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Reluctance to Re-Introduce BW-Units - Page 12

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Velocirapture
Profile Blog Joined December 2010
United States983 Posts
June 16 2012 23:46 GMT
#221
I think the situation is more about them realizing BW just isnt that good of a game by modern standards. Quite frankly BW as a game is a disaster balance wise and has a fundamentally arbitrary type of difficulty. In the end it is the players who made BW great. They took the steaming pile and developed innovative maps which brought the game within striking distance of balance. The players spent years grinding out dull mechanics so they could show us muta stacking and Flash style mech play. This was a huge commitment that we will always remember but let there be no mistake, the only reason BW got such respect is because RTS was such an undeveloped genre.

This all said, they started with an appeal to our nostalgia with the carrier and have since realized that its better to forgo such sentiments in favor of a better game.
polybios
Profile Joined December 2010
Czech Republic111 Posts
June 16 2012 23:51 GMT
#222
I have some high brain activity now, another idea what if carrier had limit only on producing interceptors and could dock infinite amount of interceptors - orphans of other destroyed carriers
ChristianS
Profile Blog Joined March 2011
United States3188 Posts
Last Edited: 2012-06-17 00:01:01
June 17 2012 00:00 GMT
#223
Swarm host: the Swarm Host creates small, weak, free units. These are effective for tanking damage, making the Swarm Host useful for putting in the back of pushes and putting infestors or hydralisks behind. They are also effective in absence of any enemy units, making Locusts useful for harass. Swarm Hosts will combine best with Mutas by applying two-pronged pressure, since the opponent will have to defend from both the mutas and the locusts. Because the locusts are free, the swarm host will perform best when only the locusts are at risk of dying, i.e. in offensive engagements. In defensive engagements, the swarm host will be sniped relatively easily and won't contribute all that much to the overall army strength.

In short, the Swarm Host is best when placed in distant, even hidden locations, and harassing your opponent from afar. In direct engagements it is best to have your Swarm Hosts as far away as possible, with a round of locusts at the front of your units. Swarm hosts are a primarily offensive unit, useful for breaking siege lines and other entrenched positions with a slow but steady stream of units to wear down the defenses. Swarm hosts will perform absolutely terribly against masses of bio from Terran.

Lurker: has a very powerful line AoE attack. The power and AoE make this a very effective unit against bio, and mean that the lurker scales very well in big engagements. Lurkers are also effective space control, especially on ramps.

In short, the lurker is best right in the front lines. It functions better defensively than offensively. It is totally worthless when burrowed in a corner and hidden from your opponent. Lurkers absolutely wreck bio balls from Terran.

Warhound: has a strong ground attack that does straight damage (rather than bonus damage to a specific unit type). In addition it has a special attack that auto-targets mechanical units and only mechanical units. Has no air attack. The warhound also has fairly solid hit points.

In short, the warhound will work best to kill ground targets, particularly mechanical ones. In TvT it will be useful for breaking tank lines. In TvP it will be useful for killing stalkers and other mechanical targets, as well as tanking zealot damage.

Goliath: has a strong, fast ground-to-air attack. Also has a rather weak ground-to-ground attack. Mechanical ground targets died about as slow as any possible target could to goliath fire. No one has ever used goliaths to break siege lines. No one ever will.

In short, the goliath was reasonably effective against air targets, and pretty easily killed by ground ones.

Can someone please, please explain to me how these units are even mildly similar, besides in unit model? As far as I can tell, the new units are good in exactly opposite situations of the old units. But go ahead and try to control a ramp by placing three swarm hosts at the top of it or use lurkers primarily as an offensive unit. Go ahead and try to take on tanks with a goliath or counter mutalisks with a warhound. Let me know how that goes
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
Cirqueenflex
Profile Joined October 2010
499 Posts
June 17 2012 00:08 GMT
#224
On June 17 2012 01:09 Kazius wrote:
There is a major difference. BW units had less of a micro-limiting aspect to them. The only true micro-limiting features were Stasis and the Queen's ensnare (one of the rarest abilities used by one of the rarest units used). This is a major difference to SC2, where forcefields, broodlings, fungal, vortex and now the swarm hosts and mineral-freeze thing. This has a lot to do with the new pathfinding elements and clumping nature of the game. Where in BW goons wouldn't clump no matter how hard you tried, now units just naturally blob. Lurkers absolutely demolish clumped up units, so instead, we get less damage but a micro limit. These are also necessary to prolong battles, as they tend to be over very quickly (Protoss, I'm looking at you).

There seems to be a difference in the game mechanics on a fundamental level requiring a different design attitude (or vice versa). The new units seem to be more in line with BW ideas to allow extra fluidity to the game.


funny enough though, every time i watched BW zvz i asked myself: If one of these guys would actually build one Queen and use ensnare on the opponents mutalisk, wouldn't like all his scourges be nearly guaranteed to win? Wouldn't the huge win in mutas justify getting queens? Why no siege tank sniping with Queens? Why not ensnare a group of marines when the spell clearly debuffs them heavily?
But then again, most of Brood War looked to me like they guy with faster hands would win most of the time, and rarely the one with the slightly better brain :/
Give a man a fire, you keep him warm for a night. Set a man on fire, and you keep him warm for the rest of his life.
D u o
Profile Joined October 2011
Canada381 Posts
June 17 2012 00:17 GMT
#225
+ Show Spoiler +
On June 17 2012 09:00 ChristianS wrote:
Swarm host: the Swarm Host creates small, weak, free units. These are effective for tanking damage, making the Swarm Host useful for putting in the back of pushes and putting infestors or hydralisks behind. They are also effective in absence of any enemy units, making Locusts useful for harass. Swarm Hosts will combine best with Mutas by applying two-pronged pressure, since the opponent will have to defend from both the mutas and the locusts. Because the locusts are free, the swarm host will perform best when only the locusts are at risk of dying, i.e. in offensive engagements. In defensive engagements, the swarm host will be sniped relatively easily and won't contribute all that much to the overall army strength.

In short, the Swarm Host is best when placed in distant, even hidden locations, and harassing your opponent from afar. In direct engagements it is best to have your Swarm Hosts as far away as possible, with a round of locusts at the front of your units. Swarm hosts are a primarily offensive unit, useful for breaking siege lines and other entrenched positions with a slow but steady stream of units to wear down the defenses. Swarm hosts will perform absolutely terribly against masses of bio from Terran.

Lurker: has a very powerful line AoE attack. The power and AoE make this a very effective unit against bio, and mean that the lurker scales very well in big engagements. Lurkers are also effective space control, especially on ramps.

In short, the lurker is best right in the front lines. It functions better defensively than offensively. It is totally worthless when burrowed in a corner and hidden from your opponent. Lurkers absolutely wreck bio balls from Terran.

Warhound: has a strong ground attack that does straight damage (rather than bonus damage to a specific unit type). In addition it has a special attack that auto-targets mechanical units and only mechanical units. Has no air attack. The warhound also has fairly solid hit points.

In short, the warhound will work best to kill ground targets, particularly mechanical ones. In TvT it will be useful for breaking tank lines. In TvP it will be useful for killing stalkers and other mechanical targets, as well as tanking zealot damage.

Goliath: has a strong, fast ground-to-air attack. Also has a rather weak ground-to-ground attack. Mechanical ground targets died about as slow as any possible target could to goliath fire. No one has ever used goliaths to break siege lines. No one ever will.

In short, the goliath was reasonably effective against air targets, and pretty easily killed by ground ones.

Can someone please, please explain to me how these units are even mildly similar, besides in unit model? As far as I can tell, the new units are good in exactly opposite situations of the old units. But go ahead and try to control a ramp by placing three swarm hosts at the top of it or use lurkers primarily as an offensive unit. Go ahead and try to take on tanks with a goliath or counter mutalisks with a warhound. Let me know how that goes



This is exactly why blizz doesn't want to reintroduce units. Because units can't be modified to change rolls from bw to hots.. and people will complain that this isn't a lurker or this isn't a Goliath. The Goliath looks better than a thor and/or a warhound, the warhound has a new projectile rocket ability that auto targets mechanical units, which could replace what the goliath did which was projectile rockets that hit air. Or alternatively replace the thor instead of having air splash have a goliath that scales and hits air quickly. Just because it was a unit doesn't mean it can't evolve over time to serve the purpose of multiplayer. I think EVERYONE agree's that the warhound and the thor are very bad looking units and a Goliath could easily replace either of them as the model.

As far as the lurker, you can easily half replicate the same effect if you make it spawn 2 bling type units. Then it'll be really good at taking out bio units just like in bw, its good for defence and offence. I don't see why people get so butthurt about changing a unit. Alternatively you can have a unit that burrows, does timed attacks but instead of a line of splash damage it'll just attack w.e it comes into contact to.


Again units can be modified to fit the roles hots needs, I don't see why they have to keep making transformers, but i guess it safe gaurds them from people complaining about a BW unit being completely destroyed, like the hydra is in WoL.
wot?
MCXD
Profile Blog Joined February 2012
Australia2738 Posts
Last Edited: 2012-06-17 00:26:14
June 17 2012 00:21 GMT
#226
On June 17 2012 07:04 mburke005 wrote:
afaik, sc2 was decreasing rapidly # wise, both in stream views, MLG cast #s.


This is a myth. Sometimes individual events have less viewers these days, but this is largely because of the sheer number of events, and most of the people in the know seem to agree that the total views across all events have been, if anything, increasing. And the comparison to LoL is fundamentally flawed because LoL has a ten fold larger player base. It does not in fact have anywhere near a ten fold greater viewership.
iTzSnypah
Profile Blog Joined February 2011
United States1738 Posts
June 17 2012 00:25 GMT
#227
Because I didn't pay good money to play Brood-War. I payed for Starcraft 2.
Team Liquid needs more Terrans.
Noobity
Profile Blog Joined February 2011
United States871 Posts
June 17 2012 00:30 GMT
#228
On June 17 2012 05:22 oZii wrote:
Show nested quote +
On June 17 2012 05:15 Noobity wrote:
The units do similar functions but in different ways. For instance with the lurker/swarm host, the lurker does line aoe damage, kinda sieging in place, while the swarm host simply creates a new unit. This new unit can take hits and deal damage, increasing the overall survivability of the swarm host compared to the lurker, but also changing which situations it's useful for.

The lurker itself would be useful, sure, but is that line aoe something that zerg need? With the sheer number of units in the game at a time in big battles, would it be overpowered? Would it make fungal growth and banelings obsolete, or more niche than they already are?

BW units worked for BW because they were developed for that game around what was either already in place or what was intended to be put in place. In order to supplant them into the current SC2 model, changes to nearly everything else would need to be made in order to make them effective the same way they were in BW. SC2 is built around "terrible terrible damage" for instance, more units, faster play, more punishing for mistakes (in theory of course, I'm not going to respond to any "you're wrong, bw was more punishing, faster, blah blah"), would the lurker for instance make sense in a game where they could/would be focused down instantly by 50% more units at once than they were in BW?

I'm a Blizzard fanboy, and I have a degree for certain aspects of video game creation. With that in mind, I don't feel like it's a reluctance to add the units into the game, so much as not finding a spot for them in their game that wouldn't be a humongous hassle to balance. There is a reason they've created some of the best selling PC games of all time, and a reason that SC2 is played at such high levels with huge prize pools. Some of the posts in this thread insinuating that they don't know what they're doing or are lazy are incredibly far off the mark. If they were lazy they would have updated the visuals and game play aspects of BW and just gave it back to us as SC2. You'd have a niche of people who loved that, and you'd have people like me, in a niche who would be disappointed. Things need to grow to continue to be successful, and if that means removing the carrier and giving us the tempest, as long as the unit is relatively balanced then that's a completely fine change.


That locusts from the swarm host can hit AIR, that right there makes it different than the lurker imo completely. It can serve somewhat the role the lurker served in BW but hitting AIR is totally another dynamic that the lurker can't speak to.


That was essentially my point. The units fit roles that, while similar to some BW units, aren't the same. These are different games with different units hitting different steps to meet their final goal, which is a decently balanced game.
My name is Mike, and statistically, yours is not.
AsymptoticClimax
Profile Joined May 2012
United Kingdom249 Posts
Last Edited: 2012-06-17 00:34:46
June 17 2012 00:34 GMT
#229
On June 17 2012 09:21 MCXD wrote:
Show nested quote +
On June 17 2012 07:04 mburke005 wrote:
afaik, sc2 was decreasing rapidly # wise, both in stream views, MLG cast #s.


This is a myth. Sometimes individual events have less viewers these days, but this is largely because of the sheer number of events, and most of the people in the know seem to agree that the total views across all events have been, if anything, increasing. And the comparison to LoL is fundamentally flawed, because LoL has a ten fold larger player base. It has nowhere near ten fold viewership.

Considering they put up the streams and their client and it has a ridiculous playerbase. Starcraft 2 is squaring up to be doing pretty well when you think of how low the numbers of sc2 copies sold were to LoLs. just goes to show it's a better spectator sport but it just gets over shadowed by LoL's viewership numbers.
i wish my motherboard would find a fatherboard so i could have anotherboard
PH
Profile Blog Joined June 2008
United States6173 Posts
June 17 2012 00:42 GMT
#230
New generation players don't seem to like admitting BW's superiority in nearly every regard. The designers seem to be reciprocating this, trying to make the most fundamental aspects of the game as different from BW as possible while still riding on its legacy.

It's really sad.
Hello
Spawkuring
Profile Joined July 2008
United States755 Posts
June 17 2012 00:48 GMT
#231
Blizzard shouldn't just re-introduce BW units, but they SHOULD take cues from BW in what made it a success, because the concepts that made BW big are very similar to what is making SC2 big right now. Emphasis on micro and macro, high APM requirement to be good, 3 races instead of doing the more "modern" route of putting more races in, high-risk high-reward units. It's actually ironic how the same people who bash BW for requiring players to fight the pathing system will, in the same breath, talk about how great MKP's marine micro is, which is also a case of fighting the auto-clumping pathing system.

And it's not like Blizzard isn't doing it right now. They put macro mechanics in because we complained how important macro was to them. HotS is putting in space-controlling and anti-deathball units like the swarm host and widow mine because we complained how SC2 was lacking in such units. If you guys don't want SC2 to be like BW, then you're already too late. It's just that for some reason, Blizzard and SC2 fans have convinced themselves that they're not trying to be BW-esque while simultaneously doing the opposite.
Evilmonkey.
Profile Blog Joined April 2006
United States1628 Posts
June 17 2012 01:05 GMT
#232
On June 17 2012 09:08 Cirqueenflex wrote:
Show nested quote +
On June 17 2012 01:09 Kazius wrote:
There is a major difference. BW units had less of a micro-limiting aspect to them. The only true micro-limiting features were Stasis and the Queen's ensnare (one of the rarest abilities used by one of the rarest units used). This is a major difference to SC2, where forcefields, broodlings, fungal, vortex and now the swarm hosts and mineral-freeze thing. This has a lot to do with the new pathfinding elements and clumping nature of the game. Where in BW goons wouldn't clump no matter how hard you tried, now units just naturally blob. Lurkers absolutely demolish clumped up units, so instead, we get less damage but a micro limit. These are also necessary to prolong battles, as they tend to be over very quickly (Protoss, I'm looking at you).

There seems to be a difference in the game mechanics on a fundamental level requiring a different design attitude (or vice versa). The new units seem to be more in line with BW ideas to allow extra fluidity to the game.


funny enough though, every time i watched BW zvz i asked myself: If one of these guys would actually build one Queen and use ensnare on the opponents mutalisk, wouldn't like all his scourges be nearly guaranteed to win? Wouldn't the huge win in mutas justify getting queens? Why no siege tank sniping with Queens? Why not ensnare a group of marines when the spell clearly debuffs them heavily?
But then again, most of Brood War looked to me like they guy with faster hands would win most of the time, and rarely the one with the slightly better brain :/


If you ever actually played BW you would know all of those answers. Queens have been used to do all of those things, but at the end of the day they just aren't justifiable in most cases. Queens were incredibly cost inefficient and required an extreme amount of micro on top of everything else you had to do. Not to mention, defilers and ultralisks were what you needed to put your gas into. It had nothing to do with the brains of those playing. If you really think you understood BW better than pros who have played the game for over a decade, you're a fool. Please keep this trash out of this discussion.
WWBD- What would Boxer do?
Veldril
Profile Joined August 2010
Thailand1817 Posts
June 17 2012 01:10 GMT
#233
On June 17 2012 09:42 PH wrote:
New generation players don't seem to like admitting BW's superiority in nearly every regard. The designers seem to be reciprocating this, trying to make the most fundamental aspects of the game as different from BW as possible while still riding on its legacy.

It's really sad.


Or they just don't like it. Different opinions and generation gap I would say.
Without love, we can't see anything. Without love, the truth can't be seen. - Umineko no Naku Koro Ni
Norada
Profile Joined August 2010
China482 Posts
June 17 2012 01:12 GMT
#234
Would people really be upset if they just updated the interface for bw, and just made Bnet more up to date/secure? I would have rather them add more money into tournament structures through the bnet client, have some automated tournaments that Warcraft3 had and just more support for the players(instead of spending time trying to make a new "better" game).

Fuck for money they could have just did what valve does, after each game you get a chance for an item drop or some chest drop that you can use so your marine/scv gets some nice hat or some nice gun(could even have it so these items cant be used for tournies/ladder). Would be so easy to add things to the game to justify the cost of it. But if the balance was just kept the same I am sure many people would be super happy, you can already see them scratch off everything they tried to made, and at the people saying "if you like the bw units then go play bw" I am sure most of the units you like and see as the best are BW units.
RavenLoud
Profile Joined March 2011
Canada1100 Posts
June 17 2012 01:15 GMT
#235
On June 17 2012 10:05 Evilmonkey. wrote:
Show nested quote +
On June 17 2012 09:08 Cirqueenflex wrote:
On June 17 2012 01:09 Kazius wrote:
There is a major difference. BW units had less of a micro-limiting aspect to them. The only true micro-limiting features were Stasis and the Queen's ensnare (one of the rarest abilities used by one of the rarest units used). This is a major difference to SC2, where forcefields, broodlings, fungal, vortex and now the swarm hosts and mineral-freeze thing. This has a lot to do with the new pathfinding elements and clumping nature of the game. Where in BW goons wouldn't clump no matter how hard you tried, now units just naturally blob. Lurkers absolutely demolish clumped up units, so instead, we get less damage but a micro limit. These are also necessary to prolong battles, as they tend to be over very quickly (Protoss, I'm looking at you).

There seems to be a difference in the game mechanics on a fundamental level requiring a different design attitude (or vice versa). The new units seem to be more in line with BW ideas to allow extra fluidity to the game.


funny enough though, every time i watched BW zvz i asked myself: If one of these guys would actually build one Queen and use ensnare on the opponents mutalisk, wouldn't like all his scourges be nearly guaranteed to win? Wouldn't the huge win in mutas justify getting queens? Why no siege tank sniping with Queens? Why not ensnare a group of marines when the spell clearly debuffs them heavily?
But then again, most of Brood War looked to me like they guy with faster hands would win most of the time, and rarely the one with the slightly better brain :/


If you ever actually played BW you would know all of those answers. Queens have been used to do all of those things, but at the end of the day they just aren't justifiable in most cases. Queens were incredibly cost inefficient and required an extreme amount of micro on top of everything else you had to do. Not to mention, defilers and ultralisks were what you needed to put your gas into. It had nothing to do with the brains of those playing. If you really think you understood BW better than pros who have played the game for over a decade, you're a fool. Please keep this trash out of this discussion.

Not to mention that the best player in history doesn't even have fast hands by progamer standards, Flash is godly because of his brain first and foremost.
Masvidal
Profile Joined April 2012
Korea (South)213 Posts
June 17 2012 01:18 GMT
#236
If terran got goliath, it would completely break tvp in sc2 lol. And tvz as well, presumably. I wouldn't mind them bringing back dark archons, just with different abilities or a different function, though, it only makes sense. And noone could yell at them for lack of creativity, either.
"Teamliquid is a place for starcraft, not boobs." -autoexec
canikizu
Profile Joined September 2010
4860 Posts
Last Edited: 2012-06-17 01:22:13
June 17 2012 01:20 GMT
#237
On June 17 2012 09:42 PH wrote:
New generation players don't seem to like admitting BW's superiority in nearly every regard. The designers seem to be reciprocating this, trying to make the most fundamental aspects of the game as different from BW as possible while still riding on its legacy.

It's really sad.

Yeah, I agree, it makes me sad too. It's like, how dare they makes cellphones have other functions other than calling, isn't that why we call it a phone in the first place, how dare they try to change it. I mean, in the old day, those Nokia bricks was the beast, good signals, hard to break, rarely drop calls. Nowadays, all those smartphones have unneeded functions, easy to break, and drop call all the time. How dare they try to make my fundamental aspect of my phone as different as the old day while still riding on its legacy, they should be ashamed of calling it cellphone. I miss my old phone.
green2000
Profile Joined October 2009
Peru79 Posts
June 17 2012 01:27 GMT
#238
On June 17 2012 10:20 canikizu wrote:
Show nested quote +
On June 17 2012 09:42 PH wrote:
New generation players don't seem to like admitting BW's superiority in nearly every regard. The designers seem to be reciprocating this, trying to make the most fundamental aspects of the game as different from BW as possible while still riding on its legacy.

It's really sad.

Yeah, I agree, it makes me sad too. It's like, how dare they makes cellphones have other functions other than calling, isn't that why we call it a phone in the first place, how dare they try to change it. I mean, in the old day, those Nokia bricks was the beast, good signals, hard to break, rarely drop calls. Nowadays, all those smartphones have unneeded functions, easy to break, and drop call all the time. How dare they try to make my fundamental aspect of my phone as different as the old day while still riding on its legacy, they should be ashamed of calling it cellphone. I miss my old phone.



Are you joking right?
Fenix all the way!
B.I.G.
Profile Blog Joined August 2010
3251 Posts
June 17 2012 01:45 GMT
#239
I think they are different enough to market them as different units.
LastDance
Profile Blog Joined October 2010
New Zealand510 Posts
Last Edited: 2012-06-17 01:50:52
June 17 2012 01:49 GMT
#240
i feel like dustin and co are not meeting the needs for the races with what they are doing.

i hate that they brought in a Command and Conquer developer to lead SC2.
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