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The Philosophy of Design: Part 2 - Unit Design - Page 9

Forum Index > SC2 General
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Weird
Profile Blog Joined April 2010
United States832 Posts
January 11 2012 20:48 GMT
#161
There is zero new information in this article. This argument has been made countless times on TL, with the same points (whine), and the same BW vids posted. None of what you're saying (essentially repeating) will change the game in any way, shape, or form. Why don't you just let it go?
Iatrik
Profile Joined August 2010
Germany159 Posts
January 11 2012 20:54 GMT
#162
Hm, like the idea and the big message of the thread.
But you're way too zerg-bias.

At least infestors don't have any attack and are T2 units, so there's some opportunity cost for utilizing them.


If I'd have a faster moving and cloaked T2 HT that is able to stun units with my storm (with KA/ no need for upgrading storm/ and a bit less DPS) , that would just be game breaking. But hey, at least they don't have any attack, so there'd be some opportunity cost for utilizing them.

However, i have to disagree with the importance of detection a little bit.
Detection itself isn't the problem , it's terran.

They can just scan basicly everywhere, since getting an orbital isn't a option, you get it anyway.
And players don't get any banelingmines against protoss, since they already expect an observer.
Feed me more
ampson
Profile Blog Joined January 2011
United States2355 Posts
January 11 2012 20:58 GMT
#163
I completely disagree about forcefields and phoenixes. Phoenix micro can be amazing, from a clean wipe of a worker line, siege tank lifting, and phoenix vs muta micro (nearly impossible).

Forcefields are fine. Just because something is frustrating doesn't mean it is bad. If your army can't retreat, you need to have a more mobile army in the first place, of if not, fight with what you have left to at least do some damage. Forcefields can be negated by a great amount of things, just not many happen to be micro. Most are in positioning and strategy. Micro is not all that it should take to win a game. In fact, they add to the amount of micro done. Whether it is baiting them out, burrowing under them, lifting/dropping over/under them, or casting perfect FF's like MC, they are a critical part of any engagement where sentries are involved.

I also disagree about tanks. They have their role in 2 out of 3 matchups, and are seen in almost every game of these matchups. They provide the most map control of any unit in the game, and that is very important. They don't need to be changed.

Hakanfrog
Profile Joined October 2011
Sweden690 Posts
Last Edited: 2012-01-11 21:07:36
January 11 2012 21:07 GMT
#164
Pheonixes and thors?

Pheonixes are extremely microable and thors are units that imo shouldnt have to be microable since their sole purpose is to kill mutalisks.

I hate how protoss is balanced around FFs though.

tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2012-01-11 21:12:28
January 11 2012 21:10 GMT
#165
On January 12 2012 05:22 di3alot wrote:
Show nested quote +
On January 12 2012 04:54 tehemperorer wrote:
OP is just flat out wrong on several points. You actually need to micro more vs ForceFields, Fungal allows zerg to capitalize on opponent's bad army positioning, and concussive shells ensure Protoss doesn't endlessly kite their units in the first 7 minutes of the game. Colossus has changed since beta, gasp, you need to micro it, but if you do you lose splash benefit, counter to roach is air (or if you like, the counter to anything is that anything), the Thor is slow because if it was fast no Zerg would play the game, and you've clearly never played phoenix vs muta at a high level.

Conclusion: OP doesn't know enough about SC2 to be making threads like these.


meh nah i disagree.
you can not micro when the ffs are casted. -----Forcefields cannot be used anywhere, if you got caught in a choke it's because you've ceded map control or something else has allowed ff to be more effective than it really is... especially early game where there aren't that many sentries around and they haven't built energy
what exactly should i do when my ramp is blocked? -- you've already allowed either drop penetration in the main which is solved by OL position or you had inadequate defenses at your natural and lost to a timing push, solved by better scouting, army positioning, map presence, etc.
yeah sure i could have prevented that but thats not the point -----arguably, it is the point... if you lose to 4gate you could have solved it by prevention, that's the point, same with DT rush, etc.
the point is what is my response to that
i dont have one."zerg" ----- same thing, do you respond to DT rush or do you prepare against it? Why is ff any different?

and to talk about what is worse is kind of stupid.
both ability are bad.

but to defend my point that forcefileds are worse.
you can spread your army that less units are hit by that. ----- yeah, flanking is extremely effective vs sentry compositions, you force them to control waaaay more surface areas than single chokes
but when you do then against ffs the toss says thx for the gift.
not to mention that almost every map has 100choke points. -----TDA?

about the colossus.
dude wtf have you even read the OP?

Show nested quote +
As such, the colossus does not need careful attention to make sure it is maximizing its role. The only thing you have to do is keep it alive, and it kills everything with glee. As such, the burden does not rest on the protoss player to use the colossus well, but the opposing player to counter them well. The colossus does not become a conduit for interaction between players, because the interaction around the unit is very one-sided, where the protoss simply makes them and his opponent has to react to the units' very existence. As such, either colossus work or they don't. There's no battle where you go, “man, that guy had such great colossus control. If he played worse there he'd have lost it.”
----- colossus micro is required, play in masters. It's fun to oversimplify things when complaining or when raging but not when you're actually discussing unit roles and uses.

and by right clicking them back when there is no air unit and some 4/5/6 range units try to kill them is micro for you? -----sounds like someone didn't scout, u need the air unit

Show nested quote +
counter to roach is air

rly? and whats the counter to losing your nexus/hatch? ----- VRs or scout+cannons solve roach busts, his whole point about roaches is basically a complaint against roaches being a staple in all matchups, and that's why I said he's wrong. Roach CAN be a staple, but so can Muta ling, which is extremely effective in PvZ and TvZ. If he's complaining about ZvZ, it's baseless; roaches need to have places where they're useful, why complain about it when they are? In general there's no basis for his roach bias other than he simply doesn't like them. Ask any pro, "do you need to micro roaches." If you get a serious answer, it will be a "yes, no shit."

and you've clearly never played phoenix vs muta at a high level. ----- You are incorrect. When phoenix are out you spend a lot of time watching them, if its phoenix vs muta you basically cannot take your eyes off of phoenix for more than a few seconds. I play high masters, that's more than high enough to know that the ceiling for phoenix micro is far beyond what I play at.

I added comments in the above ^
Knowing is half the battle... the other half is lasers.
Gorlin
Profile Joined November 2010
United States2753 Posts
Last Edited: 2012-01-12 00:53:38
January 11 2012 21:15 GMT
#166
Your section about tanks seems pretty illogical to me. To start, you basically just listed a bunch of units that have the ability to kill tanks, with all but two being protoss, and declared that every unit is designed to kill tanks. Looking at terran and Zerg, you seem to suggest that the existence of marauders and broodlords have led to tanks never being made (as suggested by you saying "what happened to these guys?" as if we never see them). You sound like you don't even watch Starcraft 2 (edit:after looking through some of your comments, it's actually clear that you watch very little SC2) since the siege tank is a, if not THE, core unit in both matchups. By the same tokens, I think the siege tank in Starcraft 2 is an excellently designed unit that has caused countless great and interesting games. To give an example of how they still are great at controlling the map, a great recent game is Ganzi vs Jjakji in the GSL on Antiga. Ganzi makes a great play by sending a sizable army to Jjakji's main that, although easily cleaned up by Jjakji's massive tank count, allowed Ganzi to seize control of the center, and the game from there. As far as vZ goes, your mentioned Broodlords, but it would be pretty goddamn dumb if a tier 3 air unit wasn't effective against siege tanks. Even with broodlords, tanks are essential and TvZ, which is why you always hear casters mention the significance of a zerg managing to pick off the occasional siege tank. You mention that they are flawed "especially vs protoss", but it seems clear that they are flawed only against protoss.

As for banelings, more and more zerg players are beginning to utilize burrow effectively. I don't really disagree with your general idea here about how lurkers led to more interesting interactions, but to me, your argument was not very effective. I found it especially humorous that in your little Savior's lurker clip, you proclaim "Banelings just can't do that" despite it being the exact situation where a baneling would be effective, as the terran clumped up all of his bio on the burrowed zerg unit (clumped in a BALL as well which you suggested in your previous article was not a problem in Broodwar).

As far as static defense goes, SC2 cannons are of comparable strength to BW cannons, bunkers are much stronger than they used to be with the increased effectiveness of repair, and I'd say missile turrets are stronger in SC2 as well. I guess sunkens were stronger than spines, but spines obviously have the bonus that they can uproot and move if need be, as well as having the ability to be transfused by queens. Obviously there is more to static defense than the sheer strength of the building, and maybe I severely misunderstood your argument, but that section was not very thought out in my opinion.

Although I think you brought up a lot of great points (all of which have been brought up many times, though perhaps articulated less effectively) and had a solid overarching idea, the (what I considered) major flaws really detracted from the persuasiveness of your argument and made it come off as just another post whining about Starcraft 2. Thanks for taking the time to write it though, I hope you respond and possibly clarify these mistakes. Also, I did not read most of the comments, so sorry if other people have said similar things.

edit: "TvZ and TvT definitely are the best matchups to watch and play in SC2. That's because there's strong elements of map control in both matchups. Defender's advantage keeps both sides from just killing each other, and so you actually get multiple and complex engagements."
You yourself made this claim in the previous thread, why would you use such stupid language like "No Zone Control Units" and "There is almost no way to hold ground in this game" and go on a rant about how useless siege tanks are when you contradicted yourself in a different comment. After reading this a second time, the OP's post is just so... wrong.
6d.Leek
Profile Blog Joined March 2009
United States76 Posts
January 11 2012 21:18 GMT
#167
Pretty decent assertions made, but nothing completely groundbreaking. I like how "units" are described in the piece, but it largely seems like reiterated balance complaints dressed up in a longer, slightly redundant write-up with graphics.

SC2 as you've described is very precarious at this point. There was such a huge focus on creating units to counter other units in early patches, but what can they actually DO? The title made me expectant of greater things--perhaps discussion about what balance should be like, what game designers should be trying to do as opposed to exclusively talking about SC2's flaws in an extremely generalized manner.
I feel the same way about disco as I do herpes.
Castles
Profile Joined September 2010
Canada77 Posts
January 11 2012 21:43 GMT
#168
i really love how someone finally goes and points out all the flaws in sc2 and with great support.
in my own opinion ive always thought sc2 was a very poorly designed game, but it looks like hots has a strong chance at changing that, or at least we can hope.

great write up
ITSGOD
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
January 11 2012 21:46 GMT
#169
This is a nice thread and well argued. I disagree with almost everything you said, but I really enjoyed reading a well throught out opinion on the opposite of my thoughts
Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
January 11 2012 21:46 GMT
#170
On January 12 2012 06:07 Hakanfrog wrote:
Pheonixes and thors?

Pheonixes are extremely microable and thors are units that imo shouldnt have to be microable since their sole purpose is to kill mutalisks.

I hate how protoss is balanced around FFs though.



Phoenixes are not microable, they micro themselves. -_-

They would be microable if they didn't have auto shoot.
oFFoy
Profile Joined March 2011
Lithuania33 Posts
January 11 2012 22:01 GMT
#171
well i disagree with everything you said, i think there are many people in those 9 pages who already expressed what i want to say, so there is no need to write another wall of text
wut
Ulfsark
Profile Blog Joined September 2010
United States958 Posts
January 11 2012 22:06 GMT
#172
Dude reading this made me depressed and made me wonder why I spend so much time playing haha. damn.
gg wp
Plansix
Profile Blog Joined April 2011
United States60190 Posts
January 11 2012 22:45 GMT
#173
On January 12 2012 06:46 Talin wrote:
Show nested quote +
On January 12 2012 06:07 Hakanfrog wrote:
Pheonixes and thors?

Pheonixes are extremely microable and thors are units that imo shouldnt have to be microable since their sole purpose is to kill mutalisks.

I hate how protoss is balanced around FFs though.



Phoenixes are not microable, they micro themselves. -_-

They would be microable if they didn't have auto shoot.


This is when we get into the Semantics of what "micro" means, which is a dumb argument. But many BW elitest will say that SC2 players do not know what micro means and units in SC2 require almost no micro. Its an easy argument, because it cannot be countered or argued against, since they define what micro means in the context of the argument.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
January 11 2012 23:03 GMT
#174
I basically agree with most of what you've said. But this was all said back in beta too and nobody important listened. I've become a cynical panda.
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
snively
Profile Blog Joined August 2011
United States1159 Posts
January 11 2012 23:13 GMT
#175
On January 12 2012 07:06 Ulfsark wrote:
Dude reading this made me depressed and made me wonder why I spend so much time playing haha. damn.


lol just because SC2 doesn't have the same mechanics as BW doesn't mean it's a bad game. They're just different. SC2 is still a ridiculously fun game, and so is BW.
My religion is Starcraft
aderum
Profile Blog Joined January 2011
Sweden1459 Posts
January 11 2012 23:20 GMT
#176
On January 12 2012 06:46 Talin wrote:
Show nested quote +
On January 12 2012 06:07 Hakanfrog wrote:
Pheonixes and thors?

Pheonixes are extremely microable and thors are units that imo shouldnt have to be microable since their sole purpose is to kill mutalisks.

I hate how protoss is balanced around FFs though.



Phoenixes are not microable, they micro themselves. -_-

They would be microable if they didn't have auto shoot.


Hmm are you really trying to say that Phoenixes is not microable? You dont think a master make them more worth than a platinum player? You dont think MC make them more worth then Axslav(or any lower tier protoss). What in the holy hell am i reading.
Crazy people dont sit around and wonder if they are insane
ForeverSleep
Profile Joined April 2011
Canada920 Posts
January 11 2012 23:21 GMT
#177
On January 12 2012 06:46 Talin wrote:
Show nested quote +
On January 12 2012 06:07 Hakanfrog wrote:
Pheonixes and thors?

Pheonixes are extremely microable and thors are units that imo shouldnt have to be microable since their sole purpose is to kill mutalisks.

I hate how protoss is balanced around FFs though.



Phoenixes are not microable, they micro themselves. -_-

They would be microable if they didn't have auto shoot.


so, if I understand well, pressing A instead of right-clicking is micro? Because I do not get your point right now...
"Life is what happens to you while you’re busy making other plans" - John Lennon
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2012-01-11 23:34:41
January 11 2012 23:29 GMT
#178
The OP is stupid, foolish, and doesn't know what he's talking about.


Forcefield is a really interesting mechanic on paper. I have to credit Blizzard for making it fit into a game at all. However, the way they implemented it in beta was absolutely game-breaking. Many of you remember the days before massive units crushed forcefields. Many of you remember the days when you could trap units literally inside forcefields so they were unable to do anything. Forcefield was so destructive to the game that Blizzard had to patch in fixes for it. However, part of me thinks that they were only buckling to community complaints and didn't realize exactly what fundamental flaws forcefield had which caused it to be a source for complaint in the first place.

Forcefields cannot be interacted with by the opposing player. All you can do is try to avoid them and bait them as best you can, and hope to drain sentry energy through EMP if you're terran. It comes down to, “does he hit good forcefields or not?” There is no dance between the players, where forcefields come down and the opponent micros against them. I've seen (and been in) many games where a forcefield on the ramp literally ends the game, because there is literally nothing the other player can do about it. Force stuck outside your main? Well, you lost the game.


There is no dance between players? What the hell game are playing? ZvP is basically defined by how well a zerg can deal with forcefields. Learning how to avoid forcefields and avoiding bad situations with forcefields is how you play the damn game. That's micro, positioning, and skill. Dealing with Forcefields is one of the things that blatantly raises the skill ceiling very high in Starcraft 2, and this is why people whine about it.

Dealing with Forcefields is hard. That's what makes the game fun and interesting: the fact that you can get better at it. If you notice, good zergs actually know how to deal with forcefields.

The same is true for fungal growth. Good players actually know how to deal with it. It's HARD to deal with. If you get caught badly out of position, you can lose, just like forcefield. Good players are the ones that know how to avoid getting into those situations. Look at Mutalisk vs Infestor micro! This is raising the skill ceiling! This is adding more depth to the game! You're complaining about things that are making the game difficult, but it's supposed to be difficult! This is exactly the unit design we WANT for starcraft 2!

Whenever these discussions come up, people NEVER mention zergling surrounds, which is outright ridiculous. If zerg surrounds your units, you lose. You cannot micro. You cannot do anything. No one complains about this. The answer is "Well don't get into that position in the first place." It's good design. It means people have to be aware of getting surrounded. Yet apparently for these other abilities, it is bad design.

And finally: Phoenixes? Muta v Phoenix is actually pretty micro intensive. If the Protoss does it right, he can completely destroy a much larger group of mutas. It's hard to do. That's a GOOD THING!
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2012-01-11 23:36:16
January 11 2012 23:35 GMT
#179
On January 12 2012 08:29 DoubleReed wrote:
The OP is stupid, foolish, and doesn't know what he's talking about.

Show nested quote +

Forcefield is a really interesting mechanic on paper. I have to credit Blizzard for making it fit into a game at all. However, the way they implemented it in beta was absolutely game-breaking. Many of you remember the days before massive units crushed forcefields. Many of you remember the days when you could trap units literally inside forcefields so they were unable to do anything. Forcefield was so destructive to the game that Blizzard had to patch in fixes for it. However, part of me thinks that they were only buckling to community complaints and didn't realize exactly what fundamental flaws forcefield had which caused it to be a source for complaint in the first place.

Forcefields cannot be interacted with by the opposing player. All you can do is try to avoid them and bait them as best you can, and hope to drain sentry energy through EMP if you're terran. It comes down to, “does he hit good forcefields or not?” There is no dance between the players, where forcefields come down and the opponent micros against them. I've seen (and been in) many games where a forcefield on the ramp literally ends the game, because there is literally nothing the other player can do about it. Force stuck outside your main? Well, you lost the game.


There is no dance between players? What the hell game are playing? ZvP is basically defined by how well a zerg can deal with forcefields. Learning how to avoid forcefields and avoiding bad situations with forcefields is how you play the damn game. That's micro, positioning, and skill. Dealing with Forcefields is one of the things that blatantly raises the skill ceiling very high in Starcraft 2, and this is why people whine about it.

Dealing with Forcefields is hard. That's what makes the game fun and interesting: the fact that you can get better at it. If you notice, good zergs actually know how to deal with forcefields.

The same is true for fungal growth. Good players actually know how to deal with it. It's HARD to deal with. If you get caught badly out of position, you can lose, just like forcefield. Good players are the ones that know how to avoid getting into those situations. Look at Mutalisk vs Infestor micro! This is raising the skill ceiling! This is adding more depth to the game! You're complaining about things that are making the game difficult, but it's supposed to be difficult! This is exactly the unit design we WANT for starcraft 2!

And finally: Phoenixes? Muta v Phoenix is actually pretty micro intensive. If the Protoss does it right, he can completely destroy a much larger group of mutas. It's hard to do. That's a GOOD THING!

Totally true, I think all that can be learned from this post is simply that the OP likes BW better than SC2. He is unable to enjoy SC2 because he can't help but compare the two whenever he is playing the other, which certainly has nothing to do with mechanics or unit design in SC2.
Knowing is half the battle... the other half is lasers.
Longshank
Profile Joined March 2010
1648 Posts
January 11 2012 23:36 GMT
#180
Bombastic title for a prolonged whine post. If you wished to have a balanced discussion about unit design you would mentioned where SC2 had gone right as well. It was never your intention to have such discussion though which makes this nothing but a whine thread with pictures.
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