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Are you worried about the skill ceiling in SC2? - Page 16

Forum Index > SC2 General
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Dfgj
Profile Joined May 2008
Singapore5922 Posts
October 30 2011 03:35 GMT
#301
On October 30 2011 11:33 LetoAtreides82 wrote:
Show nested quote +
On October 30 2011 09:03 Dfgj wrote:
On October 30 2011 08:23 iky43210 wrote:
On October 30 2011 08:18 Glon wrote:
well in Heart of the Swarm blizzard has decided to lower the skill level EVEN MORE to gain viewers. So if anything, you should be enjoying SC2 while it lasts


how does adding more casters and harass units lowering the skill level. That's counter-intuitive.

You can argue that not forcing players to use their standard units efficiently and flexibly, rather than spamming specialized units, takes away from skill.

Lot easier to just spam storm on stuff than control large zealot/goon armies (or zealot/stalker for sc2) effectively.


Controlling your army while casting storm at the right spots is a lot harder than you make it sound. Bring in ghosts in the mix and it becomes incredibly hard.

When you put more focus on controlling individual key units and less on the main body, it can reduce the amount of actual control needed. It can depend on other stuff, too, so this is kinda hypothetical. What I don't necessarily want to see is a battle determined by casters with the 'core' units diminished in importance. On the other hand, they might just increase necessary battle micro.

Another issue is that some of the units being added seem pretty simple. 1A deathball tempests, for instance.
sisternx
Profile Joined July 2011
Sweden61 Posts
October 30 2011 03:45 GMT
#302
I would say yes because I think there is too many moment where the battle is over way too fast and seems like brute force that any casual can do, and seems a bit disappointing (especially when both party turtles for like 20 minute then battle is done in 10 second). I find it least interesting when 2 giant death balls fights each other and is over in a few seconds...lower damage and instantaneous aoe and make big engagement take longer which would make micro become more important would be a great move IMO.
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
Last Edited: 2011-10-30 04:00:24
October 30 2011 03:57 GMT
#303
I am not worried at all. I think that we are still long ways from the still cap. I think about Brood War - the macro gods were so tight and seeing those SQ stats tells me that the current "best players" are so far from tightening their build orders and macro that we are far from the cap.

If people are not spending near top-notch level, then that means inefficiency. Over the next couple years, especially after the final SC2 comes out, then we will really start seeing people getting closer and closer to where things are in Brood War. We have many years before players are really great.

Not to mention, people still don't seems to use all of their units correctly. Timings are always changing, pushes are changing, and everything else keeps evolving and changing as these players evolve and change. Macro and expanding are the keys to great RTS play and those are two of the worst things in SC2 players still. We are far far away from a skill cap.
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
mrafaeldie12
Profile Joined July 2011
Brazil537 Posts
October 30 2011 04:04 GMT
#304
I'm not worried at all.Starcraft didn't have an actual e-sports scene until broodwar hit the shelves.I'm sure the new expansion will set it even further,also (most messed up paragraph ever),you have to remember that broodwar talent doesnt mean instant SC2 sucess,its a game where the more hours of pratice you put into it the better you get,subsequently we're far from hitting the fans.
"..it all comes thumbling down thumbling down thumblin down"
McBroski
Profile Joined October 2011
17 Posts
October 30 2011 05:03 GMT
#305
--- Nuked ---
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