• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:30
CET 04:30
KST 12:30
  • 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
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy5ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289
Community News
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool38Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12Blizzard Classic Cup - Tastosis announced as captains18
StarCraft 2
General
Potential Updates Coming to the SC2 CN Server Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (March 2-8): ByuN overcomes PvT block Weekly Cups (August 25-31): Clem's Last Straw? Weekly Cups (March 9-15): herO, Clem, ByuN win
Tourneys
World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament WardiTV Team League Season 10 KSL Week 87
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 518 Radiation Zone The PondCast: SC2 News & Results Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
Soulkey's decision to leave C9 JaeDong's form before ASL BGH Auto Balance -> http://bghmmr.eu/ [ASL21] Ro24 Preview Pt1: New Chaos ASL21 General Discussion
Tourneys
[Megathread] Daily Proleagues ASL Season 21 LIVESTREAM with English Commentary [BSL22] Open Qualifiers & Ladder Tours Small VOD Thread 2.0
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine YouTube Thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5683 users

Too Much Firepower, Not Enough Stalkers - Page 8

Forum Index > SC2 General
Post a Reply
Prev 1 6 7 8 9 10 22 Next All
StrikeNova
Profile Joined December 2010
Canada47 Posts
January 18 2012 16:08 GMT
#141
1) Ive always thought this encourages games where having good army composition was important and not mass X unit to win like in many other RTS games.
2) I think its good that no race can control a zone like the way the OP mentioned. It adds diversity to the races and forces you to scout, have good sim city and good army spread or positioning.
BTW if you are Zerg, mid-late game just plop down like 30 spines and that can hold an area long enough against a push to get your army in a good position to defend.
3) Do you really want 2x as powerful cannon rushes?? On a more serious note, i think weaker static defences discourages super stale matchups where the map is split in two and everyone is turtling behind massive lines of static defences (think WW1)
4) As always, microing armys is very important... speedlings on creep surronds and kills hellions, hellions should run from roaches....
your suggestion of having a "good against everything unit" is already hated by some people in the community due to complaints of mass X and 1a-win.
conclusion: Simply put, I think having a good unit composition is the key in sc2. and having that comes from scouting, poking the front, and gamesense which comes from experience.
Speed of stupid is faster than speed of thought, which is proven when people type dumb stuff in chat
CounterOrder
Profile Joined August 2010
Canada457 Posts
January 18 2012 16:09 GMT
#142
Nice OP, i only disagree with the static d part. I think medivacs themselves are insanely strong not so much that spines are weak, spines should root faster however. Medivacs should should require even a cheap upg like conc shell before they can heal&drop. The heal rate is fucking insane for an air unit.


Terrible terrible damage. :'( Litterally 200/200 armies just melt in 2 seconds sometimes. Its just anti climatic. Or watching a drop destroy 2 buildings in 5 seconds.


PS: Giving reapers zerg regen in HotS makes me sad. Wish the units were more logical in general.
Jimmeh
Profile Blog Joined January 2010
United Kingdom908 Posts
January 18 2012 16:14 GMT
#143
On January 19 2012 01:09 CounterOrder wrote:
PS: Giving reapers zerg regen in HotS makes me sad. Wish the units were more logical in general.


It's not Zerg regen. It's an ability you have to activate that temporarily disables the reaper whilst it heals.
Zrana
Profile Blog Joined August 2010
United Kingdom698 Posts
January 18 2012 16:17 GMT
#144
Man I really hate these thinly veiled whine threads. Elephant in the Room, Philosophy of Design etc. If the game was/is being poorly designed then why is every GSL better than the last? The game is still evolving, and it's getting better every day.

The OP basically just lists stuff *he personally* dislikes about the game (probably stuff he blames for not winning all the time).

1: Firepower: Does SC2 have too much?
Well this comes down to personal opinion. Maybe in monobattles it matters that some units are good against other units, but in a real game this means you need either a mix of units or (for example vs "lings in enough numbers beat everything") enough units such as zealots and sentries to deal with your opponents choice of tech.
I fail to see how it's bad that zealots rip through everything that's standing still or trapped but get kited pretty well if not. That's a cool dynamic. Or how is it bad that immortals rip through armoured units? Heaven forbid you should have to target fire, or worse yet, build some marines or ghosts!
The crushing AoE thing has been discussed before here, but to reiterate - You can always spread your units, or just build units that don't take aoe damage, like air units or larger ground units.

2: Zoning
So, uh, You need some meat shields for your tanks for them to be effective. OK. I'm sorry that tanks don't kill every ground unit in one shot and also shoot upwards. I'm afraid you need to learn to play the game instead...

Also, tanks (ok you need some meatshield for them), PDD, forcefields, nukes, sensor towers, collosus range (kinda), planetary fortresses, creep, burrowed troops, static defenses and the swarm host and zappy field generator thingy in HotS are all to a certain extent zoning mechanics.

Ling runbys in zvz, leave a baneling or 2 at the top of the ramp
Drops as protoss, stay at 190, leave a HT and some cannons at bases (see genius vs SC recently)

The game being a bit too baseracey: Well i kinda have to agree here but i feel atm it's partly metagame/balance because one player feels they just have no way to engage the other army. Probably players will start anticipating this kind of thing more and plan on defending at home somehow when they move out to attack
However i don't agree that you should be able to leave like 3-4 units at home and have your bases be completely safe. What would be the point of ever attacking?
You don't like the situation atm in PvT where 2 armies dance around each other in the middle of the map, trying to get an advantageous position? Well tbh I think it's kinda cool. If you let the other guy get into a spot where he threatens your expansion it's your own damn fault.

3: Static Defenses being too weak.
This is just wrong. I just get the idea that you've lost to all-ins too much or something. Make cannons and bunkers stronger? Uh ok just build a cannon or bunker in zerg's natural every single game as the first thing you do and get ahead economically.
Better spines make a 6gate useless? The six gate is a great all-in to punish a zerg teching too hard. If you lose to a six gate you should reconsider going muta so early.
Ling runbys causing you trouble? Try scouting. You mention zvz, so overlord placement, creep spread as well as queens and some banes at home can deal with most of these except a commited baserace style, but zerg units are pretty fast so you can usually get home in time to defend anyway.
Also, static defenses are pretty cheap - you can build an awful lot of them in the lategame if you want to. In fact you can hold pretty much any all-in (well not voidray) with just spines, as long as you have enough of them in the right place. They are extremely cost-efficient.

4: Units good against some but weak against others.
OK , you think making all units more mediocre against everything would lead to interesting compositions? Either that or really boring ones....
Make lings better against hellions? I can do that already. It's called engaging in a good position.
Losing to roaches when you've only made hellions the entire game? It's your own damn fault.


I'm sorry if this came off a rude or BM but posts like these just reek of, "Ugh, i'm losing a lot........this game must be porrly designed".
Jono7272
Profile Joined November 2010
United Kingdom6330 Posts
January 18 2012 16:25 GMT
#145
This is why TvP makes me angry the most, one slip up and my Bio ball evaporates in seconds to crazy AoE damage. Then its gg, never can come back against a decent player after losing a big engagement.
Innovation | Flash | Mvp | Byun | TY
randoomguy
Profile Joined October 2011
Sweden82 Posts
January 18 2012 16:26 GMT
#146
this thread had one good point in my opinion and that is the thing about zone control but can people please remember that it took many years for BW to get balanced,if i remember correctly it took more than 5 years before whats standart now days actually became it in tvz and i also wanna take a reminder that zone control is what blizzard is trying to fix in HOTS but as with WOL it will take maybe a year before the game actually becomes reasonable balanced and then to the 3 thing i want to say is that i really dont feel like it all comes down to a deathball situation anymore its really only in pvz i can see that happening,i am not gonna say that the game will not end in a big final battle but there is so more that leeds up to that point,i could already feel that when i was middle plat that it i really wouldn't be able to make a win if i just sat back in tvp or in tvz especially in tvz that i still have hard troubles with but i am not complaining about zerg being op i know that i have alot to improve and i will hopefully do that,for any1 that wonders i am now low diamond
FAIRY TAIL WILL ALWAYS WATCH OVER ME
Chunhyang
Profile Joined December 2011
Bangladesh1389 Posts
January 18 2012 16:35 GMT
#147
On January 18 2012 23:31 EternaLLegacy wrote:
Show nested quote +
On January 18 2012 23:30 Tobberoth wrote:
On January 18 2012 23:28 EternaLLegacy wrote:
On January 18 2012 23:12 Mehukannu wrote:
On January 18 2012 23:06 EternaLLegacy wrote:
Didn't I just make a big article on this?

Yes, and now we also have this one too where people can vent off some steam what they don't like about sc2 design.
Like on the one you did. ^.^


Or they could all post in the thread I made. My god the mods/admins have gotten lazy.

To be perfectly honest though, it's not as if your thread was even close to the first one on the matter.


Yah, but it's STILL FEATURED. I mean, cmon...


You know that people care about OP's far more than replies. This guy wouldn't really have been heard in your thread.
If you could reason with haters, there would be no haters. YGTMYFT
Chunhyang
Profile Joined December 2011
Bangladesh1389 Posts
January 18 2012 16:37 GMT
#148
On January 19 2012 01:26 randoomguy wrote:
this thread had one good point in my opinion and that is the thing about zone control but can people please remember that it took many years for BW to get balanced,if i remember correctly it took more than 5 years before whats standart now days actually became it in tvz and i also wanna take a reminder that zone control is what blizzard is trying to fix in HOTS but as with WOL it will take maybe a year before the game actually becomes reasonable balanced and then to the 3 thing i want to say is that i really dont feel like it all comes down to a deathball situation anymore its really only in pvz i can see that happening,i am not gonna say that the game will not end in a big final battle but there is so more that leeds up to that point,i could already feel that when i was middle plat that it i really wouldn't be able to make a win if i just sat back in tvp or in tvz especially in tvz that i still have hard troubles with but i am not complaining about zerg being op i know that i have alot to improve and i will hopefully do that,for any1 that wonders i am now low diamond


I really would like a little less boom your dead damage. I mean, I'm sure a lot of that is just adjusting ratios. And great point about the hard/soft counter thing, Those are two points I agree with absolutely.

BUT, TBH; the faster sc2 makes a better spectator sport than BW.
If you could reason with haters, there would be no haters. YGTMYFT
Roblin
Profile Joined April 2010
Sweden948 Posts
January 18 2012 16:39 GMT
#149
On January 19 2012 00:14 gh0un wrote:
Show nested quote +
On January 18 2012 22:34 Roblin wrote:
On January 18 2012 21:14 Mentalizor wrote:
On January 18 2012 20:57 Roblin wrote:
On January 18 2012 19:27 tokicheese wrote:
On January 18 2012 19:11 Tobberoth wrote:
On January 18 2012 19:06 GeOnoSis wrote:
very interesting, but I don't agree with your static defense... cannons would be just to strong! Just imagine A cannon going up behind the zerg expansion or behind a wall, making it impossible to attack. Also all this changes would make Mutas pretty useless. If Turrets would do even more damage, Mutas would be stupid to play. You already need like 18+ Mutas to kill 1 Turret, when the terran repairs it and often time you still lose one. And if there is any Zerg unit, which can't get really hardcountered, it's the Mutalisk. With proper micro you can dodge storms, magic box against thors and so on...

But that leads to a problem, you already mentioned: Too much firepower, or at least to hard counters.
Like you said it's just a joke to fight with Stalkers or Roaches against Marauders or sth like that. But also, did you ever fight with an army of just stalkers and sentries against a Roach Ling army and completely got crushed? Probably yes, but did you fight against one with the same size and completely crushes him just because of forcefields? Probably YES! I think something like forcefields is sooo hard to balance. In the early game, they can just prevent any aggression in many situations and in other, nearly completely useless. I know I might wrote some weird things :D but well in the end I just think that there are too many hardcounters and the DPS against certain Unit types is obviously a huge factor.

Thors vs Muta overall is just dumb as crap. One minor mistake, such as flying 1 milimeter too close to a thor you haven't seen, and he gets one shot off. Boom, 20 mutas brought to orange HP. The idea that you have to micro mutas against Thors is a good thing, it's a counter which can be overcome by skill. Problem again being firepower and speed, there's NO margin for error. A ½ second is enough to go from a good position to a bad position just because of the insane firepower of a single thor. Like OP said, this fight would also benefit from a 50% balance. Lower the damage by 50%, but increase the splash range, or something like that. Encourange micro, while not making minor mistakes cost too much.

Thors being killed by 2/3 mutas when magic boxed isnt silly?


coming right from the unit tester.

no muta ever took a single point of splashdamage in these tests.
for reference, thor max hp is 400, muta max hp is 120
edit:fixed thor max hp

1 thor vs 2 mutas : thor wins and has 296 hp left
1 thor vs 3 mutas : thor wins and has 176 hp left
1 thor vs 4 mutas : thor wins and has 8 hp left (this scenario can probably go either way, as its a matter of which side gets their last volley of first)
1 thor vs 5 mutas : mutas win and 2 have full health, 1 have 72 hp left


I tried 6 mutas v 2 thors. Prespread mutas. Slightly spread thors (no glaive dmg). Only 2 mutas died. *BALANCE*


this time I tried 2 clumped thors that took glaive bounce damage vs 6 mutas that took no splash damage, both sides focusfired, the thors won with 1 thor left which had 60 hp.

I believe in your test the focusfiring was biased for zerg, am i correct?
.


I believe in your test the focusfiring was biased for terran, am i correct?
Since when i am focusfiring with 2 thors against 6 mutas, i can kill all mutas without losing a single thor.
Im pretty sure you just let them focusfire the mutas without including the factor that thors only need 3 shots to kill a muta, thus completely botching one shot out of 4, decreasing their dps by 33%.

However you should stop to test muta vs thor anyways since in a normal game that wont occur.
The point of thor in tvz is to disallow mutas to be microed efficiently (since they cant be stacked) and magic boxed mutas actually melt to marines in AN INSTANT.
Just watch idra vs taeja game 2 where the casters say "wow those thors did sooo much damage to the mutas".
In actuality what happens is that the thors dont even manage to fire off a single shot because the mutas that are flying in with magic box melt to the marines since they are flying in spreaded.
They die so fast that the thors cant target fast enough because they are always trying to search for a new target, which ofcourse also melts in an instant.

Its like a tap (mutas) that very slowly trickles water onto a hot stone with a heat source below (marines).
Like that the stone is never able to be cooled down at all before it heats up again from the heat source below.
If all of the water was put on the stone at once, it would cool down easily.
Thats exactly how spreaded mutas vs stacked mutas work vs marines.

Thors make it so mutas cant be stacked, thus they are completely ineffective against marines.
Ofcourse zerg can combat this by bringing zerglings, since the marines wont be able to melt the mutas as easily because the AI will target zerglings first, but the thors still disallow the zerg player to stack his mutas, therefore their mission is accomplished.
Thats also why you see terrans only get 1 or maybe 2 thors, because thats enough to disallow a zerg player to stack his mutas.

Thors definitely have their role in tvz, its just that their role isnt to kill mutas but rather restrict their movement, thus making the mutas that much more inefficient.

Btw i just tested 20 mutas vs 5 thors. The thors were spreaded but i didnt micro them (since microing them will just lead to overkill damage).
The mutas i did micro to target 1 thor at a time while still keeping the magic box intact.
Guess what, the thors managed to kill 11 mutas.
20 mutas are a 2000 gas investment, while thors are a 1000 gas investment, and even though the thors were basically outnumbered (regarding gas investment) they still managed to deal 1100 worth of gas damage to the mutalisks.

Thors arent bad against mutas, even if you just build thors to deal with mutas.


I believe you have misunderstood, I am arguing that thors are good vs mutas, you seem to think I am arguing the opposite.

besides, read further in the post you quoted and I got a lot better results in later attempts at the same scenario.
I'm better today than I was yesterday!
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
January 18 2012 16:40 GMT
#150
Everything is a glass cannon in SC2.
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
Destructicon
Profile Blog Joined September 2011
4713 Posts
January 18 2012 16:47 GMT
#151
@ Zrana
I get the feeling you are too biassed against these so called "balance whines" to even try and consider they may have some legitimite concerns/ good points.

1st Firepower is too big, when an entire army in TvP from either side can be destroyed in about 15 seconds you know something is wrong. When one small mistake (getting HT/Ghosts sniped/EMPed; getting colossus sniped/losing vikings) can cost you not only the engagement but possibly the entire game, then something is wrong.

In a way Blizz is tacitly admiting this by going forth and saying that they want less units in the deathball, thats how they talked about some of the HoTS units.

As for the faster player winning. I thought SC2 was a game about of strategy, not fast reactions, sure a fast player should be rewarded for being able to use his speed to micro/macro, but it shouldn't be the defining factor because battles last only seconds.

2nd Zooning is a real issue. There are currently few ways to for players to really put their stamp on a territory and declare it theirs. Terrans have it best, and its one of the reasons why it feels the most complete. It is important to have some ways to secure your territory so you can pull off a decisive thrust attack, or have enough time to reinforce your position.

Zoning units are also important for putting pressure on the enemy and contesting territory, this is where the game starts to resemble chess, as players try to out manuever themselves or devise ways to break the line in slow and methodical ways.

Again Blizz is addressing this issue in HoTS via Shredders, Swarm Hosts, and who knows what else they will think of.

3rd This is where you really start to seem thick. Static defenses are good in the early to mid game but start to become horrible towards the late game. And in a way it kind of builds on the problem of zoning.

Static defenses aren't even hard to buff. Just have them be upgradable. That way you can keep them resonable for the early game so that no one wants to cannon rush or bunker rush every single game. But it also keeps them as a valuable part of the of the game well into the later stages.

Overall I get the feeling that you're just basing the OP (and possibly a lot of other well thought out threads), because you're either sick and tired of them, or you legitimetly can't get your head around the problems/don't want to admit them.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
TheButtonmen
Profile Joined December 2010
Canada1403 Posts
Last Edited: 2012-01-18 17:00:19
January 18 2012 16:59 GMT
#152
Dear lord more design QQ.

If this is just as you said frustrated complaining then take it to blogs.
If you are seriously concerned then take it to the Blizzards forums for the off chance they will read it.
If you hate the design of Sc2 so much I've got this great game to recommend to you.

So tired of all these design qq threads recently, Team Liquid isn't Blizzard, we don't balance the game or design HotS why continually complain here?
FutureBreedMachine
Profile Joined January 2012
Australia95 Posts
January 18 2012 17:18 GMT
#153
Sorry but we are the starcraft community right... isnt there some way we can all talk to blizzard rather than talking amongst ourselves about these problems... We all know that sc2 his heading towards a dull end but I think if we all work together we CAN have the game changed at to a degree where it potentially exceeds sc1... all the problems that we discuss should be discussed with blizzard somehow... we are the players so they should really give us what we want or its their problem? If you guys really want change then why cant we make a big change happen in HoTs.. its worth a shot aint it.
um juz suh tired lul i jus riek want tuh go tuh sreep
slytown
Profile Blog Joined March 2011
Korea (South)1411 Posts
January 18 2012 17:27 GMT
#154
On January 18 2012 19:55 iKill wrote:
Show nested quote +
On January 18 2012 19:06 bokeevboke wrote:
On January 18 2012 18:58 slytown wrote:
If you don't like the game, go back to playing BW. Noone's stopping you. You're listing off complete design changes instead of specific issues.

I love BW and won't hate you for switching back.


I never understood these kind of comments - 'go play BW'. What's wrong with wanting to make the game better? if there is smth good in bw why shouldn't we adopt it.

if you have nothing to contribute to discussion just move on pls.


Because SC2 and BW are not the same game?

If half of the QQers about SC2 had things their way, we'd be playing BW right now with SC2 graphics.


Exactly. +1

The point is if you like BW but don't like SC2 and the nature of the attacks, then PLAY BW. There's a difference between dropping the range of fungals and making every unit weaker.

It boggles my mind this thread is still alive because it's basically a BW vs. SC2 thread, bashing SC2 for what it is.
The best Flash meme ever: http://imgur.com/zquoK
Zrana
Profile Blog Joined August 2010
United Kingdom698 Posts
Last Edited: 2012-01-18 17:36:44
January 18 2012 17:33 GMT
#155
@destroyer
Well the fact is these threads are all opinions.
You don't like the fact that armies destroy each other in about 15 seconds. I personally don't have a problem with how long battles last. Sure it makes engaging right and in-battle micro harder but that's all part of playing the game.

Small mistakes cost you an engagement such as getting emp'd or feedbacked. Well that's certainly true. But if this isn't the case, what then should decide the engagement if not the ability to feedback his ghosts before he EMP's or vice versa? Strategy? What if two players have strategised their way into having a big army each? Micro? Well players already micro - they just have less time to do it in than perhaps you would wish.

Fast Reactions are by no means the deciding factor. Watch some of the latest high-level starcraft such as the blizzard cup or this season's code S. Most games are determined by a strong build order, good harrass or good positioning.

As for zoning and static defense - well yes hots is buffing it a little, but there has to be balance where runbys, harrass and counterattacks are viable strategies. Most people i think wouldnt want games to be split map every time because no-one can ever attack. The OP complained about how in pvt it was just 2 armies who could never attack each into each other. Would you want that for the whole damn map?

You want a game where
players try to out manuever themselves or devise ways to break the line in slow and methodical ways.

Isn't this high level SC2 already? TvT for sure. ZvAnything when infestors and broodlords are in the mix, (PvP I actually have no idea what lategame PvP looks like but the matchup is so unfigured out it doesn't matter anyway). PvT when you have 2 good players yeah it kinda does look like this. Also in HotS i have a strong feeling T will go mech in the matchup which will make it even more positional.

With creep and pylons, toss and zerg do have ways to quickly reinforce a piece of territory. I've seen a lot of games where a player (usually a terran) attacks and drops all over the other guy (usuallty toss) and the both players have their mulitasking really taxed to try and hold it off or make it work. I personally wouldnt want a game where you can take an extra base and it can never be attacked unless you bring your whole army for it.

Static defenses - ok so you like them in early/mid game? But in late game they become less strong? Well yes but in lategame players will be going gas-heavy units on lots of bases and so minerals can be spent pretty freely on large numbers of spines/cannons. Again you want the balance where you can hold off harrass and slow down their army long enough for yours to get into position. I don't really know what you want here - do you want to be able to hold off a whole army with static defense? Seems a bit silly to me.

Also by the by, bunkers and turrets can be upgraded ;p

Uh anyway after all that rambling, my real point is that yes, SC2 is by no means perfect (though the metagame looks better all the time), but is it not fun for most people? Is it not fun to watch? If no, then yes we have a problem to address. If yes, then your opinions (and mine) on how the game should look are just subjective opinions and suggestions and not really that important.
Tedde93
Profile Joined October 2010
Sweden169 Posts
January 18 2012 17:36 GMT
#156
Reducing the overal damage that units do might be viable but making every unit okay against any unit is very stupid IMO it would just take out alot of stratagy from the game, people seem to forget that this is a strategy game. I think stratagy should be as important as skill but you pretty much wanna make the game more action based which i think is a huge mistake. Lastly a lot of what you are saying would even invalidate a lt of stratagys, whats wrong with 6-gate and mutas would be usless if you doubled the effectiveness of turrets, PF would be almost invincible seeing as how hard it is to destroy now.
Patiance is the element of succes"
karpo
Profile Joined October 2010
Sweden1998 Posts
Last Edited: 2012-01-18 17:41:32
January 18 2012 17:38 GMT
#157
On January 19 2012 02:18 FutureBreedMachine wrote:
Sorry but we are the starcraft community right... isnt there some way we can all talk to blizzard rather than talking amongst ourselves about these problems... We all know that sc2 his heading towards a dull end but I think if we all work together we CAN have the game changed at to a degree where it potentially exceeds sc1... all the problems that we discuss should be discussed with blizzard somehow... we are the players so they should really give us what we want or its their problem? If you guys really want change then why cant we make a big change happen in HoTs.. its worth a shot aint it.


"We all know"

"we are the players"

"why cant we make"

Who's we? Do you know what percentages of the SC2 community want what? I'm pretty sure "we all know" isn't something you can throw around when it comes to something with hundreds of thousands of participants.
DarkPlasmaBall
Profile Blog Joined March 2010
United States45367 Posts
January 18 2012 17:39 GMT
#158
Perhaps it's the case that some unit compositions don't take much micro to win, and I can definitely see problems with that. I also find issues with higher tiers of units that don't scale well against lower tiers of units from other races.

For example, Protoss needs to quickly get higher tier units to deal with low tier Terran, but Terran can stay on low tier units for most of the game (all-game if the Protoss doesn't mass colossi). Furthermore, there's nothing higher tier that Terran would even want to change to, because mech isn't viable in TvP. If higher tier Terran units became more viable than (or, at least, equally viable to) the lower tier Terran units in TvP, then I think that would make for a more equal game throughout. Simultaneousy weakening Terrans' lower tier units and strengthening the versatility of the higher tier units may make it the case that Terrans don't rape Protoss early on and we see more interesting battles in the late game.

I also definitely agree that the static defenses are too weak. Cannons do absolutely nothing against mutas and medivac drops. You need to really mass turrets hard against a muta flock. Spores and spines aren't amazing either. I'd say that the versatility of the bunker (reparable and can be sold) are the best defensive structures, but they're only functional if you have units in them.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Vansetsu
Profile Blog Joined October 2010
United States1454 Posts
January 18 2012 17:43 GMT
#159
I like this post a lot OP. Some of what is written is a little situational, but I think that even helps you visually understand the message. I really hope the coming expansions cater to quality of the competitive experience, as opposed to a release day shock value experience... as the first would pay out much more in the end long-term for blizzard anyways.
Only by overcoming many obstacles does a river become - デイヴィ¯\_(ツ)_/¯ド
Nifel
Profile Joined June 2010
706 Posts
Last Edited: 2012-01-18 17:53:14
January 18 2012 17:53 GMT
#160
Just thought I'd drop in and say that I agree with pretty much everything the OP has said. There's a balance between having too much focus on direct counters and making stuff too massable. Hopefully, over the course of the expansions and the many patches, we'll see SC2 find the perfect middle ground.
Prev 1 6 7 8 9 10 22 Next All
Please log in or register to reply.
Live Events Refresh
The PiG Daily
21:20
Best Games
Solar vs Cure
herO vs TBD
LiquipediaDiscussion
PSISTORM Gaming Misc
20:00
FSL showmatch Nachoz vs all
Liquipedia
LAN Event
16:00
StarCraft Madness Day 2
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft525
RuFF_SC2 224
Nathanias 148
StarCraft: Brood War
GuemChi 5512
Artosis 756
NaDa 46
Noble 36
Bale 16
ajuk12(nOOB) 8
Icarus 8
Dota 2
monkeys_forever663
LuMiX1
League of Legends
JimRising 789
Other Games
summit1g11564
ViBE144
Maynarde132
Mew2King93
UpATreeSC43
JuggernautJason11
Temp010
deth9
Organizations
Other Games
gamesdonequick862
Dota 2
PGL Dota 2 - Main Stream81
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Hupsaiya 176
• davetesta15
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki19
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo958
Upcoming Events
Replay Cast
5h 30m
Afreeca Starleague
6h 30m
Sharp vs Scan
Rain vs Mong
Wardi Open
8h 30m
Monday Night Weeklies
13h 30m
Sparkling Tuna Cup
1d 6h
Afreeca Starleague
1d 6h
Soulkey vs Ample
JyJ vs sSak
Replay Cast
2 days
Afreeca Starleague
2 days
hero vs YSC
Larva vs Shine
Kung Fu Cup
2 days
Replay Cast
2 days
[ Show More ]
KCM Race Survival
3 days
The PondCast
3 days
WardiTV Team League
3 days
Replay Cast
3 days
WardiTV Team League
4 days
RSL Revival
5 days
Cure vs Zoun
herO vs Rogue
WardiTV Team League
5 days
Platinum Heroes Events
5 days
BSL
5 days
RSL Revival
6 days
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
6 days
BSL
6 days
Liquipedia Results

Completed

Proleague 2026-03-22
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
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
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.