Day[9] is arguing that while micro does exist in SC2, it has a skill ceiling far lower than in BW. At the moment, that's what it looks like.
Getting more out of your units. - Page 7
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SeaSwift
Scotland4486 Posts
Day[9] is arguing that while micro does exist in SC2, it has a skill ceiling far lower than in BW. At the moment, that's what it looks like. | ||
varint
Canada87 Posts
He isn't saying that SC2 lacks micro tricks but instead that the units don't feel like objects the same way a tennis racket is just an object in tennis. | ||
DoubleReed
United States4130 Posts
In BW, with good control, you can prevent this, but here is the deal with SC2 A.I. Air units always glide a little bit in the same direction as their attack, this is extremely problematic when it comes to phoenix, because it's a feature of the A.I. that prevents air unit stacking (viking flower) and is also caused because of the *shoot* animation. When the Phoenix fires his attack, he will glide until the animation finishes. So when you want to outperform mutalisks, you'd want to move in, get a shot and turn back immediately to avoid taking damage from the mutalisk to increase the value of your Phoenixes. But in SC2, you get punished for trying to do so. When you move in and your Phoenixes shoot, you click them away from the mutalisks, but they all glide for a short amount of time. In this time, a mutalisk pack can gain exactly enough ground to hit your Phoenixes, and actually do more damage than you did if the pack is at a medium size. In this case you actually decrease the value of your units if you try to micro more than just moving away. See, these are arguments that actually make me think that SC2 has a lot more potential than we're seeing right now. There's a bunch of weird AI glitches that made skill in BW, and this gliding thing is EXACTLY the same thing. Masa is claiming that this makes you get punished for microing more? No, that means you get punished for microing incorrectly. Maybe it's not exactly back and forth, maybe you have to glide at 90 degree angle or something so that you can dodge the mutas. It frustrates me to see people complain about certain AI eccentricities and then say that we clearly are missing them all from SC2. At the moment we're still seeing protoss players really misuse their air units, constantly losing them in unnecessary ways. It's getting better though. Lastly we have units such as the Marauder, Infestor, Sentry, Mothership. What do these units have in common? Answer: They all prevent the other player from microing their units by restricting or halting their movement. The Marauder gets concussive shells for a measly 50/50 in cost. Now they can do even half-assed stutterstep and kite pretty much everything except speedlings. So the Terran player has to only do a bit of stutterstep, to have vastly more efficient units than you (think of roach vs marauder, roaches cannot ever connect). Why do people always leave out zergling surrounds in this argument? I never understand it. Zerg has the ability to completely surround your units. If this succeeds, then you can't micro. It's the same thing, but it isn't an "ability." Yet everybody seems perfectly okay with this. Then when the other races getting equivalent trapping mechanisms and everyone is complaining. Sounds totally disingenuous to me. | ||
Excludos
Norway7943 Posts
On January 02 2012 08:41 DoubleReed wrote: Why do people always leave out zergling surrounds in this argument? I never understand it. Zerg has the ability to completely surround your units. If this succeeds, then you can't micro. It's the same thing, but it isn't an "ability." Yet everybody seems perfectly okay with this. Then when the other races getting equivalent trapping mechanisms and everyone is complaining. Difference is that a pack of lings trying to surround your units can be avoided with foreseeing. And even so, afterwards you can shoot your way free. Your ability to micro has been reduced but not completely taken away from you. A fungal can't really be microed against. Once it hits, your units are stuck there until he doesn't have more infestors left or you die. In BW, the equivalent ability would be plaguuuu, which instead of completely taking away micro, simply reduced it. I agree with Day9. The problem that not many people have touched on yet, tho, is that this has the indirect effect of progamers not being able to pull away from mediocre players. If you make a buildorder mistake in sc2, a player below your skill level can easily suddenly outright kill you (Idra vs cruncher in TSL comes to mind. Altough I'll admit that the game was younger back then, and the skill ceiling has risen a bit since). In bw, however, a progamer could work such magic with his units, that he could come back from a potential bad situation. Thats why certain progamers back then could have over 90% winrate. | ||
DoubleReed
United States4130 Posts
On January 02 2012 08:51 Excludos wrote: Difference is that a pack of lings trying to surround your units can be avoided with foreseeing. And even so, afterwards you can shoot your way free. Your ability to micro has been reduced but not completely taken away from you. A fungal can't really be microed against. Once it hits, your units are stuck there until he doesn't have more infestors left or you die. In BW, the equivalent ability would be plaguuuu, which instead of completely taking away micro, simply reduced it. I agree with Day9. The problem that not many people have touched on yet, tho, is that this has the indirect effect of progamers not being able to pull away from mediocre players. If you make a buildorder mistake in sc2, a player below your skill level can easily suddenly outright kill you (Idra vs cruncher in TSL comes to mind. Altough I'll admit that the game was younger back then, and the skill ceiling has risen a bit since). In bw, however, a progamer could work such magic with his units, that he could come back from a potential bad situation. Thats why certain progamers back then could have over 90% winrate. FF and Concussive work the exact same way. All of them mean that if you try to attack in a bad position, you can't run away or do anything. Micro is "reduced." Fungal (and maybe vortex) is the only thing in the game that is stronger in those terms than a zergling surround. And saying that fungal can't be foreseen obviously wrong. Look at the crazy micro involved with muta vs infestor! It's fucking awesome, and it's only a matter of time before we see that in the other matchups. Edit: I don't necessarily disagree with Day9. But these comments about "abilities that remove micro" and stuff is just bullshit. It has absolutely no merit. It really makes sight and information a stronger part of the game. If anything it makes the game much more difficult in terms of micro, because it forces players to figure out how not be put into those bad positions. | ||
chestnutcc
India429 Posts
The difference between this and a strategy game is that a basic understanding of trick jumping was necessary for the professional counter strike player, but they did not need to be masters at it. Aim, reflexes and tactical decision making remained the hall mark of the best teams. The various 'physical' aspects of the game, like auto switching weapons while sniping or trick jumping were icings on the cake. Compare this to a faulty ai or technical limitations on a game. Getting the most out of your units should not involve battling the flaws in the game engine. You could enhance their performance by exploiting gaps or features of their design, this is seen in starcraft 2 with magic boxing, blink micro, marine splitting and other techniques. These are incidental features of the unit and its abilities. Blink stalkers do not come with a label that says use them in this manner, it happens to be a way of exploiting the ai of units in sc2. Magic boxing exploits the physics of splash damage. Marine splitting does the same, but also involves exploiting the cost effectiveness of trading banelings for marines. The point here is that all these units can be trusted to perform the basic commands that they receive, it is upto the player to enhance their performance by giving them the optimal set of commands. In counter strike, pressing the w key guaranteed you to move forward and pressing space guaranteed a jump, but if you could do it, you could run forward and perform a long jump, which could be used to escape certain hairy situations. Basic decisions work flawlessly, but you could use your mechanical aptitude to enhance your strategies. Stream lining the most basic set of commands does not make a game less interesting, it rewards the decision making and strategic aspects, with the caveat that mechanical prowess will be further required to get more out of your decisions. In fact, in sc2 certain strategic avenues are open to only those with the mechanical aptitude for it. | ||
Golgotha
Korea (South)8418 Posts
sc2 obviously does not have the micro skill ceiling of BW, and it aint gonna happen anytime soon just because of how the game works. sc2 is vastly different from BW, and unless the expansions bring out micro heavy units, sc2 will fall short in this regard. | ||
Shiori
3815 Posts
On January 02 2012 09:01 DoubleReed wrote: FF and Concussive work the exact same way. All of them mean that if you try to attack in a bad position, you can't run away or do anything. Micro is "reduced." Fungal (and maybe vortex) is the only thing in the game that is stronger in those terms than a zergling surround. And saying that fungal can't be foreseen obviously wrong. Look at the crazy micro involved with muta vs infestor! It's fucking awesome, and it's only a matter of time before we see that in the other matchups. Edit: I don't necessarily disagree with Day9. But these comments about "abilities that remove micro" and stuff is just bullshit. It has absolutely no merit. It really makes sight and information a stronger part of the game. If anything it makes the game much more difficult in terms of micro, because it forces players to figure out how not be put into those bad positions. What you're basically advocating is that Sc2 devolves into even more of an elaborate guessing game and nothing else. Just because you'd rather play Risk without ever having to pick up the pieces doesn't mean that's the direction the game wants to go. For all the people clamoring about Sc2 being a "strategy" game as if this aspect should trump everything by miles, what you're essentially asking for is a glorified, 3D board game. That's not what makes Sc2 good. The strategies are cool and innovative, but they're nothing if they aren't executed well. What I, day9, and others wants is a bigger emphasis on execution to the point that strategies are good half for their innovation and half for their execution. The flipside is that the defending player can take advantage of poor execution and win. You can't do that with stalker vs marauder, for instance, no matter what the situation is. | ||
aTnClouD
Italy2428 Posts
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DoubleReed
United States4130 Posts
On January 02 2012 09:47 Shiori wrote: What you're basically advocating is that Sc2 devolves into even more of an elaborate guessing game and nothing else. Just because you'd rather play Risk without ever having to pick up the pieces doesn't mean that's the direction the game wants to go. For all the people clamoring about Sc2 being a "strategy" game as if this aspect should trump everything by miles, what you're essentially asking for is a glorified, 3D board game. That's not what makes Sc2 good. The strategies are cool and innovative, but they're nothing if they aren't executed well. What I, day9, and others wants is a bigger emphasis on execution to the point that strategies are good half for their innovation and half for their execution. The flipside is that the defending player can take advantage of poor execution and win. You can't do that with stalker vs marauder, for instance, no matter what the situation is. You also can't do that with zergling on stalker. Do you have a problem with that as well? What elaborate guessing game? I'm talking about positioning and information. You have to position yourself so that forcefields don't completely tear you apart as Zerg. If you're having trouble seeing the infestors coming maybe you need to have observers or observer speed so that you know when you need to split. I don't know why you're calling that a guessing game. That's micro and tactics and positioning and exactly what people are talking about. That's getting more out of the units that you have. That's exactly the kind of thing these units force people to do. We're seeing more and more of that happen. Phoenix v Infestor could very well become the what we're seeing with Muta v Infestor with the frantic micro. And that would be awesome. Doesn't that sound fun and sexy and cool to you? | ||
SkimGuy
Canada709 Posts
On January 01 2012 06:17 Kluey wrote: Credits to LiquidHerO for this one: Load up 1-3 speed prisms with zealots. Run them over the terran army pressing "d + click" on each one OR drop them behind the terran army. You basically get a flank without having to set up one. The only downside is that you waste supply on warp prisms. Don't know how effective it is but it's a good idea. Credits to NEXSickness to this one: Load an immortal, let it hit the roaches and then load it up. The projectile is faster for an immortal so you will dodge the roach shots while hitting them. Pretty sure boxer invented the second one with Siege tanks vs dragoons | ||
EternaLLegacy
United States410 Posts
On January 02 2012 09:50 aTnClouD wrote: no offense but op is clueless and this thread doesn't make any sense I think you could apply that to most of the people who talk about BW like they played it at beyond 3v3BGH level. I guarantee only a handful of the people in this thread even played iccup, much less at a high level. P.S. I remember reading a post by you a while back about clumping and aoe killing SC2. I think there's a lot more than just that, but it's good to see a good BW player weighing in a thoughtful opinion. Too bad the thread was mostly full of derp. edit: spelling derp | ||
althaz
Australia1001 Posts
You can increase BW units to about the same level as SC2 units (110-200% depending on the unit, eg: Colossi or marines) - it's just WAY harder in Broodwar because the units start out so bad. In Broodwar it was easy for your opponent to make micro mistakes by being inattentive, in SC2 they need to actually misclick or make a bad decision. This makes it seem like the better player is able to win a battle by being a better player - when in fact the other guy just turned out to be shit (even if it's just temporarily). Positioning, focus fire, juggling units in and out of fire, flanking moving between firing cooldowns, etc are things that people are saying you could do in Broodwar, guess what? I do the exact same shit in SC2 (I'm worse at it, but whatever). Now, this last point is the most important, so pay attention: I've mentioned how BW and SC2 are basically the same if nobody fucks up, right? Well now ignore all that because really good micro in SC2 is WAY FUCKING HARDER. Why? Because units die SO fast and any mistakes are amplified by the fact that it's unlikely your opponent will make any if he decisively wins the battle (you often see frantic micro in close battles, but then just an a-move to finish off a weakened army because that way you can't make any mistakes if you don't do anything). People are saying that what made BW better than SC2 is the mechanical micro you could do - but guess what, that's almost exactly what DIDN'T make it better - even if you agree that it was (I do, btw and not just because I was better at Broodwar than SC2 ![]() What made it better was the effectiveness of smaller army chunks, the better defender's advantage, the years-long refined strategy and mechanics, the amazing unit voices (seriously, SC1 sounds > SC2 sounds x100) and the ease with which you could control space. These things don't exist in SC2 but the micro DOES exist. It's easier to get it going decently but to do it brilliantly is much harder. People way in with the same stupid nonsense in every BW vs SC2 thread I see, but rarely do they actually get it RIGHT. It's got nothing to do with micro (unless you mean purely in terms of feel, in which case that's just personal preference and not an argument that makes any sense, even though it was way more awesome). It's actually just due to unit design - which is good because that CAN be fixed if the developers are clever enough (it's harder to do in SC2 though due to movement AI, current crappy units and bronze league having to be balanced). P.S. I love the shit out of both of these games but BW rewards skill more than SC2 and more difficult to control units won't solve the problems with clever builds being better than perfect mechanics in a lot of circumstances. | ||
CakeSauc3
United States1437 Posts
When we start seeing EVERY pro micro like MKP and fOrGG have in the GSL, we can complain about the skill cap. But I've seen both of those players do stuff with their units that shows there is still potential for amazing, game-changing micro in sc2. | ||
EternaLLegacy
United States410 Posts
On January 02 2012 10:50 althaz wrote: Broodwar units start out at 20% of effectiveness. SC2 units start out at 95%. 100% = doing what you tell them to do. You can increase BW units to about the same level as SC2 units (110-200% depending on the unit, eg: Colossi or marines) - it's just WAY harder in Broodwar because the units start out so bad. In Broodwar it was easy for your opponent to make micro mistakes by being inattentive, in SC2 they need to actually misclick or make a bad decision. This makes it seem like the better player is able to win a battle by being a better player - when in fact the other guy just turned out to be shit (even if it's just temporarily). Positioning, focus fire, juggling units in and out of fire, flanking moving between firing cooldowns, etc are things that people are saying you could do in Broodwar, guess what? I do the exact same shit in SC2 (I'm worse at it, but whatever). Now, this last point is the most important, so pay attention: I've mentioned how BW and SC2 are basically the same if nobody fucks up, right? Well now ignore all that because really good micro in SC2 is WAY FUCKING HARDER. Why? Because units die SO fast and any mistakes are amplified by the fact that it's unlikely your opponent will make any if he decisively wins the battle (you often see frantic micro in close battles, but then just an a-move to finish off a weakened army because that way you can't make any mistakes if you don't do anything). People are saying that what made BW better than SC2 is the mechanical micro you could do - but guess what, that's almost exactly what DIDN'T make it better - even if you agree that it was (I do, btw and not just because I was better at Broodwar than SC2 ![]() What made it better was the effectiveness of smaller army chunks, the better defender's advantage, the years-long refined strategy and mechanics, the amazing unit voices (seriously, SC1 sounds > SC2 sounds x100) and the ease with which you could control space. These things don't exist in SC2 but the micro DOES exist. It's easier to get it going decently but to do it brilliantly is much harder. People way in with the same stupid nonsense in every BW vs SC2 thread I see, but rarely do they actually get it RIGHT. It's got nothing to do with micro (unless you mean purely in terms of feel, in which case that's just personal preference and not an argument that makes any sense, even though it was way more awesome). It's actually just due to unit design - which is good because that CAN be fixed if the developers are clever enough (it's harder to do in SC2 though due to movement AI, current crappy units and bronze league having to be balanced). P.S. I love the shit out of both of these games but BW rewards skill more than SC2 and more difficult to control units won't solve the problems with clever builds being better than perfect mechanics in a lot of circumstances. Well, it's a mix of both. The trick is designing units that take active micro to be effective at all. Lurkers were useless if you didn't position them correctly and actively move them around. Likewise, fighting vs lurkers with an amoved marine/medic army is hilariously ineffective. Swarm forced both players to be active. Zerg had to get all his units in the swarm, and terran had to run out of lurker range and reposition. Storm took longer to do its full damage so it was more dodge-able in BW too, so it became more of an area control spell than a pure damage spell in a lot of circumstances, since it was possible with good micro to dodge the storms, especially as zerg. It was also a good way to punish clumping up in static positions in PvT. Lets not even talk about spider mines, the ultimate area control ability. And then we have sunkens that mattered. Cannons did get a nice hp buff in SC2, which as it turns out only makes cheese stronger (oh I know you zerg players feel me on that one). Look at the new units in SC2... Marauders, roaches, immortals. All of these guys are designed to a-move afk steamroll through static defense. I definitely think that there's major design flaws with the spells of SC2, especially fungal, conc shells, and FF. FF and fungal are literally unmicroable vs. They don't force a response from the other player. They simply do their thing and either it works or it doesn't. There's no interaction between players. Conc shell too greatly reduces the microability of other units, but at least it's single target so it's not quite as stupid as fungal. Just combine these things together and you get a game that's much less about two players trying to outplay each other so much as two players trying to not make dumb mistakes. | ||
althaz
Australia1001 Posts
On January 02 2012 11:15 EternaLLegacy wrote: Well, it's a mix of both. The trick is designing units that take active micro to be effective at all. Lurkers were useless if you didn't position them correctly and actively move them around. Likewise, fighting vs lurkers with an amoved marine/medic army is hilariously ineffective. Swarm forced both players to be active. Zerg had to get all his units in the swarm, and terran had to run out of lurker range and reposition. Storm took longer to do its full damage so it was more dodge-able in BW too, so it became more of an area control spell than a pure damage spell in a lot of circumstances, since it was possible with good micro to dodge the storms, especially as zerg. It was also a good way to punish clumping up in static positions in PvT. Lets not even talk about spider mines, the ultimate area control ability. And then we have sunkens that mattered. Cannons did get a nice hp buff in SC2, which as it turns out only makes cheese stronger (oh I know you zerg players feel me on that one). Look at the new units in SC2... Marauders, roaches, immortals. All of these guys are designed to a-move afk steamroll through static defense. I definitely think that there's major design flaws with the spells of SC2, especially fungal, conc shells, and FF. FF and fungal are literally unmicroable vs. They don't force a response from the other player. They simply do their thing and either it works or it doesn't. There's no interaction between players. Conc shell too greatly reduces the microability of other units, but at least it's single target so it's not quite as stupid as fungal. Just combine these things together and you get a game that's much less about two players trying to outplay each other so much as two players trying to not make dumb mistakes. You have pretty much agreed with what I said and I am glad you did so in the way that you did. It's just the design of units/spells/abilities that needs to change to make this game as good as BW was - and Blizzard I hope are smart enough to do it. I'm not entirely sure though that they are brave enough anymore ![]() | ||
boxman22
Canada430 Posts
The ONLY outlier is flash. And he's not even THAT much of an outlier. | ||
EternaLLegacy
United States410 Posts
On January 02 2012 13:41 boxman22 wrote: I've read many people say top BW pros won at a much higher rate, yet I've never once seen the stats to back it up. I wonder why. Oh ya. Because it's bs. Check the win rates in these two links: http://www.teamliquid.net/tlpd/korean/players, http://www.teamliquid.net/tlpd/sc2-korean/players The ONLY outlier is flash. And he's not even THAT much of an outlier. I think people aren't talking about winrates in leagues where the competition is similar, but vs other, weaker players. I think Hiya is #1 on Fish since "retiring." These guys absolutely demolish lesser players. Obviously the winrates vs other pros will be around 50-55%, with a few exceptions on the top. But I've watched pros on stream for SC2 ladder and they lose all the time, especially to allins. The best players in BW would drop very few games to inferior players. | ||
CakeSauc3
United States1437 Posts
On January 02 2012 14:15 EternaLLegacy wrote: I think people aren't talking about winrates in leagues where the competition is similar, but vs other, weaker players. I think Hiya is #1 on Fish since "retiring." These guys absolutely demolish lesser players. Obviously the winrates vs other pros will be around 50-55%, with a few exceptions on the top. But I've watched pros on stream for SC2 ladder and they lose all the time, especially to allins. The best players in BW would drop very few games to inferior players. That's probably gonna be the difference between pros and amateurs in a few years. Sc2 is still a young game and a lot of things are being figured out as we go. If you want some laughs, go back and watch the first 3 GSL Open seasons from 2010 - the strategies and style which the pros used back then were hilarious, and that's how the sc2 games of today are probably going to look in 2013 or 2014. Of course, HOTS will probably set back that development by a year or so. Just the same, we're probably not even looking at the best sc2 pros that will emerge yet. Just like grrrr....., slayer_boxer, and July Zerg were amazing in their time, so are MVP, Nestea, and oGsMC in today's time - they're the best of the best, until better players will replace them. Who will the Flash, Jaedong, and Bisu of sc2 be? Whoever they are, they will be MILES ahead in terms of skill of the pros we're seeing now. Needless to say, many micro "tricks" are going to be discovered between now and then, and it's likely that we'll look back at this thread in few years and think "wow, sc2 used to suck, but it's gotten a lot better." I sure hope so, anyway. | ||
Bippzy
United States1466 Posts
On January 01 2012 06:52 Xlancer wrote: I know I get way more out of my roaches than the average play just from doing burrow micro on hurt roaches. Usually it causes a rage quit from the other player ![]() EDIT: Also I wouldn't say that sc2 has a lower skill ceiling just because the sc2 UI makes it easier to perform the same actions that only pros could do in sc1. At the very least the ceiling would be equal because pros can still do those same actions in sc2, but I would say that sc2 has a much higher potential ceiling because of how much higher the sc2 UI raised baseline skill level. I'd like to elaborate on this point. It feels like..if any units can be extrememly microed it is...extremely hard....I mean the logic goes like this. With roach burrow you should be able to lose a lot less roaches and be more cost efficient..but roaches burrow so slowly.. Blink stalkers can blink away from projectile attacks. That should literally mean that stalkers roll over pure roach with blink kiting, by getting free kills. Zerg arguably use drops the least yet they have the most potency. They are required to have like 23 OLs to be maxed...and they double as drop shits. BULLSHIT is the day when a zerg has a mass ultralisk army and a big bank vs a ball of anything and he doesnt have drops to drop and get a FREE FLANK! More bullshit is when people make tons of banelings and havent made mutas and dont have OL drops. You MUST be trying to take out expansions why simultaneously dropping banes on their mineral lines. And why is it that zergs harass toss with mutas and get scared away by stalkers. Why isnt overlord drop researched and a death drop done? You have air dominance, you get free probes and buildings, and chances are the stalkers cant engage without waiting for zeals or something. And with good micro you can retreat from any losing battle for FREE. On that topic. When overlord speed and drops become more common like they should zergs should have one extrra queen in an overlord just rolling around the map dropping the queen, spewing creep, and then letting the queen place a creep tumor. More vision, more base blocking, more creep. Also....if you watch leenock vs MVP set 1 gsl november...mvp sacrificed losing the big battle for doing 3 drops that crippled leenocks economy and ultimately won him the game...its what the OP was talking about. Also...the counter to EMP is drops of spellcasters. | ||
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