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Saying that RTS games should become more decision making oriented and move away from the SC BW style interface that puts great mechanical demands on the player completely equivocates the meaning of 'strategy' in RTS.
RTS is different from Real Time Tactics games, that predate RTS, by that you had to gather resources, build bases and produce units. This is what they call 'strategy'. It has nothing to do with something being a 'strategy game', with the definitions of strategy vs tactics in warfare (which I probably correctly assume a lot of people here misapply) or the decision making vs execution debate in the SC2 vs SC BW context.
The first RTS games basically had a single tech tree with the more powerful and useful units high up in the tech tree. They didn't have any strategy or decision making that you try to now put under the label of RTS in an attempt to justify the changes made with SC2.
And even if the term RTS had some meaning in this discussion, What does it justify? Let's say FPS games were called 'first person aiming games'. And now let's say modern FPS games get better by moving away from execution skills like aiming and get better by being more decision making or team work oriented. Should the games not improve because it's not allowed because 'aiming' is part of the term used for the genre? Maybe you can argue a change of name. But then you need to call the new style of RTS something different. You can't say "Hey let's call SC BW and all similar games 'real time mass clicking' games and call SC2 'real time strategy' because it actually has strategy and isn't mass clicking."
Better would be to have names like 'RTS execution' oriented game or 'RTS decision making oriented game' so RTSEO and RTSDMO. Why not because we already have MMORPG and that's also 6 letters long.
I don't think there is any need for such terms, but this whole S in RTS angle is nonsense.
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On July 16 2011 00:49 Galaxy_Zerg wrote: I play SC2 and BW and i know for a fact that SC2 skill cap is way lower. It will never go up
As far as im concerned, a good two base build is all you'll ever need
I'm glad Blizzard has been consulting with you about map, interface, new units, and balance changes that will be rolled out for Legacy of the Void and Heart of the Swarm.
Please keep us updated on all the other things you know for a fact!
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The game is less than a year old, SC1 is a better comparsion to SC2; these "HERD OF RAMPAGING BUFFALO BW PLAYERS GOING TO SWITCH OVER AND PWN" threads are just pageview fishing expeditions.
I think a more intelligent argument is to ask "Did the fact that PuMa won NASL mean that the coming BW exodus of A-teamers into SC2 and an attendant era of dominance for them is a question of when, not if?"
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On July 16 2011 03:08 lorkac wrote:Show nested quote +On July 16 2011 02:26 gn0m wrote:On July 16 2011 02:23 SeaSwift wrote:On July 16 2011 02:14 On_Slaught wrote:This is a strong argument for those who want to see a combination of both mechanics and strat (RTS). Which part exactly of "RTS" means that there has to be what you call 'mechanics' (mundane actions for different things to make stuff do stuff). I'm not saying it isn't required, but where is that shown in the acronym RTS? That would be Real Time. um.... Uh... You do know that the "real time" portion of RTS is the fact that you don't have to wait for your opponent? Yes and the fact that it is not turned based means that you will be constantly doing stuff aka. mechanics. In turned based strategy games time is usually not a big factor and these games involves more pure strategy.
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On July 16 2011 03:24 gn0m wrote:Show nested quote +On July 16 2011 03:08 lorkac wrote:On July 16 2011 02:26 gn0m wrote:On July 16 2011 02:23 SeaSwift wrote:On July 16 2011 02:14 On_Slaught wrote:This is a strong argument for those who want to see a combination of both mechanics and strat (RTS). Which part exactly of "RTS" means that there has to be what you call 'mechanics' (mundane actions for different things to make stuff do stuff). I'm not saying it isn't required, but where is that shown in the acronym RTS? That would be Real Time. um.... Uh... You do know that the "real time" portion of RTS is the fact that you don't have to wait for your opponent? Yes and the fact that it is not turned based means that you will be constantly doing stuff aka. mechanics. In turned based strategy games time is usually not a big factor and these games involves more pure strategy.
What the poster I responded to was talking about wasn't actually 'mechanics'. Sorry for the pedanticism, but it was actually keypressing. Mechanics = warp-in/unit production, mining. Mechanics =/= clicking/micro.
That comes under micro/macro/clicking/keypressing. Sure, you can call it mechanics if you like for simplification, just don't get mixed up between the two. There is plenty in RTS which supports mechanics, but nothing that supports micro/macro by clicking/keypressing. If the technology was there, it would be possible to control units be pure thought, and it would still be an RTS. Sure, it might not actually be feasible and would have many drawbacks such as no micro/macro ability differential between good/bad players, but it would still be an RTS.
For another example, try chess. If it was not turnbased and you could just do stuff, you could just move a queen around with one hand and win. That would be real-time, but the only micro demand would be sweeping the queen along. It would still be an RTS (although the strategy part would be questionable).
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On July 16 2011 03:37 SeaSwift wrote:Show nested quote +On July 16 2011 03:24 gn0m wrote:On July 16 2011 03:08 lorkac wrote:On July 16 2011 02:26 gn0m wrote:On July 16 2011 02:23 SeaSwift wrote:On July 16 2011 02:14 On_Slaught wrote:This is a strong argument for those who want to see a combination of both mechanics and strat (RTS). Which part exactly of "RTS" means that there has to be what you call 'mechanics' (mundane actions for different things to make stuff do stuff). I'm not saying it isn't required, but where is that shown in the acronym RTS? That would be Real Time. um.... Uh... You do know that the "real time" portion of RTS is the fact that you don't have to wait for your opponent? Yes and the fact that it is not turned based means that you will be constantly doing stuff aka. mechanics. In turned based strategy games time is usually not a big factor and these games involves more pure strategy. What the poster I responded to was talking about wasn't actually 'mechanics'. Sorry for the pedanticism, but it was actually keypressing. Mechanics = warp-in/unit production, mining. Mechanics =/= clicking/micro. That comes under micro/macro/clicking/keypressing. Sure, you can call it mechanics if you like for simplification, just don't get mixed up between the two. There is plenty in RTS which supports mechanics, but nothing that supports micro/macro by clicking/keypressing. If the technology was there, it would be possible to control units be pure thought, and it would still be an RTS. Sure, it might not actually be feasible and would have many drawbacks such as no micro/macro ability differential between good/bad players, but it would still be an RTS. For another example, try chess. If it was not turnbased and you could just do stuff, you could just move a queen around with one hand and win. That would be real-time, but the only micro demand would be sweeping the queen along. It would still be an RTS (although the strategy part would be questionable). I don’t know who told you mechanics doesn’t include micro but it does. http://wiki.teamliquid.net/starcraft/Mechanics
And your chess example is so arbitrary that I don’t know what to say about it, more than that we should focus our attention on StarCraft instead of chess, poker, football etc. RTS includes both mechanics and strategy and how much focus there should be on each aspect cannot be derived from the term RTS. It’s a matter of preference.
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I was simply talking about the real time aspect of rts means exactly what it means and doesn't have specific actions in mind connected to it. It is neither the micro or the macro. Real time literally is te fact that you don't wait for your turn.
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On July 16 2011 02:26 gn0m wrote:Show nested quote +On July 16 2011 02:23 SeaSwift wrote:On July 16 2011 02:14 On_Slaught wrote:This is a strong argument for those who want to see a combination of both mechanics and strat (RTS). Which part exactly of "RTS" means that there has to be what you call 'mechanics' (mundane actions for different things to make stuff do stuff). I'm not saying it isn't required, but where is that shown in the acronym RTS? That would be Real Time.
Real Time should be when you decide to go kill him, and when he's trying to stop you from killing him. That's what real time is. Mining, gas etc. all serve the purpose to achieve that. At the same time. It's not making sure you click 50 times just because it's harder so that some people will feel you're doing something noteworthy, while what you're actually doing is performing repetitive and mundane tasks which can be automated this or that way so that you can make that action more efficiently.
I know that macro and build orders and all that things are included in the "go kill him" part, but this doesn't mean these things can''t be done in a much more efficient manner. I know automation can go forever and there is no limit, and I respect and understand the notion that these mechanics help to seperate good from bad, but really, some of those players that people talk here, will always be successful with whatever "mechanics" they are given with. Dedication and hard work is the key.
Man, it's not like we are talking about one button macro or micro, it's just rallying a worker to mine or selecting multiple buildings! And there are people who think this somehow dumbs the game. When I make a worker, what do I want him to do? Go chill by the woods? No, I want him to gather something, or build something. Why should I babysit him for that, he should be able to go to gather by himself with my command (which is rallying). I shouldn't have to remind them this every single time, it's ridiculous and I'm glad Blizzard wasn't listening to some of the people here. By this logic, why bother with rally points? You built them, just send them manually to everywhere.
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On July 15 2011 12:15 sluggaslamoo wrote:Show nested quote +On July 15 2011 12:05 KillerPenguin wrote: I played both games a lot and I'm one of the few players who think SC2 is way better. I think there is a lot of bias coming from the older players which is natural from people who learn how to do things one way and then are forced to do them another way.
Returning to sc1 before sc2 came out almost made me want to cry the graphics and lag were so much worse than I had remembered them. I completely disagree that the skill cap is lower. The skill is just different just as the skill is different for chess and many other things. I think automining was a HUGE step in the right direction I always hated going crazy with my screens to be more efficient at mining especially when I'm apm challenged with 100 apm. I'm sorry I don't move much faster than 100 apm even after thousands of games and practice and training I just cannot I actually picked protoss in SC1 because of my apm trouble. On PGT everyone I played doubled my apm and it really bummed me out and I quit because I knew it was practically a requirement to have over 200apm to be a real progamer. In SC2 I don't feel the same way and there are some progamers who do fine with very low apm that doesn't mean the game is worse that means the game is better. I don't have to constantly hotkey spam and send probes to mine nearly as much so I can focus on strategy and battle micro like I want to.
This is a strategy game the main goal should be strategy not who can click the fastest and make the least mistakes. SC2 is less about who can click the fastest and make the least mistakes so I say the skill is better than SC1. I will agree however that generally SC2 is more aggressive, partially because of warp gate and that makes the games shorter and therefore more volatile, siege tanks are the opposite of this and make the game more defensive, longer, less volatile for pros so they can actually become bonjwas. You didn't lose because of APM. I've seen C rank players with 100 apm, but they had amazing game sense, builds, strategy, micro. Hell Stork only has 230 APM and he practises at least 12 hours a day, and hes one of the best players in BW. I'm sure if you practised 12 hours a day, you'd get up to 200 apm.
I was C rank and I practiced. I had over 7k games played in SC1. 200 apm is actually not possible for many players you just don't hear about them because they move on to something else.
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+ Show Spoiler +On July 15 2011 09:02 humanimal wrote: Okay I read through the first three pages of comments and died a little inside.
Some people are obviously missing the main point of this article. I'm gonna see if I can take a crack at it -.-" (and hopefully add a bit of my own insight). The OP is basically saying that in BW, mechanics allowed for a distinction between the good and the great. While strategy was definitely a part of the game (look at the original liquipedia, then try to argue this point), mechanics were a barrier to overcome first. Someone couldn't just waltz in with a crazy strategy, and win. Furthermore, a player of lesser skill could not punish a better player with hard countering in a 10 second battle because the other player looked away for part of the battle (primarily the engagement). This punishing would not usually overcome an advantage slowly built up over the process of 10-15+ minutes (as is more commonly seen in SC2 than in BW).
In SC2, because mechanics are not as much of a limiting factor (they still play a big role), players of lesser skill can take advantage of catching an opponent off guard much easier and thereby swing the advantage in his/her favor much more quickly. This generally results in less back and forth play (hence the big build up to 200/200 -> major engagement -> profit) and the unforgiving nature of bad engagements. We definitely see more movement away from this because now micro plays a much bigger role. Macroing is simplified more than micro (as in bigger changes between sc2 and scbw) thus microing properly is often more rewarding.
In conclusion, scbw fans enjoyed the multiple build ups that occurred in bw and enjoyed a lot of the macro/micro balance (focus on macro and therefore management style; think savior's zerg play). SC2 fans argue that sc2 is still just as competitive and are (rightfully) angered when scbw fans bash sc2 for being easy and uncompetitive; the focus is still on the macro/micro balance (but the focus is on micro and therefore multitasking; think multipronged attacks). The truth ultimately comes down to the fact that the games focus on different things in the current time. The differences are that while the games share similar mechanics, the emphasis is different; possibly almost as different as scbw and wc3.
EDIT: That last phrase regarding sc and wc3 was inspired by the fact that most of the arguments are the same. Speed vs. strategy and looking at both extremes.
+ Show Spoiler +On July 15 2011 09:04 Lumire wrote:Show nested quote +On July 15 2011 08:31 lorkac wrote: BW: macro was hard but the game forgives you for making mistakes.
SC2: Macro is easy but the game rewards perfect play.
I wonder which sounds more appealing? The reason BW rewards mistakes is because micro has a much higher high skill ceiling in BW and has way more opportunity's to micro. There is huge variance between micro even at the pro level because every single unit can be micro'd to be 100x more effective then it was otherwise. In a ZvZ between a lower level amateur and a pro in a 12 pool vs 9 pool speed situation with 6 zerglings vs 6 zerglings, if the 12 pooling player holds without losing any drones he is at a very advantages situation, the pro will ALWAYS come out advantageous because even a simple unit can be micro'd and positioned to be much much more effective, not one player wins with 1 ling with half hp left more effective, like one player will have 3 medium-high health zerglings left over. And for macro its a common site to see idle barracks for periods of time or a zerg with 3 larve on each hatchery,the macro is hard because of no mbs obviously and the fact that theres SO MUCH to do that even flash cant do everything he wants any given time, because macro is hard the player with better macro/micro always has a chance to come back and nearly every great game of BW involves a seemingly impossible comeback from one player. Sc2 cant be like this because nearly all units are A-move or smartcasting makes for barley any variance between micro at the pro level, and macro is so easy that every single high level player has absolutely perfect macro unless he has a stroke during the game. A video game with no opportunity's for top players to climb above other players will always degenerate into luck/build order battles and mind games, since near prefect play is so easy to achieve. All the talk about "outsmarting" your opponent is all bullshit and ridiculous. I wonder which game sounds more appealing?
+ Show Spoiler +On July 15 2011 05:56 Requizen wrote:Show nested quote +On July 15 2011 05:43 masami.sc wrote: How do you practice strategy? I think if you're a decent intelligent human being, strategy should come naturally. It's just less impressive in SC2 because everyone is concentrating on the strategy aspect of the game.
Also, it's pretty funny that everyone who so fervently defends SC2 has little to no idea what BW is really like (read: joined TL last year). Anybody who has played BW for at least a year and has a working knowledge of the professional scene has no qualms recognizing the fact that BW takes more skill. Strategy in a game like Starcraft doesn't mean that. Ideas like "I should flank with my melee units to prevent the enemy from escaping" or "I need to protect my light units with heavy support units", or taking good positions is basic strategy. The strategy in SC (BW or WoL) is knowing the game and the metagame. The best strategist in the world, if they've never played SC2 before, can't sit at a computer and master the game in one go. Would they be able to recognize a 3 gate expand over a 4 gate nexus cancel? Would they consider the implications of utilizing Baneling drops on a massed Protoss deathball, at a time where Blings were never really used in ZvP? SC2 and BW are equally as deep, SC2 is just easier to control. That is the difference, outside of specifics like units and maps. BW does take more mechanical skill, of course. But most of that APM and memorization required is unnecessary and simply there because Blizz didn't build in functionality to BW's UI. The UI and controls for SC2 are more streamlined, which means easier to pick up and play, less restrictive. I like that pros can extend their commands to troops easier, it makes for (in my opinion) faster paced games and more intensive micro, which will only get tighter and cooler as the game grows. I'm just gonna requote myself and some other people because apparently the same cycle of stubborn/blind/uneducated arguments keep coming up. At this point i just want a mod to come in and start warning/banning people who aren't even bothering to discuss the OP and just come to argue.
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@humanimal
are you upset that people keep coming to conclusions you don't like being true?
Our argument has been purely about the OP. Harder to execute does not equat to either a better strategy or a better game. To pretend otherwise is silly.
When a BW supporter shows up to point out a tiny detail in the game, sc2 supporters provide evidence against. BW supporters whine saying it's just innately better.
BW players have gone from saying BW is harder, BW is easier, BW is harder, BW is easier, it's about macro, it's about macro, etc... And each time they do sc2 supporters find evidence that refutes them.
BW supporters then say that SC2 players don't understand, that SC2 players just need to watch BW games. When they find out we have--they proceed to say that we are playing ignorant. And now BW supporters simply want to ban SC2 supporters.
Stay classy man.
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On July 16 2011 05:59 lorkac wrote: @humanimal
are you upset that people keep coming to conclusions you don't like being true?
Our argument has been purely about the OP. Harder to execute does not equat to either a better strategy or a better game. To pretend otherwise is silly.
When a BW supporter shows up to point out a tiny detail in the game, sc2 supporters provide evidence against. BW supporters whine saying it's just innately better.
BW players have gone from saying BW is harder, BW is easier, BW is harder, BW is easier, it's about macro, it's about macro, etc... And each time they do sc2 supporters find evidence that refutes them.
BW supporters then say that SC2 players don't understand, that SC2 players just need to watch BW games. When they find out we have--they proceed to say that we are playing ignorant. And now BW supporters simply want to ban SC2 supporters.
Stay classy man.
You're just as bias as the "broodwar supporters"
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I know I'm bias. Hence why my argument is not that SC2 > BW but is instead harder =\= better.
If they want a side by side comparison and nitpicking of details I'll go all out. But my argument and the complaint in this thread in general is that sc2 players disagree that right clicking minerals is essential to strategy.
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I believe the real valuable information posted here was about the Macro ceiling.
Macro is SC2 is horrifically easier than in BW, which means the mechanics behind the Macro ceiling are MUCH lower. However, because of the endless unit selection, the Micro ceiling is so much higher than in BW.
BW micro was restricted to 12 units, no smart casting, no real unit selection micro, just attacking and moving backwards the right way with that particular unit. In the early days people could win off Micro alone (see BoxeR), however as the game got older, and more players were reaching for the Macro ceiling those Micro based styles started to die out.
I think we aren't going to see this in SC2. I think that Micro is going to be king in this game. The amount of actions required to macro out an army is nothing compared to BW. However, the amount of possible micro and unit movements is really where the top level players are going to shine. Once professionals hit the Macro ceiling (and some have IMHO) the real separation between top level, and competitive level will the be perfection in Micro.
Look at the emergence of Blink Stalker builds in PvZ. Blink Stalkers are units that have massive Micro potential, and top level professionals have figured this out. If you Micro your Stalkers perfectly you can beat armies that should, by all means, not lose to the Stalkers. This forces the Micro ceiling to be higher, because Zerg players need to figure out how to Fungal, surround, flank, etc. better in order to deal with the Micro potential of Blink Stalkers. (THIS IS NOT A BALANCE POST NO FLAMES PLZ).
My current theory is this : In Brood War, players were defined by their Macro. The better the Macro, the bigger the army, the more bases, the more money, and eventually the win. However, in SC2 players are defined by their Micro. The better the Micro, your units become more efficient, map awareness goes through the roof, scouting, defending, reacting, all of these become the paradigm for top level players. As the years move forward for SC2, I think we are going to see some seriously Metagame shifting styles that revolved around massive amounts of Micro and in-battle decision making to separate the top level players.
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On July 16 2011 06:20 Chronald wrote: I believe the real valuable information posted here was about the Macro ceiling.
Macro is SC2 is horrifically easier than in BW, which means the mechanics behind the Macro ceiling are MUCH lower. However, because of the endless unit selection, the Micro ceiling is so much higher than in BW.
BW micro was restricted to 12 units, no smart casting, no real unit selection micro, just attacking and moving backwards the right way with that particular unit. In the early days people could win off Micro alone (see BoxeR), however as the game got older, and more players were reaching for the Macro ceiling those Micro based styles started to die out.
I think we aren't going to see this in SC2. I think that Micro is going to be king in this game. The amount of actions required to macro out an army is nothing compared to BW. However, the amount of possible micro and unit movements is really where the top level players are going to shine. Once professionals hit the Macro ceiling (and some have IMHO) the real separation between top level, and competitive level will the be perfection in Micro.
Look at the emergence of Blink Stalker builds in PvZ. Blink Stalkers are units that have massive Micro potential, and top level professionals have figured this out. If you Micro your Stalkers perfectly you can beat armies that should, by all means, not lose to the Stalkers. This forces the Micro ceiling to be higher, because Zerg players need to figure out how to Fungal, surround, flank, etc. better in order to deal with the Micro potential of Blink Stalkers. (THIS IS NOT A BALANCE POST NO FLAMES PLZ).
My current theory is this : In Brood War, players were defined by their Macro. The better the Macro, the bigger the army, the more bases, the more money, and eventually the win. However, in SC2 players are defined by their Micro. The better the Micro, your units become more efficient, map awareness goes through the roof, scouting, defending, reacting, all of these become the paradigm for top level players. As the years move forward for SC2, I think we are going to see some seriously Metagame shifting styles that revolved around massive amounts of Micro and in-battle decision making to separate the top level players.
Gonna micro the hell out of units that cannot be micro'd~~~
Also, you probably shouldn't post theories on bw when you haven't got a clue.
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I have the same problem with this article as the elephant one.
You're just giving paragraphs of personal observations and opinions, trying to pass them off as something factual.
Starcraft 2 has a higher skill-ceiling than Brood War, and the only reason we aren't fully seeing that is the game is still being figured out. There see that? I just refuted everything the TC said, using his exact methods -- pure opinion.
Terrans are just starting to actually figure out Helions, after using them for a year. That right there shows the complexity of the game. And on the other hand, we do have dominant players like Nestea, who stay at the top of the game not because of their APM but entirely because of their strategic thinking.
Stupid ******* article, as was the Elephant one. Please stop this crap. Starcraft 2's engine is more robust and cleaner. It's faster and meaner. The micro is quicker, and harder to see, but it is very much there. In my opinion (maybe I'll write an article on it and TL will feature it on their front page... psssh) Brood War is for people who need a slower game to appreciate what's going on. How about that?
I'll back all my statements up by saying "Just watch. See? Can't you see it (because you must be stupid if you can't)?"
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On July 16 2011 06:20 Chronald wrote:+ Show Spoiler +I believe the real valuable information posted here was about the Macro ceiling.
Macro is SC2 is horrifically easier than in BW, which means the mechanics behind the Macro ceiling are MUCH lower. However, because of the endless unit selection, the Micro ceiling is so much higher than in BW.
BW micro was restricted to 12 units, no smart casting, no real unit selection micro, just attacking and moving backwards the right way with that particular unit. In the early days people could win off Micro alone (see BoxeR), however as the game got older, and more players were reaching for the Macro ceiling those Micro based styles started to die out.
I think we aren't going to see this in SC2. I think that Micro is going to be king in this game. The amount of actions required to macro out an army is nothing compared to BW. However, the amount of possible micro and unit movements is really where the top level players are going to shine. Once professionals hit the Macro ceiling (and some have IMHO) the real separation between top level, and competitive level will the be perfection in Micro.
Look at the emergence of Blink Stalker builds in PvZ. Blink Stalkers are units that have massive Micro potential, and top level professionals have figured this out. If you Micro your Stalkers perfectly you can beat armies that should, by all means, not lose to the Stalkers. This forces the Micro ceiling to be higher, because Zerg players need to figure out how to Fungal, surround, flank, etc. better in order to deal with the Micro potential of Blink Stalkers. (THIS IS NOT A BALANCE POST NO FLAMES PLZ).
My current theory is this : In Brood War, players were defined by their Macro. The better the Macro, the bigger the army, the more bases, the more money, and eventually the win. However, in SC2 players are defined by their Micro. The better the Micro, your units become more efficient, map awareness goes through the roof, scouting, defending, reacting, all of these become the paradigm for top level players. As the years move forward for SC2, I think we are going to see some seriously Metagame shifting styles that revolved around massive amounts of Micro and in-battle decision making to separate the top level players.
Not even close to being correct. BW players are defined by their micro and strategy/decision making, Open up any pro replay in BWchart and you will see that 2/3 of their actions are going towards micro. There is very little difference between macro at top levels. You can't just click fast on your barracks and be guaranteed a win like some people seem to think.
The best example is Flash. Slightly worse mechanics compared to other pros, but he is the official BOAT.
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i dont understand how people say micro should not matter and that strategy is more important.
i got into watching bw because the pros were able to do things that i never saw, can't do, hard to do.
micro is a huge factor, i've yet to see any pros in sc2 that amazed me as intotherain's psi storm or boxer's tank/dropship, marine vs lurker, jaedong's lurker/defiler push. look at pheonix for god sakes, its move attack on easy mode. Dragoon vs vulture (flash vs bisu), now thats amazing.
imagine trying to do FF, fungal, psi in BW. its hard, perhaps not "better" but is in fact, harder. and when i see someone do it flawlessly, i can only praise that person. i've yet to see this in sc2 because of how easy it is to pull off spells.
so please dont say strategy is more important than micro, or it should be, because that is totally wrong imo. i dont want to down play MKP(great player) but, his marine control, its not that impressive to some people who's seen higher level stuff on regular bases on bw. its just basic stuff... it actually annoys me when tastosis go all nuts and crazy saying something along the lines of "greatest micro i have ever seen!!". i'm sure they're only saying it to hype and filling the role as presenters but it does annoy me because that gets taken in literally to many viewers.
(i'm saying this like as a regular nba viewer that might criticize an nba player)
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On July 13 2011 14:08 aimless wrote: Want proof? I can't offer that, but there is one barometer that suggests the skill ceiling is at work: the foreign scene. How many BW players came from outside of Korea to play and win in Korea? It wasn't a whole lot. But now? Koreans and foreigners are playing each other constantly and foreigners are winning games from even the current top Korean players. Sure, Koreans are still winning more, but the gap has narrowed. Magically. In a year. 12 years of BW and the foreign scene can't touch Korea, but in 1 year SC2 has a robust competitive group of foreigners? Maybe it's the lack of BW Koreans making the switch, but maybe not.
I'll elaborate a bit more on why this and the elephant article suck, by focusing on this part I quoted right here, where the author submits his admittedly opinionated form of proof.
The problem with it is it's ignorant. It lacks so much obvious context. Brood War, when it came out, wasn't treated as a serious e-sport of competition by the "foreign" scene right away. The Koreans embraced it as such, and it was a gradual process that "foreigners" caught on to the whole idea of pro-level Starcraft competition. A lot of foreigners, such as myself, played Brood War very casually without any knowledge of the Korean scene.
On the other hand, Starcraft 2 had a foreign e-sports following before the BETA was even released. Foreigners from all over were watching pro matches of the Beta, before the game even came out.
So with Brood War, Koreans had a massive headstart. With Starcraft 2, we've started on much more equal footing.
I don't see how anyone could even argue with. It's a very plain fact that Brood War and SC2 fans alike can acknowledge.
And yet the TC ignores this context completely, because it doesn't let him make his stupid and simplistic comparison between the two games.
And yet, despite the more equal footing that Starcraft 2 has given foreigners, foreigners are still greatly lagging behind the Koreans in every applicable tournament. NASL? MLG? IEM? FXO at the GSTL team league? Koreans are winning by gross margins, because they have a more regimented and disciplined approach to practice. So there is a skill-ceiling, and there is a skill-gap between the Koreans and foreigners. It isn't as big as it was in Brood War -- but rather than be a moron and assume that's just because of the game, try looking at the other possible reasons for that.
Thanks.
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On July 16 2011 00:55 Requizen wrote:Show nested quote +On July 16 2011 00:26 MidKnight wrote: Oh this thread is back again? At any case, SC2 is less mechanically demanding, that's a fact and anyone who played SC:BW should understand that immediately.. If that's a good or a bad thing is another discussion altogether.
It seems most of these SC2 elitists never played BW at all least semi-competitive level. That game is HARD, man. Between stupid AI and thus the requirement to constantly pay attention to your units in order for them to not bug out and be effective, smaller field of vision, 12-max control groups, smartcasting etc. etc., heck, even trying to get rid of a scouting worker requires a lot of attention, because the way AI works you ACTUALLY have to predict your opponents juking patterns and can't simply right-click with your lings and be done with it, the skill ceiling can't even be comparable. Talking from personal experience here.
Again, if that's a negative or a positive thing depends on the preferences, facts still remain facts
Using a sword is HARD compared to using a gun. Why do armies use guns when swords obviously show of skill? I could understand arguments from a strategic standpoint, and how SC2 isn't there yet while BW has been evolving for much longer and is, therefore, currently the more strategic game. That I'd buy, though I wouldn't agree that it makes one better than the other, just that one has more metagame behind it. SC2 will evolve into that. The idea that BW pros are inherently better than SC2 pros because they play with dumb AI is... absurd. Both players play with the same ideas, it's just harder for BW players to do because the game restricts them. Does that make them a better player? Mechanically, maybe. Strategically, it's the same damn thing.
Well, BW is so appealing because it combines both the physical aspect of being fast/multitasking AND immense strategic depth. It totally depends on what one thinks the direction RTS games should take. We don't want 100% strategy game like Chess, but also not something like, I don't know, running, which is 100% "mechanical". It's somewhere in between.
I think BW has that perfect balance in that regard.In SC2 units are not really microable, the fights are so generic, there's none of that epic feeling of two armies clashing. That's just the way I see it.
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