• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:42
CEST 19:42
KST 02:42
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins Maestros of the Game 235ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7
Community News
Weekly Cups (June 29-July 5): Solar Doubles0MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon435.0.16 Hotfix (June 30) - Balance + Bug Fixes40Weekly Cups (June 22-28): Zergs thrive in new patch5[TLMC] Summer 2026 Ladder Map Rotation0
StarCraft 2
General
Serral wins Maestros of the Game 2 MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon Most successful SC2 players of Q2 2026 Is the larve respawn broken? 5.0.16 patch for SC2 goes live (8 worker start)
Tourneys
Vespene Cup #1 — $300+ USD, July 10 Sea Duckling Open (Global, Bronze-Diamond) Crank Gathers Season 4: BW vs SC2 Team League GSL CK #5 Race War HomeStory Cup 29
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 533 Die Together The PondCast: SC2 News & Results Mutation # 532 Nuclear Family Mutation # 531 Experimental Artillery
Brood War
General
ASL 22 Proposed Map Pool Starcraft vs Retro Category on Twitch 60% Keyboards Viable for Starcraft? Snow On New ASL S22 Map, Zerg Nerf BW General Discussion
Tourneys
Escore Tournament StarCraft Season 2 Small VOD Thread 2.0 IPSL Spring 2026 Top 4! CSLAN 4 is Coming!
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Dawn of War IV Summer Games Done Quick 2026! ZeroSpace at Steam NextFest - Last free demo
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread TL Mafia Power Rank Vanilla Mini Mafia
Community
General
US Politics Mega-thread UK Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The HerO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Tennis[sport] Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard? Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Major Shifts in the Gaming I…
TrAiDoS
An Exploration of th…
waywardstrategy
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4383 users

The Rhino in the Room - Page 9

Forum Index > SC2 General
Post a Reply
Prev 1 7 8 9 10 11 55 Next
Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
July 13 2011 09:20 GMT
#161
On July 13 2011 18:12 Eleaven wrote:
Show nested quote +
On July 13 2011 18:09 Talin wrote:
On July 13 2011 18:02 Sated wrote:
The very top players in BW can mechanically outplay virtually anyone, while still maintaining all the other facets of the game. For SC2 pros it doesn't matter as much because so many more people will be able to mechanically play at the highest level. SC2 pros will have to utilize more intelligent plays, more outsmarting opponents rather than outplaying them.

Good. It's supposed to be a Real-Time Strategy game, not a Real-Time How-Fast-Can-You-Switch-Between-Buildings game. Better strategies should be rewarded, not higher APM.


Yeah, and NASL is supposed to be a North American Starleague, not a Give-Koreans-All-The-Money-Starleague. Not everything is in a name, and with RTS the RT part of the acronym is by and far the more important one anyway (much like in the acronyim, RT is two thirds of the RTS =p).

The thing is, watching "strategy" is just boring. Do you really want to see games decided by clever build orders, timing attacks, army compositions and timely tech switches? From what I can see, most people complain in LR threads when games turn out that way.

Watching superhuman displays of skill (which effective APM allows for) is what makes an RTS viable as an e-sport and what makes it fun in the first place.




And NONE of that is captured in a tournament. Instead you see strategy, micro, positioning, spell casters. Thats what we are watching. We aren't watching some guy using 300 apm to manually tell each worker that it still needs to mine.


No, but you see the difference that it makes and the consequences of not telling each worker that he needs to mine in a timely fashion.

To say strategy/positioning etc is boring, when thats the thing that makes crowds wiggly and jiggly.. well thats just absurd sir.


Where on earth did you see strategy make crowd wiggly and jiggly? -_-

Positioning is mechanics/execution and an extension of micro for the most part. And you can only appreciate player's ability to position and control his units when you know that it's not the ONLY thing he needs to look at.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
July 13 2011 09:21 GMT
#162
On July 13 2011 14:14 rift wrote:
I completely agree and have been thinking this since the beta began and we saw competitive play.

If (T)Flash (Z)Jaedong (P)Bisu et cetera switched they would immediately be among the best, but weaker players could take games from them more often than expected.

We may never see a true (Wiki)bonjwa in StarCraft 2. Can anyone honestly see a player completely dominating for over a year?


We won't see a bonjwa in WoL. It will be out for less than 3 years before everyone has completely moved on to HotS and so on for HotS. It will be a decade before things like that happen and most of us will have long since moved on to another "thing".



What's up with the recent wave of parody posts?
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
mdb
Profile Blog Joined February 2003
Bulgaria4059 Posts
Last Edited: 2011-07-13 09:24:37
July 13 2011 09:23 GMT
#163
I dont understand why so many people repead one after another that SC2 is a game where strategical thinking is the most important thing, and mechanics dont matter so much, and bw was all about who can click faster without any thought put in the game, and in the same a whole year, bazzilion tournaments and leagues later, almost all of the best sc2 players are former bw pros/foreign players with extremely high apm.
Logros
Profile Joined September 2010
Netherlands9913 Posts
July 13 2011 09:26 GMT
#164
On July 13 2011 18:20 Talin wrote:
Show nested quote +
On July 13 2011 18:12 Eleaven wrote:
On July 13 2011 18:09 Talin wrote:
On July 13 2011 18:02 Sated wrote:
The very top players in BW can mechanically outplay virtually anyone, while still maintaining all the other facets of the game. For SC2 pros it doesn't matter as much because so many more people will be able to mechanically play at the highest level. SC2 pros will have to utilize more intelligent plays, more outsmarting opponents rather than outplaying them.

Good. It's supposed to be a Real-Time Strategy game, not a Real-Time How-Fast-Can-You-Switch-Between-Buildings game. Better strategies should be rewarded, not higher APM.


Yeah, and NASL is supposed to be a North American Starleague, not a Give-Koreans-All-The-Money-Starleague. Not everything is in a name, and with RTS the RT part of the acronym is by and far the more important one anyway (much like in the acronyim, RT is two thirds of the RTS =p).

The thing is, watching "strategy" is just boring. Do you really want to see games decided by clever build orders, timing attacks, army compositions and timely tech switches? From what I can see, most people complain in LR threads when games turn out that way.

Watching superhuman displays of skill (which effective APM allows for) is what makes an RTS viable as an e-sport and what makes it fun in the first place.


And NONE of that is captured in a tournament. Instead you see strategy, micro, positioning, spell casters. Thats what we are watching. We aren't watching some guy using 300 apm to manually tell each worker that it still needs to mine.


No, but you see the difference that it makes and the consequences of not telling each worker that he needs to mine in a timely fashion.

Show nested quote +
To say strategy/positioning etc is boring, when thats the thing that makes crowds wiggly and jiggly.. well thats just absurd sir.


Where on earth did you see strategy make crowd wiggly and jiggly? -_-

Positioning is mechanics/execution and an extension of micro for the most part. And you can only appreciate player's ability to position and control his units when you know that it's not the ONLY thing he needs to look at.


A strategy that makes the crowd wiggly and jiggly? How about Huk's Mothership rush? That's just an extreme example but saying that strategy isn't fun to watch is just stupid. I'd rather watch what the players are doing (clever build orders, timing attacks, timely tech switches etc. as you call it) then staring at their mineral line and be amazed at how well they can send probes to mine.
enigamI
Profile Joined May 2010
Canada385 Posts
July 13 2011 09:27 GMT
#165
I have to agree with this completely, though tbh I didn't come into the scene until sc2. Skill ceiling is such an interesting intangible... I felt the same way explaining counter strike's appeal to players who disliked it, the difference in difficulty in, say, recoil control vs a game like CoD.
bgx
Profile Joined August 2010
Poland6595 Posts
July 13 2011 09:30 GMT
#166
On July 13 2011 14:39 yosisoy wrote:
Why do people consider it good that in BW you had to struggle to do mundane tasks and complain that in SC2 you have MBS and auto-mine? It's a STRATEGY game, not a clicking competition. It's like complaining that we as humans have auto-breathe and coordination implemented - plain silly.

As much as I admire good mechanics and people's abilities to be able to control multiple bases, structures and attack fronts, I personally don't consider that aspect as what I want to be the main criteria that wins games. BW is often compared to chess, yet the game of kings has NOTHING to do with "mechanics". Someone without hands could play chess perfectly well.

Final point: BroodWar's design had major flaws that we've gotten used to and now some of us actually except new games to have the same flaws, and focus on the technical sound of the game instead of the strategy/tactics.


Because in BroodWar emphasize was put on both Real-Time and Strategy, yin-yang :p

What annoys me in Sc2 is the design, seemingly casual friendly but on the other hand its almost impossible to recover after 1 mistake, even if u are much better player mechanically you will lose because of slight mis-judge in the early/midgame. How many matches were already decided in 8 or 10 minute of the game because someone lost 5-6 units, or by reading someone's opponent wrong, or zerg didnt drone enough in early game and was behind for 10 minutes and lost. Yes people stay in those games for sake of opponents making mistakes not because they are able to make a comeback. Sometimes i watch a game (even the highest caliber) and 1 player makes mistake and given if his opponent doesnt slack he lost this match right there, and of course the match continues for 20 minutes and the outcome is still clear. Because BW had those "omg hardcore" mechanics, better player was able to make a comeback.

People already made many brilliant thread about units being clumped, Lalush made great thread about how expanding is non-rewarding in sc2, basically there is no point of having more than 2.5-3 mining bases + maynarding is almost useless. There is no positional play, if there is its cut half by forcefields.

I think the whole casual friendly design did more bad than good, i feel each game i play is so fragile and easy to slip through my fingers, i cannot bet on my mechanics to save me if i do something wrong, i know i have to read my opponent by 100% otherwise ill fail.
Stork[gm]
Savern101
Profile Blog Joined March 2011
United Kingdom859 Posts
July 13 2011 09:31 GMT
#167
On July 13 2011 18:17 Andr3 wrote:
I still haven't seen anyone micro their units in TWO(2) places at once while keeping the resources down. Note, dropping marines from two medivacs and ignoring them does not count as what I described.

I used to think sc2 is easy as far as mechanics go, but this is just bullshit. There's so much stuff to improve on, notably the multitasking which is auctally harder compared to BW due to the speed of the game. Macro is easier, army control too... but there's so much stuff you can still do.

And mechanics don't really win games in BW anymore, it's mainly decision making which there's plenty of in SC2.


This is a good point. I think Macro is basically the only aspect that has been simplified compared to BW (and lets be honest, who didn't think we were going to get MBS etc? BW had the clunkiest UI and bugs, if SC2 had kept them it would've been horrific to 90% of the casual audience - this is still a game)

Stuff dies so so quickly in SC2 compared to BW that its actually punishes mistakes (move commanding, not paying attention etc.) very quickly and harshly. At the moment, stuff like that might come across as a dice roll, but with increasing player skill it will even out. There has been so much unexplored in SC2 so far that its unfair on the game to write stuff like this. Look at Sage's PvZ. Imagine that style, but with better mechanics and multitasking... that excites me so so much.
EG.DeMusliM/d.BlinG/UK Fighting!
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
July 13 2011 09:32 GMT
#168
The OP is over dramatizing the presence of a lower skill ceiling.

Even without the need for incredibly strong mechanics, professional players (for the most part) have not been utilizing better micro, unit control and blitzkriegs of orchestrated multi pronged attacks, all of which should be easier to do. It's mostly been sitting around waiting for a big blob of units and attacking with an upgrade.

Believe me when I say that players still have A LOT more they can do.
The games are getting better and better as players slowly incorporate more apm and finer control (Puma's play vs MC anyone?).
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
SafeAsCheese
Profile Joined June 2011
United States4924 Posts
July 13 2011 09:33 GMT
#169
On July 13 2011 18:30 bgx wrote:
Show nested quote +
On July 13 2011 14:39 yosisoy wrote:
Why do people consider it good that in BW you had to struggle to do mundane tasks and complain that in SC2 you have MBS and auto-mine? It's a STRATEGY game, not a clicking competition. It's like complaining that we as humans have auto-breathe and coordination implemented - plain silly.

As much as I admire good mechanics and people's abilities to be able to control multiple bases, structures and attack fronts, I personally don't consider that aspect as what I want to be the main criteria that wins games. BW is often compared to chess, yet the game of kings has NOTHING to do with "mechanics". Someone without hands could play chess perfectly well.

Final point: BroodWar's design had major flaws that we've gotten used to and now some of us actually except new games to have the same flaws, and focus on the technical sound of the game instead of the strategy/tactics.


Because in BroodWar emphasize was put on both Real-Time and Strategy, yin-yang :p

What annoys me in Sc2 is the design, seemingly casual friendly but on the other hand its almost impossible to recover after 1 mistake, even if u are much better player mechanically you will lose because of slight mis-judge in the early/midgame. How many matches were already decided in 8 or 10 minute of the game because someone lost 5-6 units, or by reading someone's opponent wrong, or zerg didnt drone enough in early game and was behind for 10 minutes and lost. Yes people stay in those games for sake of opponents making mistakes not because they are able to make a comeback. Sometimes i watch a game (even the highest caliber) and 1 player makes mistake and given if his opponent doesnt slack he lost this match right there, and of course the match continues for 20 minutes and the outcome is still clear. Because BW had those "omg hardcore" mechanics, better player was able to make a comeback.

People already made many brilliant thread about units being clumped, Lalush made great thread about how expanding is non-rewarding in sc2, basically there is no point of having more than 2.5-3 mining bases + maynarding is almost useless. There is no positional play, if there is its cut half by forcefields.

I think the whole casual friendly design did more bad than good, i feel each game i play is so fragile and easy to slip through my fingers, i cannot bet on my mechanics to save me if i do something wrong, i know i have to read my opponent by 100% otherwise ill fail.


Age of Empires 1 doesn't even have rally points on production buildings.

I guess Starcraft 1 will never be as hardcore and competitive as AoE, SC1 isn't a REAL esport.

Real esports require you to click 36 times to move a unit.
Jayrod
Profile Joined August 2010
1820 Posts
July 13 2011 09:35 GMT
#170
Sports and competitions would be incredibly boring if the best team always won
Savern101
Profile Blog Joined March 2011
United Kingdom859 Posts
Last Edited: 2011-07-13 09:40:25
July 13 2011 09:37 GMT
#171
On July 13 2011 18:30 bgx wrote:
Show nested quote +
On July 13 2011 14:39 yosisoy wrote:
Why do people consider it good that in BW you had to struggle to do mundane tasks and complain that in SC2 you have MBS and auto-mine? It's a STRATEGY game, not a clicking competition. It's like complaining that we as humans have auto-breathe and coordination implemented - plain silly.

As much as I admire good mechanics and people's abilities to be able to control multiple bases, structures and attack fronts, I personally don't consider that aspect as what I want to be the main criteria that wins games. BW is often compared to chess, yet the game of kings has NOTHING to do with "mechanics". Someone without hands could play chess perfectly well.

Final point: BroodWar's design had major flaws that we've gotten used to and now some of us actually except new games to have the same flaws, and focus on the technical sound of the game instead of the strategy/tactics.


Because in BroodWar emphasize was put on both Real-Time and Strategy, yin-yang :p

What annoys me in Sc2 is the design, seemingly casual friendly but on the other hand its almost impossible to recover after 1 mistake, even if u are much better player mechanically you will lose because of slight mis-judge in the early/midgame. How many matches were already decided in 8 or 10 minute of the game because someone lost 5-6 units, or by reading someone's opponent wrong, or zerg didnt drone enough in early game and was behind for 10 minutes and lost. Yes people stay in those games for sake of opponents making mistakes not because they are able to make a comeback. Sometimes i watch a game (even the highest caliber) and 1 player makes mistake and given if his opponent doesnt slack he lost this match right there, and of course the match continues for 20 minutes and the outcome is still clear. Because BW had those "omg hardcore" mechanics, better player was able to make a comeback.



What? You're completely contradicting yourself. You say that BW emphasized both Real time and strategy, yet in SC2 you are upset when you get behind strategically despite being better mechanically. If they're yin and yang, they're equally important (the balance is more equal in sc2 than bw) yet you want to win purely on the basis of your mechanics? Why? In your example, you say that 1 player makes a mistake and gets behind, then his opponent doesn't make a mistake... why did player 1 deserve to win? If he was a better player, he wouldn't have made the mistake, or would've forced his opponent into one to make a comeback.
EG.DeMusliM/d.BlinG/UK Fighting!
Grampz
Profile Joined November 2010
United States2147 Posts
July 13 2011 09:38 GMT
#172
I really just hate when people talk about things like this. When you talk about bonjwa, you think of brood war. Brood war and Starcraft 2 are 2 different games. Period.
bgx
Profile Joined August 2010
Poland6595 Posts
Last Edited: 2011-07-13 09:45:10
July 13 2011 09:38 GMT
#173
On July 13 2011 18:33 SafeAsCheese wrote:
Show nested quote +
On July 13 2011 18:30 bgx wrote:
On July 13 2011 14:39 yosisoy wrote:
Why do people consider it good that in BW you had to struggle to do mundane tasks and complain that in SC2 you have MBS and auto-mine? It's a STRATEGY game, not a clicking competition. It's like complaining that we as humans have auto-breathe and coordination implemented - plain silly.

As much as I admire good mechanics and people's abilities to be able to control multiple bases, structures and attack fronts, I personally don't consider that aspect as what I want to be the main criteria that wins games. BW is often compared to chess, yet the game of kings has NOTHING to do with "mechanics". Someone without hands could play chess perfectly well.

Final point: BroodWar's design had major flaws that we've gotten used to and now some of us actually except new games to have the same flaws, and focus on the technical sound of the game instead of the strategy/tactics.


Because in BroodWar emphasize was put on both Real-Time and Strategy, yin-yang :p

What annoys me in Sc2 is the design, seemingly casual friendly but on the other hand its almost impossible to recover after 1 mistake, even if u are much better player mechanically you will lose because of slight mis-judge in the early/midgame. How many matches were already decided in 8 or 10 minute of the game because someone lost 5-6 units, or by reading someone's opponent wrong, or zerg didnt drone enough in early game and was behind for 10 minutes and lost. Yes people stay in those games for sake of opponents making mistakes not because they are able to make a comeback. Sometimes i watch a game (even the highest caliber) and 1 player makes mistake and given if his opponent doesnt slack he lost this match right there, and of course the match continues for 20 minutes and the outcome is still clear. Because BW had those "omg hardcore" mechanics, better player was able to make a comeback.

People already made many brilliant thread about units being clumped, Lalush made great thread about how expanding is non-rewarding in sc2, basically there is no point of having more than 2.5-3 mining bases + maynarding is almost useless. There is no positional play, if there is its cut half by forcefields.

I think the whole casual friendly design did more bad than good, i feel each game i play is so fragile and easy to slip through my fingers, i cannot bet on my mechanics to save me if i do something wrong, i know i have to read my opponent by 100% otherwise ill fail.


Age of Empires 1 doesn't even have rally points on production buildings.

I guess Starcraft 1 will never be as hardcore and competitive as AoE, SC1 isn't a REAL esport.

Real esports require you to click 36 times to move a unit.


dune argument ? my post wasnt about it

To add to my previous comment, i am afraid even in 2-3 years we won't see that much more multi-tasking, game is too fast paced, units deal to much dps, so microing them on small scale (drops/small unit harass) in mid game gives u much less than performing macro tasks and "leaving them by". People who play sc2 today are few a/b bw teamers and wc3 legends which have enough apm to multitask, yet they have problems with it, why? That is the question, its not their capabilities.
Stork[gm]
karpo
Profile Joined October 2010
Sweden1998 Posts
July 13 2011 09:41 GMT
#174
On July 13 2011 18:12 Talin wrote:
Show nested quote +
On July 13 2011 18:08 karpo wrote:
On July 13 2011 17:58 Talin wrote:
On July 13 2011 17:37 setmeal wrote:
I like this article. agree mostly. BW was hard because of all the wrong reasons such as poor interface. I'm glad SC2 is better


Well if that's your complaint, Starcraft 2 has poor interface as well.

- You can't see your production and research timings while in the game. You have to mentally memorize when the things complete and a really simple interface feature would "fix" this.

- Units in SC2 all clump in a ball and then get destroyed by forcefields and AOE. Why isn't there a "formations" button where you can force them to move in the formation of your choice?

- You can't queue researches which is really annoying when you want to get to +2s or +3s as soon as possible. You have to remember to start it yourself! And yeah I know queuing is supposed to be bad, but it's a cool interface option that helps the user.

- The game only warns you about being supply blocked when you're already supply blocked. Wouldn't it be so much better if it warned you at 2 or 4 food below current supply cap? In fact, make it X food below supply cap where you can set X yourself in the game options.

- Why don't those Queens just autoinject the stupid larva? They're standing next to the Hatchery all the time anyway, but the game forces the player to move away from what they're doing just to inject larva. Similarly, why can't you just set the building you want to Chronoboost and it does it on its own?

- Why can't you edit the SC2 interface in the same way you can edit WoWs to get all the extra information you want in the most convenient layout?

All of these and many more make Starcraft 2 harder for what you say are "all the wrong reasons". I can come up with many more "improvements" to Starcraft 2 interface, and every single one would make the game worse, not better.

However, what most people don't understand about a GAME interface is that the game interface follows different rules and standards than standard application interface. Application interface is there to make the application easier to use.

Game interface does almost the exact opposite - it CREATES the challenge for the player in any real time game. The interface is designed to take up player's time, attention, brainpower, and physical actions - all very valuable resources - just to control what happens in a game. Mastering these control techniques is essentially what "skill" is in gaming, and what creates the excitement in games and difference between players. If there is nothing (or not a lot) to master, there is no skill.


SC2 removed some of the old obsolete game design choices that were created in the 90's. There's a huge difference between having MBS/automine/better pathing and making everything automatic. I for one would like to watch units with more APM-intensive skills and harass possibilities instead of a player having to zoom back to base to click every single building and box workers every 20-30 seconds.


There is no conceptual difference.

We can argue on how good the decisions to remove mbs/automine are, but you can't argue that they made Brood War a worse game (for a competitive e-sport) based on principles of "good" interfaces (that are very vague for games in the first place).

Show nested quote +

And we already see a huge difference between a player like MC and lesser protoss players in Code A/S. Many people, me included, get no enjoyment from APM intensive repetitive management tasks.


I don't see such a huge difference in gameplay to be honest. It's gotten better in the last month or so (as I said, the game is becoming more mechanical), but statistics aside, the best players still aren't playing THAT better than the others. More importantly, there is almost no really impressive skill being displayed on screen.

From my experience, most people that have a problem with the mechanics / apm side of it, have problems with it from a player's perspective, not from a spectator perspective. It makes game harder to play, and people complain as a result, which is a completely different issue. I've not heard any real arguments why it makes a game worse to watch.


You say you don't see a difference in gameplay, i see matches where MC would have held a push just by being better at both micro, macro and positioning.

Again, to me it's no more interesting knowing someone is telling miners to mine and individual buildings to build that it would be if he was doing calculus on the side while playing. It's a boring repetitive task that is a pure remnant of old game design dating back to the 90's RTS era.

"There is almost no really impressive skill being displayed on screen" - That's you opinion. I'm pretty sure it's not shared by the 80k+ viewers of the recent finals at DH/MLG/HSC/NASL. If you don't find what's going down impressive why watch or even care about SC2? I'm growing so tired of all these whiners that still complain about the same shit even though the level of play has increased tenfold since the early GSL 1-baseing days, and will continue to increase as new awesome players emerge and old ones get better.
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2011-07-13 09:48:45
July 13 2011 09:42 GMT
#175
On July 13 2011 18:12 Eleaven wrote:
Show nested quote +
On July 13 2011 18:09 Talin wrote:
On July 13 2011 18:02 Sated wrote:
The very top players in BW can mechanically outplay virtually anyone, while still maintaining all the other facets of the game. For SC2 pros it doesn't matter as much because so many more people will be able to mechanically play at the highest level. SC2 pros will have to utilize more intelligent plays, more outsmarting opponents rather than outplaying them.

Good. It's supposed to be a Real-Time Strategy game, not a Real-Time How-Fast-Can-You-Switch-Between-Buildings game. Better strategies should be rewarded, not higher APM.


Yeah, and NASL is supposed to be a North American Starleague, not a Give-Koreans-All-The-Money-Starleague. Not everything is in a name, and with RTS the RT part of the acronym is by and far the more important one anyway (much like in the acronyim, RT is two thirds of the RTS =p).

The thing is, watching "strategy" is just boring. Do you really want to see games decided by clever build orders, timing attacks, army compositions and timely tech switches? From what I can see, most people complain in LR threads when games turn out that way.

Watching superhuman displays of skill (which effective APM allows for) is what makes an RTS viable as an e-sport and what makes it fun in the first place.




And NONE of that is captured in a tournament. Instead you see strategy, micro, positioning, spell casters. Thats what we are watching. We aren't watching some guy using 300 apm to manually tell each worker that it still needs to mine.

To say strategy/positioning etc is boring, when thats the thing that makes crowds wiggly and jiggly.. well thats just absurd sir. All the exciting moments are coming from the things we can SEE



What the..? Didn't the thread say watch some BW VODs before you comment on something like this?

If you wanna talk about useless APM I would recommend the bisu vs savior MSL grand final for starters.

Although it also featured a never before seen build that was created just for the grand final, which is why the zerg lost so badly. I guess BW is not really about strategy, its about sending workers to mine.

Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
mullinmm
Profile Joined April 2010
United States21 Posts
July 13 2011 09:43 GMT
#176
Intrigue argued that poor quality of players was responsible for the revolving door that is GSL Champion. But I think the reason GSL champs keep rotating (and why players go from the top of Code S on out to Code B and back up again) is the lower skill ceiling.


lol@this. Anyone with some sense for statistics would find it ridiculous that after less than 10 GSL tournaments, we are in any position at all to make claims about general game balance/quality of competition, specifically based upon player dominance as it relates to the number of tournament wins.

Frankly, I find it shocking, and rather indicative of these player's strengths (and their comparative separation from the field), that three players have already managed to win two GSL tournaments.
yeee
Hinanawi
Profile Blog Joined July 2009
United States2250 Posts
July 13 2011 09:46 GMT
#177
The people who want mechanics to not play a role in the game are off base, if you want a real strategy game then you should play chess. There are only so many 'strategies' to use, and unless you fancy the game turning into an elaborate version of rock-paper-scissors, mechanics are important.

Good Brood War players can take a horrible build order disadvantage and turn it into a win through superior mechanics. I feel like that's an important part of the game, and it's why I find SC2 too boring to watch most of the time (well, that and the 1a deathball syndrome).

I agree that there won't ever be an SC2 'bonjwa', the game just isn't deep enough for a true genius to carve out their place in it.
Favorite progamers (in order): Flash, Stork, Violet, Sea. ||| Get better soon, Violet!
mdb
Profile Blog Joined February 2003
Bulgaria4059 Posts
July 13 2011 09:53 GMT
#178
On July 13 2011 18:37 Savern101 wrote:
Show nested quote +
On July 13 2011 18:30 bgx wrote:
On July 13 2011 14:39 yosisoy wrote:
Why do people consider it good that in BW you had to struggle to do mundane tasks and complain that in SC2 you have MBS and auto-mine? It's a STRATEGY game, not a clicking competition. It's like complaining that we as humans have auto-breathe and coordination implemented - plain silly.

As much as I admire good mechanics and people's abilities to be able to control multiple bases, structures and attack fronts, I personally don't consider that aspect as what I want to be the main criteria that wins games. BW is often compared to chess, yet the game of kings has NOTHING to do with "mechanics". Someone without hands could play chess perfectly well.

Final point: BroodWar's design had major flaws that we've gotten used to and now some of us actually except new games to have the same flaws, and focus on the technical sound of the game instead of the strategy/tactics.


Because in BroodWar emphasize was put on both Real-Time and Strategy, yin-yang :p

What annoys me in Sc2 is the design, seemingly casual friendly but on the other hand its almost impossible to recover after 1 mistake, even if u are much better player mechanically you will lose because of slight mis-judge in the early/midgame. How many matches were already decided in 8 or 10 minute of the game because someone lost 5-6 units, or by reading someone's opponent wrong, or zerg didnt drone enough in early game and was behind for 10 minutes and lost. Yes people stay in those games for sake of opponents making mistakes not because they are able to make a comeback. Sometimes i watch a game (even the highest caliber) and 1 player makes mistake and given if his opponent doesnt slack he lost this match right there, and of course the match continues for 20 minutes and the outcome is still clear. Because BW had those "omg hardcore" mechanics, better player was able to make a comeback.



What? You're completely contradicting yourself. You say that BW emphasized both Real time and strategy, yet in SC2 you are upset when you get behind strategically despite being better mechanically. If they're yin and yang, they're equally important (the balance is more equal in sc2 than bw) yet you want to win purely on the basis of your mechanics? Why? In your example, you that 1 player makes a mistake and gets behind, then his opponent doesn't make a mistake... why did he deserve to win? If he was a better player, he wouldn't have made the mistake, or would've forced his opponent into one.


He is not contradicting himself. More like you sound that your only experience with bw is from reading posts on this forum. One have to play the game to understand it and after that to express opinions, I think. I see this as a major problem in these threads, that people who are playing sc2 dont have any experience with bw and say things, which they have heard, but not really experienced in a game.

Yes, in bw if you made a mistake you could always make a comeback relying only on your mechanics - for example you could turn a game around by using reavers, dts, storm drops, lurkers, mines etc, etc. This is one of the things what makes the games so exciting. In every sport in the world the most amazing things happen when some sick comeback occure. I really feel that this aspect of the game is missing in SC2, because in reality it is much more harder to make a recovery, due to fact that the AI limits you so much, that one cannot use his mechanical supperiority.to win (at least at the current level of play).
shadymmj
Profile Joined June 2010
1906 Posts
July 13 2011 09:54 GMT
#179
BW has a lot more strategies than SC2. I feel myself scratching my head a lot more often in BW than in SC2.
There is no such thing is "e-sports". There is Brood War, and then there is crap for nerds.
sixfour
Profile Blog Joined December 2009
England11062 Posts
July 13 2011 09:55 GMT
#180
by op's rationale nobody would ever watch college basketball/football as the level of competition compared to nfl/nba is laughable
p: stats, horang2, free, jangbi z: soulkey, zero, shine, hydra t: leta, hiya, sea
Prev 1 7 8 9 10 11 55 Next
Please log in or register to reply.
Live Events Refresh
Big Brain Bouts
16:00
#121
RotterdaM1031
TKL 170
IndyStarCraft 155
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1031
TKL 170
IndyStarCraft 155
BRAT_OK 42
MindelVK 15
StarCraft: Brood War
Shuttle 1627
Horang2 547
BeSt 540
EffOrt 468
actioN 399
Soulkey 358
Rush 266
ggaemo 246
Larva 236
hero 129
[ Show more ]
Mong 95
JYJ 86
Sharp 70
sSak 53
soO 45
Free 40
Rock 24
910 23
scan(afreeca) 23
Hm[arnc] 23
Sexy 22
sorry 21
HiyA 17
Terrorterran 15
Dota 2
Gorgc8812
qojqva1454
XaKoH 473
Counter-Strike
fl0m1684
kRYSTAL_98
Super Smash Bros
Mew2King108
Heroes of the Storm
Liquid`Hasu246
Other Games
Grubby2991
B2W.Neo728
Beastyqt637
Hui .141
mouzStarbuck103
ArmadaUGS101
ZerO(Twitch)14
Organizations
Other Games
gamesdonequick33512
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Michael_bg 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV394
League of Legends
• Nemesis3306
Other Games
• imaqtpie513
• Shiphtur415
Upcoming Events
OSC
4h 18m
Replay Cast
6h 18m
RSL Revival
15h 18m
Serral vs Bunny
ByuN vs GgMaChine
CranKy Ducklings
16h 18m
Afreeca Starleague
16h 18m
Snow vs Jaedong
YSC vs hero
SC Evo League
18h 18m
ByuN vs Classic
Cure vs Solar
IPSL
22h 18m
Dragon vs Ret
RSL Revival
1d 15h
Solar vs Rogue
Maru vs NightMare
Sparkling Tuna Cup
1d 16h
IPSL
1d 22h
Bonyth vs Hawk
[ Show More ]
GSL
2 days
Replay Cast
3 days
WardiTV Weekly
3 days
The PondCast
4 days
Replay Cast
5 days
CrankTV Team League
5 days
Replay Cast
6 days
CrankTV Team League
6 days
Liquipedia Results

Completed

CSL Season 21: Qualifier 2
HSC XXIX
Eternal Conflict S2 E1

Ongoing

IPSL Spring 2026
Acropolis #4
YSL S3
CSL 2026 Summer (S21)
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026

Upcoming

ASL Season 22: Wild Card Qualifier
CSLAN 4
Blizzard Classic Cup 2026
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Heroes Pulsing #3
Eternal Conflict S2 E2
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.