On April 30 2013 22:58 Grumbels wrote:
That sounds very metaphysical, but please continue...
That sounds very metaphysical, but please continue...
Head over here.
Forum Index > SC2 General |
TheDwf
France19747 Posts
April 30 2013 14:01 GMT
#9441
On April 30 2013 22:58 Grumbels wrote: Show nested quote + On April 30 2013 22:39 TheDwf wrote: On April 30 2013 22:31 Grumbels wrote: All factory units are useful, I don't understand the obsession with having pure mech. Thing is, mech is more than "using Factory units". That sounds very metaphysical, but please continue... Head over here. | ||
Grumbels
Netherlands7028 Posts
April 30 2013 14:26 GMT
#9442
On April 30 2013 23:01 TheDwf wrote: Show nested quote + On April 30 2013 22:58 Grumbels wrote: On April 30 2013 22:39 TheDwf wrote: On April 30 2013 22:31 Grumbels wrote: All factory units are useful, I don't understand the obsession with having pure mech. Thing is, mech is more than "using Factory units". That sounds very metaphysical, but please continue... Head over here. I'm familiar with that post, I was wondering if that was what you were talking about. In any case, the gist of that blog is simply that Brood War was awesome, it's mainly about nostalgia and less about any useful lessons for Starcraft 2. There is less potential for positional play in this game, you could give the factory the exact same units that could be built in Brood War and it probably wouldn't have the results you desired. There does exist some positional play, it includes units like tanks, banshees, medivacs and widow mines, but those can all be utilized by bio as well (and in fact see more play because of this). This contradicts the obsession this community has with pure mech, since positional play with bio that utilizes these units is never deemed acceptable by them. In fact, the pure factory builds are usually a lot less interesting to watch than the bio styles, but still there are calls to make mech even more viable. All because of one unit composition in Brood War. This is a different game, there is no vulture and no goliath in SC2, so there is not actually a need to make the comparison and to try and force factory units in Starcraft 2 to do the same things that Brood War units could. Because SC2 is so different you already lost the 'mech play style', it's actually arbitrary to try and force this specific play style onto 'mech' instead of trying to reward positional play that already exists (bio with mines/tanks). | ||
Rabiator
Germany3948 Posts
April 30 2013 14:50 GMT
#9443
On April 30 2013 22:36 OneRedBeard wrote: Show nested quote + On April 30 2013 21:51 Rabiator wrote: On April 29 2013 16:02 ETisME wrote: Also bio style is just too strong compared to mech, we really want some more diverse terran playstyle compared to bio mine style we are seeing almost every single TvZ. I think I have read quite a lot of comments in live report thread also stating similar opinion that TvZ is just dropping and defending the whole game and it is getting boring This is just the consequence of basing the game around (re)production instead of keeping units alive. Bio has the core unit of the Marine and it can be produced in massive numbers with reactors ... just like all the new low tech units from the Factory can ... so it is really the only way to go if you think you might lose a fight and still want to be able to come back. The constant harrassment is a necessity against Zerg because of the potential to mass up a huge economy and production. All in all it is a rather bad design choice because of these restraints put on the players. Blizzard can NOT increase the power of mech units by what would be needed to make it equally viable, because it would end up with overpowered units ... so we will have to live with mech being only barely viable instead of a full alternative to bio. The only thing I am asking myself is when or if Blizzard will ever acknowledge this problem ... You do not have to increase the power of mech units per se to compensate for their slow production - The deal with gas-heavy, high-tech armies was always that you have to keep them alive to be viable using them. What breaks the deal is the increased power of strategies against mech; if you can trade cost-effectively against a mech army, the meching player is at a huge disadvantage. This used to be only the case if you cought the mech army in a bad spot, due to mistakes by the meching player. Of which there were many, because it is not easy to position your mech army well; as it should not be. Yet with the current tools available against mech - especially the viper - the high-tech army does not have to make any mistakes to be eliminated completely; a couple of abducts and blinding clouds will do that for you. I just don't get what was wrong with mech in WoL to necessitate putting in brand new counters to it into HotS. The problem is that OUTPRODUCING beats KEEPING ALIVE at any time in SC2 ... and the reason for it is the high economy and boosted production. If there wasnt this gigantic economy and production in the game there would be fewer units on the battlefield and units would die slower because of that and as a result each unit that died would be a bigger loss and it would make keeping them alive more important. High cost units cant really be kept alive because there are too many units rushing in to attack it ... it doesnt really make sense to unsiege a Tank and pulling Ultralisks back to get them healed up by Queens doesnt really work unless you have "won" anyways. Protoss are the only ones who even have a chance to actively keep their Colossi alive with Forcefield and the potential to pick them up with a Warp Prism; it isnt done (99,999% of the time) because it isnt needed ... That is a big loss to the gameplay IMO and it is big enough to warrant the huge changes which removing these big problemmakers would bring. My last hope would be after Legacy of the Void, but if Blizzard doesnt do it then the game will stay as volatile as it is and with far too many units used in "critical numbers". On April 30 2013 23:26 Grumbels wrote: Show nested quote + On April 30 2013 23:01 TheDwf wrote: On April 30 2013 22:58 Grumbels wrote: On April 30 2013 22:39 TheDwf wrote: On April 30 2013 22:31 Grumbels wrote: All factory units are useful, I don't understand the obsession with having pure mech. Thing is, mech is more than "using Factory units". That sounds very metaphysical, but please continue... Head over here. I'm familiar with that post, I was wondering if that was what you were talking about. In any case, the gist of that blog is simply that Brood War was awesome, it's mainly about nostalgia and less about any useful lessons for Starcraft 2. There is less potential for positional play in this game, you could give the factory the exact same units that could be built in Brood War and it probably wouldn't have the results you desired. There does exist some positional play, it includes units like tanks, banshees, medivacs and widow mines, but those can all be utilized by bio as well (and in fact see more play because of this). This contradicts the obsession this community has with pure mech, since positional play with bio that utilizes these units is never deemed acceptable by them. In fact, the pure factory builds are usually a lot less interesting to watch than the bio styles, but still there are calls to make mech even more viable. All because of one unit composition in Brood War. This is a different game, there is no vulture and no goliath in SC2, so there is not actually a need to make the comparison and to try and force factory units in Starcraft 2 to do the same things that Brood War units could. Because SC2 is so different you already lost the 'mech play style', it's actually arbitrary to try and force this specific play style onto 'mech' instead of trying to reward positional play that already exists (bio with mines/tanks). There is less potential for positional play in SC2 because the game is designed that way. That could (and should IMO) be changed. The argument of "SC2 is a different game" is a hollow one because it is based upon BW and Blizzard failed to learn from the predecessor and take the good stuff from it ... so far. There are clear mistakes made in the main gameplay design in SC2 and a comparison with BW shows them, so that old game will always be relevant and any post saying "BW did this better, because ..." is much more than "nostalgia". | ||
TheDwf
France19747 Posts
April 30 2013 15:14 GMT
#9444
On April 30 2013 23:26 Grumbels wrote: I'm familiar with that post, I was wondering if that was what you were talking about. In any case, the gist of that blog is simply that Brood War was awesome, it's mainly about nostalgia and less about any useful lessons for Starcraft 2. This summary is both simplistic and incorrect. There are a lot of useful lessons for SC2 in that post, in particular that mech revolves around the Tank; therefore, improving anything but the Tank in order to make mech viable—for TvP—is inevitably bound to fail (or it will give birth to horribly uninteresting things such as Hellbats/Thors i. e. 1a mechanical armies without any positioning involved) because the original trade (mobility vs firepower) just isn't there anymore. This is a different game, there is no vulture and no goliath in SC2 So? Hellions-Hellbats/Tanks/Vikings works fine for mech in TvT. You don't need an exact copy/paste from the BW units to make a viable mech style. | ||
Grumbels
Netherlands7028 Posts
April 30 2013 15:48 GMT
#9445
On May 01 2013 00:14 TheDwf wrote: Show nested quote + On April 30 2013 23:26 Grumbels wrote: I'm familiar with that post, I was wondering if that was what you were talking about. In any case, the gist of that blog is simply that Brood War was awesome, it's mainly about nostalgia and less about any useful lessons for Starcraft 2. This summary is both simplistic and incorrect. There are a lot of useful lessons for SC2 in that post, in particular that mech revolves around the Tank; therefore, improving anything but the Tank in order to make mech viable—for TvP—is inevitably bound to fail (or it will give birth to horribly uninteresting things such as Hellbats/Thors i. e. 1a mechanical armies without any positioning involved) because the original trade (mobility vs firepower) just isn't there anymore. So? Hellions-Hellbats/Tanks/Vikings works fine for mech in TvT. You don't need an exact copy/paste from the BW units to make a viable mech style. My main point is that a style revolving around utilizing the positional play that the tank offers with a factory based composition is a really arbitrary thing to obsess about. It's a new game with different pathfinding, macro mechanics, units, interface etc. Starcraft 2 does not have the same potential to showcase positional play, so by trying to force an arbitrary selection of factory units to fulfill a certain role, with nostalgia as prime motivation, you have a chance to sabotage interesting play styles because they don't fit your preconceived notions of how people should play. If one takes bio play styles as a base, then all factory units are useful and can often reward positional play, but instead of making factory units more accessible to bio or otherwise strengthening the more interesting play styles that terran has, the community largely complains about how 'mech' does not work on its own and so risks constraining design. Mech in WoL was a failure, disregarding balance issues, it was still mostly maxout->deathball gameplay. If one takes a logical approach then the goal should not be to make mech more viable. Even Falling's blog was nostalgia: although he articulated that the community didn't just want mech, but desired the play style associated with it* there is actually no evidence that this was the best approach to take to improve terran. *and it's only partly true, since many people are happy enough just using factory units without the interesting play style | ||
crawlert
9 Posts
May 01 2013 08:44 GMT
#9446
Top Level Korean Only Tournaments WCS 2013 Season 1 Korea Code S (April 4, 2013 to April 30, 2013) PvT 13–15 (46%) PvZ 9–6 (60%) TvZ 22–18 (55%) (Source) Proleague 2012-2013 Round 4 (March 22, 2013 to April 27, 2013) PvT 14–13 (52%) PvZ 20–14 (59%) TvZ 17–11 (61%) (Source) GSTL 2013 Season 1 Group Stage (March 22, 2013 to April 27, 2013) PvT 7–11 (39%) PvZ 7–4 (64%) TvZ 12–7 (63%) (Source) Tournaments with a mix of Koreans and foreigners IEM Season VII World Championship (March 5, 2013 to March 9, 2013) PvT 19–23 (45%) PvZ 38–23 (62%) TvZ 26–15 (63%) (Source) MLG Pro Circuit 2013 Winter Championship (March 16, 2013 to March 17, 2013) PvT 14–23 (38%) PvZ 3–10 (23%) TvZ 25–15 (63%) (Source) WCS 2013 Season 1 Europe (March 4, 2013 to May 1, 2013) PvT 162–150 (52%) PvZ 191–192 (50%) TvZ 179–123 (59%) (Source) Note: Not sure if the data of the qualifier is complete. In the end there were 2 Protoss, 6 Terran, and 0 Zerg qualified so it seems to be not very far off. WCS 2013 Season 1 America (April 20, 2013 to April 30, 2013) PvT 44–29 (60%) PvZ 21–17 (55%) TvZ 53–26 (67%) (Source) Dreamhack 2013 Stockholm (April 26, 2013 to April 27, 2013) PvT 46–62 (43%) PvZ 95–89 (52%) TvZ 42–70 (38%) (Source) | ||
Deleted User 137586
7859 Posts
May 01 2013 11:24 GMT
#9447
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convention
United States622 Posts
May 01 2013 11:40 GMT
#9448
On May 01 2013 20:24 Ghanburighan wrote: Great first post, crawlert. Always interesting to see these figures. Looks like there's a ton of fluctuation still from tournament to tournament. Each tournament has a low number of games, so there will be large statistical fluctuations. The best way to look at balance is to average over the tournaments over the time period in which you care about the balance (i.e., over the last X months, the game is balanced, or over the last years...). | ||
Sapphire.lux
Romania2620 Posts
May 01 2013 11:57 GMT
#9449
On May 01 2013 00:48 Grumbels wrote: Show nested quote + On May 01 2013 00:14 TheDwf wrote: On April 30 2013 23:26 Grumbels wrote: I'm familiar with that post, I was wondering if that was what you were talking about. In any case, the gist of that blog is simply that Brood War was awesome, it's mainly about nostalgia and less about any useful lessons for Starcraft 2. This summary is both simplistic and incorrect. There are a lot of useful lessons for SC2 in that post, in particular that mech revolves around the Tank; therefore, improving anything but the Tank in order to make mech viable—for TvP—is inevitably bound to fail (or it will give birth to horribly uninteresting things such as Hellbats/Thors i. e. 1a mechanical armies without any positioning involved) because the original trade (mobility vs firepower) just isn't there anymore. This is a different game, there is no vulture and no goliath in SC2 So? Hellions-Hellbats/Tanks/Vikings works fine for mech in TvT. You don't need an exact copy/paste from the BW units to make a viable mech style. My main point is that a style revolving around utilizing the positional play that the tank offers with a factory based composition is a really arbitrary thing to obsess about. It's a new game with different pathfinding, macro mechanics, units, interface etc. Starcraft 2 does not have the same potential to showcase positional play, so by trying to force an arbitrary selection of factory units to fulfill a certain role, with nostalgia as prime motivation, you have a chance to sabotage interesting play styles because they don't fit your preconceived notions of how people should play. If one takes bio play styles as a base, then all factory units are useful and can often reward positional play, but instead of making factory units more accessible to bio or otherwise strengthening the more interesting play styles that terran has, the community largely complains about how 'mech' does not work on its own and so risks constraining design. Mech in WoL was a failure, disregarding balance issues, it was still mostly maxout->deathball gameplay. If one takes a logical approach then the goal should not be to make mech more viable. Even Falling's blog was nostalgia: although he articulated that the community didn't just want mech, but desired the play style associated with it* there is actually no evidence that this was the best approach to take to improve terran. *and it's only partly true, since many people are happy enough just using factory units without the interesting play style Your point is actually that YOU don't like positional based mech play and then try to paint people with different tastes/ opinions as "nostalgic". You are arrogant and annoying in doing that, no offence. If you are indeed sincere about not understanding why people want "true" mech play, then try to think of this as "adding to the game" not replacing or taking away. We can have both bio and more positional mech, as proven in TvT. Also, this is a different game, but it is still called Starcraft. Until that changes, people are more then entitled to look at the predecessor and compare. BW did some things a lot better and SC2 did some other things a lot better, you would have to be a massive idiot not to try to learn from the past. SC2 has to be better then BW, not just different. | ||
Deleted User 137586
7859 Posts
May 01 2013 12:05 GMT
#9450
On May 01 2013 20:40 convention wrote: Show nested quote + On May 01 2013 20:24 Ghanburighan wrote: Great first post, crawlert. Always interesting to see these figures. Looks like there's a ton of fluctuation still from tournament to tournament. Each tournament has a low number of games, so there will be large statistical fluctuations. The best way to look at balance is to average over the tournaments over the time period in which you care about the balance (i.e., over the last X months, the game is balanced, or over the last years...). I concur, in principle. But it's still nice to see because of two reasons. 1) These figures aren't great for aggregation as they don't include all tournaments, such as Code B and Zotac's, which also include Koreans. 2) The meta has changed a great deal since the end of beta, so seeing individual tournament results over time might reflect the changing meta. Still, I agree, take this with a largeish grain of salt. | ||
_Search_
Canada180 Posts
May 01 2013 15:45 GMT
#9451
On May 01 2013 20:24 Ghanburighan wrote: Great first post, crawlert. Always interesting to see these figures. Looks like there's a ton of fluctuation still from tournament to tournament. ???? As in sometimes Zerg gets crushed by 60% and sometimes 70%??! | ||
Deleted User 137586
7859 Posts
May 01 2013 15:47 GMT
#9452
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Markwerf
Netherlands3728 Posts
May 01 2013 16:29 GMT
#9453
On April 30 2013 23:26 Grumbels wrote: Show nested quote + On April 30 2013 23:01 TheDwf wrote: On April 30 2013 22:58 Grumbels wrote: On April 30 2013 22:39 TheDwf wrote: On April 30 2013 22:31 Grumbels wrote: All factory units are useful, I don't understand the obsession with having pure mech. Thing is, mech is more than "using Factory units". That sounds very metaphysical, but please continue... Head over here. I'm familiar with that post, I was wondering if that was what you were talking about. In any case, the gist of that blog is simply that Brood War was awesome, it's mainly about nostalgia and less about any useful lessons for Starcraft 2. There is less potential for positional play in this game, you could give the factory the exact same units that could be built in Brood War and it probably wouldn't have the results you desired. There does exist some positional play, it includes units like tanks, banshees, medivacs and widow mines, but those can all be utilized by bio as well (and in fact see more play because of this). This contradicts the obsession this community has with pure mech, since positional play with bio that utilizes these units is never deemed acceptable by them. In fact, the pure factory builds are usually a lot less interesting to watch than the bio styles, but still there are calls to make mech even more viable. All because of one unit composition in Brood War. This is a different game, there is no vulture and no goliath in SC2, so there is not actually a need to make the comparison and to try and force factory units in Starcraft 2 to do the same things that Brood War units could. Because SC2 is so different you already lost the 'mech play style', it's actually arbitrary to try and force this specific play style onto 'mech' instead of trying to reward positional play that already exists (bio with mines/tanks). It would be interesting to see more different styles from terran though. Almost every game is focussed about some MMM core with just a few units splashed in (tanks in TvT, mines in TvZ, ghost/viking in TvP). Terran as a result plays out quite the same in most matchups, it all being about the kiting and splitting of your MMM mostly. It is quite an active style and interesting at that but it would be cool to see other styles. Not even so much because I think mech is super flashy to see, but because it's interesting to see the other race take on a different role completely as well. Mech TvZ is interesting to me because zerg suddenly needs to use roach/hydra, vipers, spawn hosts etc. Mech TvP is cool because blink harass, actual carrier use for toss, lots of immortals all become good suddenly. Basically I want 'some other' style then the infranty upgrade based style for terran to be good as it's more interesting to play with and against for variation. If blizzard actually focussed on this it wouldn't be hard at all to achieve it, balancing in itself is really not that hard as some make it out to be. Blizzard basically wasted beta on a bunch of crappy designs way too much, focussing mostly on reaper, oracle etc. They gave up very quickly on the getting mech to work and basically reinforced the MMM style only by having all new units be anti-mech in a way.. Still a decent game but it could have been so much better... If T had more options all T matchups would vastly improve because the opponent suddenly get's more options too. The P deathball problem would not be as apparant for example as against mech you are automatically forced into different more harassment based styles which we never got see yet because noone plays mech seriously.. The few top level TvP games where it was used were all awkward with protoss not abusing their mobility to the max. | ||
Grumbels
Netherlands7028 Posts
May 01 2013 19:08 GMT
#9454
On May 02 2013 01:29 Markwerf wrote: Show nested quote + On April 30 2013 23:26 Grumbels wrote: On April 30 2013 23:01 TheDwf wrote: On April 30 2013 22:58 Grumbels wrote: On April 30 2013 22:39 TheDwf wrote: On April 30 2013 22:31 Grumbels wrote: All factory units are useful, I don't understand the obsession with having pure mech. Thing is, mech is more than "using Factory units". That sounds very metaphysical, but please continue... Head over here. I'm familiar with that post, I was wondering if that was what you were talking about. In any case, the gist of that blog is simply that Brood War was awesome, it's mainly about nostalgia and less about any useful lessons for Starcraft 2. There is less potential for positional play in this game, you could give the factory the exact same units that could be built in Brood War and it probably wouldn't have the results you desired. There does exist some positional play, it includes units like tanks, banshees, medivacs and widow mines, but those can all be utilized by bio as well (and in fact see more play because of this). This contradicts the obsession this community has with pure mech, since positional play with bio that utilizes these units is never deemed acceptable by them. In fact, the pure factory builds are usually a lot less interesting to watch than the bio styles, but still there are calls to make mech even more viable. All because of one unit composition in Brood War. This is a different game, there is no vulture and no goliath in SC2, so there is not actually a need to make the comparison and to try and force factory units in Starcraft 2 to do the same things that Brood War units could. Because SC2 is so different you already lost the 'mech play style', it's actually arbitrary to try and force this specific play style onto 'mech' instead of trying to reward positional play that already exists (bio with mines/tanks). It would be interesting to see more different styles from terran though. Almost every game is focussed about some MMM core with just a few units splashed in (tanks in TvT, mines in TvZ, ghost/viking in TvP). Terran as a result plays out quite the same in most matchups, it all being about the kiting and splitting of your MMM mostly. It is quite an active style and interesting at that but it would be cool to see other styles. Not even so much because I think mech is super flashy to see, but because it's interesting to see the other race take on a different role completely as well. Mech TvZ is interesting to me because zerg suddenly needs to use roach/hydra, vipers, spawn hosts etc. Mech TvP is cool because blink harass, actual carrier use for toss, lots of immortals all become good suddenly. Basically I want 'some other' style then the infranty upgrade based style for terran to be good as it's more interesting to play with and against for variation. If blizzard actually focussed on this it wouldn't be hard at all to achieve it, balancing in itself is really not that hard as some make it out to be. Blizzard basically wasted beta on a bunch of crappy designs way too much, focussing mostly on reaper, oracle etc. They gave up very quickly on the getting mech to work and basically reinforced the MMM style only by having all new units be anti-mech in a way.. Still a decent game but it could have been so much better... If T had more options all T matchups would vastly improve because the opponent suddenly get's more options too. The P deathball problem would not be as apparant for example as against mech you are automatically forced into different more harassment based styles which we never got see yet because noone plays mech seriously.. The few top level TvP games where it was used were all awkward with protoss not abusing their mobility to the max. Terran is not unique in this regards though. The core of protoss has always been gateway units + support, this was their style of play in Brood War and it is now. I have never seen anyone complaining the game does not support pure robotics play and even if someone proposed the idea, it would not be accepted because these styles would not be seen as true to the protoss identity. Skytoss is the closest you can come to abandoning gateway units, but this is a somewhat fringe late-game composition that is usually still supported by them. I think my main problem with the call for mech viability is that some people's perception of race identities does not naturally follow from the Starcraft 2 design, but is rather imported from the game's predecessor. I called the demand that mech be viable 'arbitrary' for this very reason, because there is nothing in this game that would necessarily validate this - it's rather based on Brood War, which is a different game etc. It's not clear cut, obviously, as there is a continuity between the two games, but my opinion is that the quality of the game could suffer if its development was constrained in this fashion. There can be an inspiration from Brood War (abundant in the design of both WoL & HotS), and it would be great if mech was a fun choice that diversified terran gameplay, but I don't think it needs to be pursued to the exclusion of other goals - and I think it's telling that some people aren't happy with bio styles utilizing factory units that enable positional play, only because it fails some mech purity test. We've seen this before, by the way, with carriers. Blizzard removed the unit because it didn't function very well in the game, but the community complained (they liked the model and they liked the unit in Brood War) and they had to put it back in. I didn't mind this decision so much, and at least they made it more microable, but I think it's still a dangerous precedent. | ||
aZealot
New Zealand5447 Posts
May 01 2013 20:26 GMT
#9455
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Sissors
1395 Posts
May 01 2013 20:37 GMT
#9456
On May 02 2013 05:26 aZealot wrote: I think you are right, Grumbels. I've also long felt that the demand for Mech (i.e pure Mech) was arbitrary. Sure, it would be nice if it was possible, but I don't believe it necessary for SC2. It certainly should not be some holy grail to be pursued to the exclusion of other play styles for Terran, and especially with regard to its effects on other races and in other match-ups. Exactly the opposite is the goal, to have it more viable for the inclusion of other play styles for terran, namely mech. Granted toss has the largest issue with this imo. Terran has mech and bio, and some stuff in between. Zerg has ling based and roach/hydra based compositions, and late game either ultras or broodlords. So also there is quite some variations. Toss has a deathball, and that pretty much is it. Yeah okay they got some stuff with air now, but besides that the only question is if they first add colossi or first HTs. But it doesn't change much for the basic idea of their deathball. | ||
RandomAccount#282689
42 Posts
May 02 2013 15:33 GMT
#9457
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Rabiator
Germany3948 Posts
May 02 2013 18:40 GMT
#9458
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Sissors
1395 Posts
May 02 2013 18:49 GMT
#9459
@Rabiator, true (and tbh downside of watching flash vs innovation, it looks really alot worse ![]() | ||
DemigodcelpH
1138 Posts
May 02 2013 18:53 GMT
#9460
On May 02 2013 05:26 aZealot wrote: I think you are right, Grumbels. I've also long felt that the demand for Mech (i.e pure Mech) was arbitrary. Sure, it would be nice if it was possible, but I don't believe it necessary for SC2. It certainly should not be some holy grail to be pursued to the exclusion of other play styles for Terran, and especially with regard to its effects on other races and in other match-ups. Only someone who doesn't understand deeper game depth concepts would arbitrarily mark Falling's post as "nostalgia" (a bit earlier in this thread) or be ignorant why properly done positional play (and a less steroided economic system, however this is another topic) would improve this game significantly. A demand for a better game is not "arbitrary", and it doesn't have to come at the exclusion of anything. | ||
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