was facing extremely tight deadlines. Not until after WoW's release was there an acceptable development team on SC2, who initially didn't even plan on making it an e-sport that competed with BW. The decision to make it an e-sport didn't come until several years into the development process, and that led to a major overhaul in the multiplayer design that to this day was never really fully fleshed out. Indeed, I think Dustin Browder admitted that the development team had been screwing around trying to make a "normal" game before getting their shit together and attempting to design an e-sport. Coupled with the fact that SC2 faced several tight deadlines that were missed and delayed, I'm surprised that SC2 didn't come out more broken than people currently claim it is. | ||
Diglett
600 Posts
On April 19 2011 12:54 FrostOtter wrote:Let's bring that back to SC: I don't care that they were managing 500 groups of 12 units while macroing 22 bases (obviously hyperbole). What I care about is the result of what I see. And I think the end result, the excitement of battle, the strategy at play-- I think all of those things are present at the highest levels of play. So yes, while I can acknowledge BW's requirements of skill, it is skill that doesn't impress me-- it is skill spent on many actions that have no impact on my viewing experience, that really only impress people trying to play at that level and not quite making it. I don't understand. Managing multiple fronts allows for more exciting battles(of which there are more :p) and more intricate strategies. | ||
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