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Reluctance to Re-Introduce BW-Units - Page 34

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Elvin
Profile Blog Joined May 2010
149 Posts
June 29 2012 11:22 GMT
#661
[QUOTE]On June 29 2012 20:15 Roarer wrote:
[QUOTE]On June 29 2012 20:06 ejozl wrote:
[quote]
I would like to add that this is the original tempest :
[url=http://www.youtube.com/watch?v=30MBljXxg3M]http://www.youtube.com/watch?v=30MBljXxg3M[/url]

@1:22

Blizzard actually never have a consistent theme for this unit and just change them however they want it. The name and the model to them has nothing to deal with its gameply (unlike the colossus)[/QUOTE]


R.I.P Reaver at 2:05
tdt
Profile Joined October 2010
United States3179 Posts
Last Edited: 2012-06-29 11:41:28
June 29 2012 11:34 GMT
#662
Good thread with lots of good thoughts. I agree with the ppl who say it's about innovating. They are a software company after all where innovation is like thier middle name. For example,whether you like or dislike microsoft ribbons stuff like that is just going to happen with any of software company. otherwise it's kinda of hard to justify thier positions and reviewers would be like "BW 2.0 trolllolz". I think they are actually trying to slip BW in now though. Look at swarm host. Mines. etc

Everyone love to hate on collosus but why not look at cool things like blink stalkers? Why not look how much more succesful SC2 is in the West than BW ever was? Think positive.
MC for president
bgx
Profile Joined August 2010
Poland6595 Posts
Last Edited: 2012-06-29 11:47:51
June 29 2012 11:46 GMT
#663
On June 29 2012 08:30 NicolBolas wrote:
+ Show Spoiler +
On June 28 2012 23:58 0neder wrote:
So Nicol, how can we get Browder and his team to implement moving shot/patrol micro and 'twitch control' as designed features in SC2?

They have already shown reluctance for moving shot, and the joke that is phoenix control is like a slap in the face to anyone who actually understood moving shot and why it was exciting.

I propose we make a mod of SC2 with a popular BW map with our proposed control/unit spacing changes, somehow get it in the hands of TLBS, and start a populist movement to get these in SC2 or else.


If it actually happens, it would be because of something like this. The most important aspect is communication, which requires two things: stating the idea clearly, and delivering that information to the party in question.

The best way to make it absolutely clear what the community wants is with an actual, in-game example. I wouldn't suggest using a SC1 map for it; a SC2 map would work just as well.

Indeed, that's probably one of the biggest obstacles: so many arguments for these things will often harp on how SC1 had it, and how much better SC2 would be if it just did things the way SC1 did it. Well, Blizzard doesn't want to hear that. Whether that's right for them to ignore that argument or not is irrelevant; they clearly mentally tune out when people start talking SC1 mechanics.

So it's important that this map not simply dump SC1 units into SC2. It can't just be a modification of the SC2BW map. It needs to use StarCraft II units and elements. The argument cannot be, "These were good in SC1. Put it in SC2." The argument must be, "These are good ideas. Put them in SC2." And the best way to do that is to use existing SC2 units and twink them out.

Such a map would make it very clear what it is that the community is asking for. And that the community isn't just bellyaching because SC2 isn't SC1, that these ideas have merit regardless of where they come from.

The issue then is actually getting the information through Blizzard's wall of information. To do that would require getting pro players to talk about it alot. Get Day[9] to talk about it. The key is to do something more than just have a map and post it on the forums. People who routinely have Blizzard's ear, like regular interviewers, need to be bringing the map up. In short, the community needs to say, in one clear, strong voice, DO THIS!

People should make skills videos, showing off the skill difference between low-level micro and high-level micro. Hell, someone could make a tutorial explaining in meticulous detail exactly how the mechanics work with each unit, showing off the default attack-move behavior, followed by how to use the mechanic to achieve greater control and effects.

And again, the community needs to downplay the SC1 connection; I can't stress this enough. If you want to pierce Blizzard's wall of information, it is vital that it not be seen as whining about how SC2 is not like SC1. The argument is, and must always be, that these mechanics make SC2 better. If the community starts talking about it as "the SC1 in SC2 map," or whatever, then it's DOA. Blizzard will just put their hands over their ears and pretend nobody's saying anything.

The map would need to have a good name. Something catchy. Something that would state what it's all about without also being condescending towards SC2. I'm not good with names, so that's up to whoever does it.

Ultimately, if the community really wants this, it will require a concerted effort. That means getting lots of important people on-board with promoting it. We build the map, then we put the map everywhere. We get lots of people playing it and talking about it. We get lots of people promoting it.

This map needs to be so big that Blizzard simply can't ignore it.

And you'll also need to understand that Blizzard isn't going to do it for HOTS; it's way too late for changes like this (especially the spacing thing, as it would require a lot of unit rebalancing).

I very, very, very like your idea. But the wall is REALLY big, look at Barrin thread. Got hyped, got played in small tournament, got small response from some blizz worker. Died out. Was not really mentioned by interviewers, which i found odd. I also found odd that interviewers dont even try to push Browder / co-workers when they get the chance. There are like dozen good ideas running around and not being mentioned / responded to.
Stork[gm]
YaShock
Profile Blog Joined June 2011
Hungary119 Posts
Last Edited: 2012-06-29 12:19:25
June 29 2012 11:52 GMT
#664
On June 29 2012 20:34 tdt wrote:
Good thread with lots of good thoughts. I agree with the ppl who say it's about innovating. They are a software company after all where innovation is like thier middle name. For example,whether you like or dislike microsoft ribbons stuff like that is just going to happen with any of software company. otherwise it's kinda of hard to justify thier positions and reviewers would be like "BW 2.0 trolllolz". I think they are actually trying to slip BW in now though. Look at swarm host. Mines. etc

Everyone love to hate on collosus but why not look at cool things like blink stalkers? Why not look how much more succesful SC2 is in the West than BW ever was? Think positive.


SC2 is more successful only because of 2 things:
1. People pour incredibly amount of money into SC2 (including Blizzard)
2. It is much more newb-friendly than BW
As far as gameplay goes, nearly all (or all) progamers and hardcore gamers prefer BW, because it's skill cap is much higher (and I'm not talking about shitty mechanics, but rather micro intensive units (like Reaver, Lurker, Vulture etc.) and not the deathball a-move units, and has much lower luck factor.
bhfberserk
Profile Joined August 2011
Canada390 Posts
June 29 2012 14:15 GMT
#665
SC2 will never be BW. BW is a legend and the unique-ness will never be replaced. but it doesn't mean SC2 is that bad. And I actually don't want SC2 to be like BW in 3d.

Here is what I think Sc2 is doing really well compare to BW!

Simple Design:

E-sport is growing pretty fast because we (the first generation gamer) have grown up and have money to support something we love and grow up with. This slowly spread to our friends that doesn't play or watch E-sport/Starcraft. But SC2 have successfully spread to non-gamer, why? Because the simplicity in the design concept.

The best example I can give is Hellion vs Vulture. From a first glance of the vulture, you actually would not know exactly what it does. You can only get a feeling of "Fast" "Raider" but that's about it. You will not have a clue that it lay mines, and shoot some sort of grenade...etc.

On the other hand, a Hellion, a speedy car with actual wheels and a flame thrower on top. Any audience can understand immediately what it does completely. Shoot a line of fire, it will burn a marine, zerglings. Trying to burn a building or marauder, takes forever. Everyone understand with the first glance.

This apply to other units in comparison, such as baneling and a scourge. The green bubbling liquid bomb bug to a bat. The audience need to know immediately that baneling is a suicidal bomb bug.

I think this is the reason why blizzard makes SC2 units more simple, unique and clear. So that normal people can watch it, and knows what they are watching, what's happening.

Simple UI (Ok, noob friendly): Micro, Path-ing, Macro.

For a unit micro ability, SC2 is lacking a lot. Even though there are many units giving you the opportunity to show off. Baneling vs marine is a good example, blink stalker, seeker missile...etc. But right now, there are too many units that destroy micro plays (*Cough Cough Colossus) and encourage death-ball style. Why does the Carrier not function the same way in SC1 Hopefully, this will be addressed in HOTS.

In terms of simple UI and noob friendly macro stuff. I think it is good. As recently Flash says that Nestea was actually a genius in BW but always lack the mechanic to bring out his inner beast. The winner of the real RTS should truly be won by the genius master but not the player who can click faster and more accurately. It is called RTS afterall, a strategy game. Who would want a person with fast hand to win a chess tournament instead of a master mind?

There is the "Real-Time" in the RTS thing, so the mechanic stuff is still there, and is now at a 50/50 level. More amazing players such as MC who isn't successful in BW can now show off their talent.

Path-ing will always be unique for BW, and there is nothing about that. SC2 should have accurate, tight clean path-ing. But, things have to be done to address death-ball vs death-ball. Right now, TvZ is fun to watch, because a T and Z can never A-move into each other's army. It is about splitting, positioning..etc etc. So, even with the SC2 path-ing, the units are there to discourage death-ball. We just need to see more of those.

Have faith in HOTS!





Nazza
Profile Blog Joined August 2010
Australia1654 Posts
Last Edited: 2012-06-29 23:09:21
June 29 2012 22:30 GMT
#666
On June 29 2012 20:34 tdt wrote:
Good thread with lots of good thoughts. I agree with the ppl who say it's about innovating. They are a software company after all where innovation is like thier middle name. For example,whether you like or dislike microsoft ribbons stuff like that is just going to happen with any of software company. otherwise it's kinda of hard to justify thier positions and reviewers would be like "BW 2.0 trolllolz". I think they are actually trying to slip BW in now though. Look at swarm host. Mines. etc

Everyone love to hate on collosus but why not look at cool things like blink stalkers? Why not look how much more succesful SC2 is in the West than BW ever was? Think positive.


If something like a blink stalker can be cool, why can't a colossus be as micro intensive? The point is to make something that CAN be micro'd, but DOES NOT have to be. You can't even animation cancel colossi, they are too mobile to warrant them using a warp prism to move around, and they are the major contributing factors to a death ball. I am all in favor of introducing new units, but if they are mostly in the flavor of, in the words of David Kim, "A move friendly", then hell no.

On June 29 2012 23:15 bhfberserk wrote:
+ Show Spoiler +

SC2 will never be BW. BW is a legend and the unique-ness will never be replaced. but it doesn't mean SC2 is that bad. And I actually don't want SC2 to be like BW in 3d.

Here is what I think Sc2 is doing really well compare to BW!

Simple Design:

E-sport is growing pretty fast because we (the first generation gamer) have grown up and have money to support something we love and grow up with. This slowly spread to our friends that doesn't play or watch E-sport/Starcraft. But SC2 have successfully spread to non-gamer, why? Because the simplicity in the design concept.

The best example I can give is Hellion vs Vulture. From a first glance of the vulture, you actually would not know exactly what it does. You can only get a feeling of "Fast" "Raider" but that's about it. You will not have a clue that it lay mines, and shoot some sort of grenade...etc.

On the other hand, a Hellion, a speedy car with actual wheels and a flame thrower on top. Any audience can understand immediately what it does completely. Shoot a line of fire, it will burn a marine, zerglings. Trying to burn a building or marauder, takes forever. Everyone understand with the first glance.

This apply to other units in comparison, such as baneling and a scourge. The green bubbling liquid bomb bug to a bat. The audience need to know immediately that baneling is a suicidal bomb bug.

I think this is the reason why blizzard makes SC2 units more simple, unique and clear. So that normal people can watch it, and knows what they are watching, what's happening.

Simple UI (Ok, noob friendly): Micro, Path-ing, Macro.

For a unit micro ability, SC2 is lacking a lot. Even though there are many units giving you the opportunity to show off. Baneling vs marine is a good example, blink stalker, seeker missile...etc. But right now, there are too many units that destroy micro plays (*Cough Cough Colossus) and encourage death-ball style. Why does the Carrier not function the same way in SC1 Hopefully, this will be addressed in HOTS.

In terms of simple UI and noob friendly macro stuff. I think it is good. As recently Flash says that Nestea was actually a genius in BW but always lack the mechanic to bring out his inner beast. The winner of the real RTS should truly be won by the genius master but not the player who can click faster and more accurately. It is called RTS afterall, a strategy game. Who would want a person with fast hand to win a chess tournament instead of a master mind?

There is the "Real-Time" in the RTS thing, so the mechanic stuff is still there, and is now at a 50/50 level. More amazing players such as MC who isn't successful in BW can now show off their talent.

Path-ing will always be unique for BW, and there is nothing about that. SC2 should have accurate, tight clean path-ing. But, things have to be done to address death-ball vs death-ball. Right now, TvZ is fun to watch, because a T and Z can never A-move into each other's army. It is about splitting, positioning..etc etc. So, even with the SC2 path-ing, the units are there to discourage death-ball. We just need to see more of those.

Have faith in HOTS!




That's pretty subjective. Personally I think the vulture seems like a raider just because of two things, 1) a speed upgrade makes it the fastest unit in the game, 2) they two shot probes and drones. The cool thing about the vulture is that its role is not limited to harassment. Mines add a whole new dimension. With the hellion I cannot say as much, even though they are also used in large army mech engagements vs zerg as support.

I don't know man, Nestea in SC2 is (or I guess was) pretty famous for his mechanics as well lol. Yes FlaSh is pretty famous for his mechanics, but more so for his game sense (maphacks in the brain). If you looked at his FPVOD, you'd probably notice that he plays quite calmly instead of chaotically (if you want to see someone that is chaotic, try Hyuk). Also where is the source for this interview? I think Nestea is more famous for being able to detect proxies and metagaming than for being strategic.

Starcraft should always be a game about who has the better multitask (not to be confused with higher APM), and saying something like execution shouldn't matter is EXACTLY why we have a problem like this. Build Orders are easy to memorize relative to actually playing the game. Thinking about a unit composition is easy relative to actually microing units. But Starcraft shouldn't be about making units to counter units at all. I'm not saying that things like smartcast, MBS and infinite unit selection in the game, but even with these things, I think it is possible to come up with units that can be used in tactical situations.
No one ever remembers second place, eh? eh? GIVE ME COMMAND
rd
Profile Blog Joined July 2010
United States2586 Posts
June 29 2012 22:46 GMT
#667
On June 30 2012 07:30 Nazza wrote:
Show nested quote +
On June 29 2012 20:34 tdt wrote:
Good thread with lots of good thoughts. I agree with the ppl who say it's about innovating. They are a software company after all where innovation is like thier middle name. For example,whether you like or dislike microsoft ribbons stuff like that is just going to happen with any of software company. otherwise it's kinda of hard to justify thier positions and reviewers would be like "BW 2.0 trolllolz". I think they are actually trying to slip BW in now though. Look at swarm host. Mines. etc

Everyone love to hate on collosus but why not look at cool things like blink stalkers? Why not look how much more succesful SC2 is in the West than BW ever was? Think positive.


If something like a blink stalker can be cool, why can't a colossus be as micro intensive? The point is to make something that CAN be micro'd, but DOES NOT have to be. You can't even animation cancel colossi, they are too mobile to warrant them using a warp prism to move around, and they are the major contributing factors to a death ball. I am all in favor of introducing new units, but if they are mostly in the flavor of, in the words of David Kim, "A move friendly", then hell no.


You can animation cancel colossi. And Colossi+Warp Prism is more rather unexplored.
lorkac
Profile Blog Joined December 2010
United States2297 Posts
June 29 2012 23:00 GMT
#668
On June 17 2012 01:11 SarcasmMonster 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.


Also Maelstrom. And Lockdown. (And critters )


irradiate, dark swarm, optic flare...

BW had a lot of spells that prevented the ability to micro. People were just okay with them because they were fucking hard to use.

Dark Swarm made ALL your marines irrelevant? At least it was hard to get it off between tanks/sci vessels killing defilers.

Irradiate was an aoe and caused your bio unit to start twitching like a madman? (I'm looking at you ultralisk!) It's okay, it's hard to deselect a sci vessel from your army and target fire the right targets while still moving your army forward.

Lockdown? Maelstorm? Unlike forcefields those spells LITERALLY STOPS A UNIT/S FROM DOING ANYTHING. Forcefields? Your units can still fight back. Fungal? Your units can still shoot back.

The problem isn't that spells in SC2 prevents micro any more than spells in BW prevents micro--the problem stems that most players "feel" that SC2 spells are so much easier to use that it doesn't feel impressive that the forcefields landed perfectly, it doesn't feel impressive that the fungals landed perfectly. (Which a fungal has to, land perfectly that is. Dark Swarm can "miss" and you can still use the cloud to position units better. Fungal *has* to land or it doesn't do anything.)

Let me put it this way.

When Boxer lockdowned a fleet of battlecruisers and finished them off with Wraiths, no one complained that lockdown was imba because everyone had tried using lockdown and it was hard enough to get 1-2 to land let alone 10+

Perfectly cast lockdowns swings battles 10x more than perfectly cast snipes. But since snipes are easier to cast--no one gives players credit for doing it.
By the truth we are undone. Life is a dream. Tis waking that kills us. He who robs us of our dreams robs us of our life --Orlando: A Biography
lorkac
Profile Blog Joined December 2010
United States2297 Posts
June 29 2012 23:16 GMT
#669
On June 30 2012 07:46 Tyrant0 wrote:
Show nested quote +
On June 30 2012 07:30 Nazza wrote:
On June 29 2012 20:34 tdt wrote:
Good thread with lots of good thoughts. I agree with the ppl who say it's about innovating. They are a software company after all where innovation is like thier middle name. For example,whether you like or dislike microsoft ribbons stuff like that is just going to happen with any of software company. otherwise it's kinda of hard to justify thier positions and reviewers would be like "BW 2.0 trolllolz". I think they are actually trying to slip BW in now though. Look at swarm host. Mines. etc

Everyone love to hate on collosus but why not look at cool things like blink stalkers? Why not look how much more succesful SC2 is in the West than BW ever was? Think positive.


If something like a blink stalker can be cool, why can't a colossus be as micro intensive? The point is to make something that CAN be micro'd, but DOES NOT have to be. You can't even animation cancel colossi, they are too mobile to warrant them using a warp prism to move around, and they are the major contributing factors to a death ball. I am all in favor of introducing new units, but if they are mostly in the flavor of, in the words of David Kim, "A move friendly", then hell no.


You can animation cancel colossi. And Colossi+Warp Prism is more rather unexplored.


SC2 Collosus--long range unit that can kite whose splash damage is more or less effective depending on which part of the front line it is shooting from.

BW Siege Tank--Long range unit that just sits there

Collosus--long or medium ranged unit that has multiple timings attack timings and tech switch possibilities that allows protoss as a race to out maneuver the opponent through proper tech progression and decision making

Reaver--low cost high dps splash unit that negates terran from playing 1/3 of their tech tree.

Collosus--unit with the most number of units that can kill it in the game, high cost, low hp, susceptible to both ground and air troops.

Defiler--counters the terran race, highest dps splash spell in the game, infinite mana.

How good a unit is seen depends on how people think about it.
By the truth we are undone. Life is a dream. Tis waking that kills us. He who robs us of our dreams robs us of our life --Orlando: A Biography
Kajarn
Profile Joined September 2010
United States126 Posts
June 29 2012 23:22 GMT
#670
The simpler Starcraft 2 AI also leads to much faster gameplay. As both players spend less time moving a giant army or changing the rally point of 10 Gateways, both players have to make more active unique decisions. Starcraft 2 all about the tactical decisions people make, and less aboout how amazing they are at getting around the crappy BW UI.

I belive it was either Flash or a BW coach who made the remark that Starcraft 2 is a much faster game than BW. At first glance this make little sense when in BW players need 300+ APM while Starcraft 2 you only need about 185(or even less).
Yet how fast a game plays isn't about the amount of actions each player takes, but more about the choices each player makes.

Now in terms of HOTS. I belive there are a few gems Blizzard has come up with, and a few complete and utter fails design wise.

Swarm Host, Warhound and Widow Mine make little sense to me. Swarm Host is a shitty Broodlord, and thats it. Warhound will either be good enough to make Tanks useless or bad enough to never be made in the first place. Widow Mine is a crappy baneling mine that just forces your opponent to target fire whatever it latches onto.

On the other hand, the Viper, Mothership Core and Oracle are all awsome. They in some way fix a problem that the race has without stepping on any other units toes, and add new strategic possibilities.
Nazza
Profile Blog Joined August 2010
Australia1654 Posts
June 29 2012 23:26 GMT
#671
On June 30 2012 08:00 lorkac wrote:
Show nested quote +
On June 17 2012 01:11 SarcasmMonster 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.


Also Maelstrom. And Lockdown. (And critters )


irradiate, dark swarm, optic flare...

BW had a lot of spells that prevented the ability to micro. People were just okay with them because they were fucking hard to use.

Dark Swarm made ALL your marines irrelevant? At least it was hard to get it off between tanks/sci vessels killing defilers.

Irradiate was an aoe and caused your bio unit to start twitching like a madman? (I'm looking at you ultralisk!) It's okay, it's hard to deselect a sci vessel from your army and target fire the right targets while still moving your army forward.

Lockdown? Maelstorm? Unlike forcefields those spells LITERALLY STOPS A UNIT/S FROM DOING ANYTHING. Forcefields? Your units can still fight back. Fungal? Your units can still shoot back.

The problem isn't that spells in SC2 prevents micro any more than spells in BW prevents micro--the problem stems that most players "feel" that SC2 spells are so much easier to use that it doesn't feel impressive that the forcefields landed perfectly, it doesn't feel impressive that the fungals landed perfectly. (Which a fungal has to, land perfectly that is. Dark Swarm can "miss" and you can still use the cloud to position units better. Fungal *has* to land or it doesn't do anything.)

Let me put it this way.

When Boxer lockdowned a fleet of battlecruisers and finished them off with Wraiths, no one complained that lockdown was imba because everyone had tried using lockdown and it was hard enough to get 1-2 to land let alone 10+

Perfectly cast lockdowns swings battles 10x more than perfectly cast snipes. But since snipes are easier to cast--no one gives players credit for doing it.


No, I think spells in SC2 kill micro a lot more than you think. The thing about stasis/dark swarm was that they were all LATE GAME. By the time defilers/arbiters were out, you would have science vessels. And zerg would at least have scourge out when science vessels were out. Medic blind might not have been late game, but blind is pretty rare and you wouldn't use it in a normal game.

With forcefield, the two things that are meant to "counter" force field, massive units and medivacs, are not available. Infestors aren't even hive tech, and ghosts are relatively easy to tech to as well. You can't move away, you can't micro your units. With dark swarm/plague, your units weren't automatically dead, you could still move them back. And I don't know, even with stasis/emp in the game, progamers didn't spend 15 seconds trying to dance units trying to EMP the arbiter/stasis the army. Even if the vessels/units get stasised, you had the other half of the army to micro, and the units in stasis aren't automatically dead.

Forcefield especially prevents a lot of potential mid-game action to happen. Nowadays people don't even bother doing any mid-game harassment/pressure at all just because of how strong forcefield is. It makes the game quite boring imo.
No one ever remembers second place, eh? eh? GIVE ME COMMAND
P7GAB
Profile Joined June 2012
Canada486 Posts
June 29 2012 23:28 GMT
#672
I just wish vultures were back in the game aswell as goliaths, i hate hellions
wcr.4fun
Profile Joined April 2012
Belgium686 Posts
Last Edited: 2012-06-29 23:49:08
June 29 2012 23:43 GMT
#673
On June 30 2012 08:16 lorkac wrote:
Show nested quote +
On June 30 2012 07:46 Tyrant0 wrote:
On June 30 2012 07:30 Nazza wrote:
On June 29 2012 20:34 tdt wrote:
Good thread with lots of good thoughts. I agree with the ppl who say it's about innovating. They are a software company after all where innovation is like thier middle name. For example,whether you like or dislike microsoft ribbons stuff like that is just going to happen with any of software company. otherwise it's kinda of hard to justify thier positions and reviewers would be like "BW 2.0 trolllolz". I think they are actually trying to slip BW in now though. Look at swarm host. Mines. etc

Everyone love to hate on collosus but why not look at cool things like blink stalkers? Why not look how much more succesful SC2 is in the West than BW ever was? Think positive.


If something like a blink stalker can be cool, why can't a colossus be as micro intensive? The point is to make something that CAN be micro'd, but DOES NOT have to be. You can't even animation cancel colossi, they are too mobile to warrant them using a warp prism to move around, and they are the major contributing factors to a death ball. I am all in favor of introducing new units, but if they are mostly in the flavor of, in the words of David Kim, "A move friendly", then hell no.


You can animation cancel colossi. And Colossi+Warp Prism is more rather unexplored.


SC2 Collosus--long range unit that can kite whose splash damage is more or less effective depending on which part of the front line it is shooting from.

BW Siege Tank--Long range unit that just sits there

Collosus--long or medium ranged unit that has multiple timings attack timings and tech switch possibilities that allows protoss as a race to out maneuver the opponent through proper tech progression and decision making

Reaver--low cost high dps splash unit that negates terran from playing 1/3 of their tech tree.

Collosus--unit with the most number of units that can kill it in the game, high cost, low hp, susceptible to both ground and air troops.

Defiler--counters the terran race, highest dps splash spell in the game, infinite mana.

How good a unit is seen depends on how people think about it.


If you don't know the reasons behind these units why they add so much skill to the game, you're deluded...

Siege tank needs perfect positioning, you can't move it back. You need game awareness.

Reaver is incredibly hard to control and can break an entire army just by controlling him well. Combine this with epic shuttle micro and you've got an intense fun aspect of the game anyone can enjoy.

It's incredibly fun to land good dark swarms. Terrans are forced to micro their unit out of the swarm, while using irradiate on the defilers and avoiding destruction by scourges. Zerg has to land those dark swarms or his army is going to get decimated; you need perfect timings and positioning on them or they are completely worthless.

I'm no mastermind of sc bw, since I've only started it a couple of months ago, but these units add so much depth and micro to the game.
AnachronisticAnarchy
Profile Blog Joined July 2011
United States2957 Posts
June 29 2012 23:50 GMT
#674
I don't know about the warhound, I'm not qualified to have an opinion on that, but the swarm host is fundamentally different from the lurker, with the only similarities being very shallow. The lurker had a short range but devastating attack, making it sort of a sneaky siege tank kind of deal. It forced certain things on the opponent, like detection and caution.
The swarm host is significantly different. It has a maximum effective range exceeding everything else, maybe even the Tempest.
It wears down opponents, rather than obliterating them in a barrage of spikes.
It changes engagements, giving a cost-effective front line-buffer for any damage dealers.
It, as Dustin Browder said, provides the ability to pressure the opponent, to prevent them from turtling until you get Hive tech.
Sure, it needs to burrow to attack, but that is just a base similarity, shallow really, compared to what it actually does. Inserting the lurker instead of the swarm host is retarded. By the way, did you know that the lurker used to be in the game, but it was removed due to having an overlapping role with banelings? Personally, I'd take the banelings too. Few things have been more thrilling to me than melting my enemies in a concussive shower of acid.

As for what this thread is actually about (lol), many units already in the game fill the roles of BW units in one way or another, or at least overlap with them. Also, many people would frown on an obvious copy/pasted unit anyways (myself included). Variants are often a healthy and fun middle ground. I personally like the middle ground of changing things up, but not on a fundamental and drastic level.
"How are you?" "I am fine, because it is not normal to scream in pain."
lorkac
Profile Blog Joined December 2010
United States2297 Posts
June 30 2012 00:20 GMT
#675
On June 30 2012 08:43 wcr.4fun wrote:
Show nested quote +
On June 30 2012 08:16 lorkac wrote:
On June 30 2012 07:46 Tyrant0 wrote:
On June 30 2012 07:30 Nazza wrote:
On June 29 2012 20:34 tdt wrote:
Good thread with lots of good thoughts. I agree with the ppl who say it's about innovating. They are a software company after all where innovation is like thier middle name. For example,whether you like or dislike microsoft ribbons stuff like that is just going to happen with any of software company. otherwise it's kinda of hard to justify thier positions and reviewers would be like "BW 2.0 trolllolz". I think they are actually trying to slip BW in now though. Look at swarm host. Mines. etc

Everyone love to hate on collosus but why not look at cool things like blink stalkers? Why not look how much more succesful SC2 is in the West than BW ever was? Think positive.


If something like a blink stalker can be cool, why can't a colossus be as micro intensive? The point is to make something that CAN be micro'd, but DOES NOT have to be. You can't even animation cancel colossi, they are too mobile to warrant them using a warp prism to move around, and they are the major contributing factors to a death ball. I am all in favor of introducing new units, but if they are mostly in the flavor of, in the words of David Kim, "A move friendly", then hell no.


You can animation cancel colossi. And Colossi+Warp Prism is more rather unexplored.


SC2 Collosus--long range unit that can kite whose splash damage is more or less effective depending on which part of the front line it is shooting from.

BW Siege Tank--Long range unit that just sits there

Collosus--long or medium ranged unit that has multiple timings attack timings and tech switch possibilities that allows protoss as a race to out maneuver the opponent through proper tech progression and decision making

Reaver--low cost high dps splash unit that negates terran from playing 1/3 of their tech tree.

Collosus--unit with the most number of units that can kill it in the game, high cost, low hp, susceptible to both ground and air troops.

Defiler--counters the terran race, highest dps splash spell in the game, infinite mana.

How good a unit is seen depends on how people think about it.


If you don't know the reasons behind these units why they add so much skill to the game, you're deluded...

Siege tank needs perfect positioning, you can't move it back. You need game awareness.

Reaver is incredibly hard to control and can break an entire army just by controlling him well. Combine this with epic shuttle micro and you've got an intense fun aspect of the game anyone can enjoy.

It's incredibly fun to land good dark swarms. Terrans are forced to micro their unit out of the swarm, while using irradiate on the defilers and avoiding destruction by scourges. Zerg has to land those dark swarms or his army is going to get decimated; you need perfect timings and positioning on them or they are completely worthless.

I'm no mastermind of sc bw, since I've only started it a couple of months ago, but these units add so much depth and micro to the game.


A.) All units need perfect position. How often have we seen collosi dying to zerglings because they weren't positioned properly?

B.) Units needing more clicking does not counteract their bad design. The Reaver is overpowered--but since it's hard to click things in the game, it's "balanced." But realistically, it's an artificial balance. The unit itself is not balanced. If the reaver was put into SC2 people would want it ripped immediately. A colosus that has no easy counter that deals triple the damage? Awful design. Why is it okay? Because it's hard to click things in BW. Because you had to fight the UI in BW. If it was the Collosi instead of the reaver in BW no one would complain about imba collosi. Because the two games are fundamentally different from each other.

Imagine for a moment if there was a patch that said "Collosi costs half as much, does triple the damage, and doesn't need a range upgrade to be long range. Also, Vikings/Corruptors don't counter it but it moves slower"

It wasn't the unit design that made BW a good game (which I know it is), it was the synergies that made it a good game. Blind would be OP in SC2. Viking battles? Decided by medics. early tank pushes? Stopped by medics. chased away the medivac with troops in it? Blind it and suddenly they need to send it all the way back home to place/restore it because it'd be suicide to do drop play with a blind medivac.

Lockdown? It's like the opposite of snipe but only needs to hit once. If Lockdown was in SC2 mech place and protoss would be irrelevant.

Design wise, the BW units are not that great when put into a format with a smoother interface. They're not that great because design wise, the only things that made them balanced was a bad UI.

With a bad UI all the SC2 units would be just as "amazing" as BW units. Forcefields? Try casting that perfectly when you have to do it one sentry at a time. Snipe? Useless. Fungal? An aoe spell that deals less dps than a siege tank?

BW was good--don't think I don't see that. But stop pretending that it was unit design that made it "work."
By the truth we are undone. Life is a dream. Tis waking that kills us. He who robs us of our dreams robs us of our life --Orlando: A Biography
Cuce
Profile Joined March 2011
Turkey1127 Posts
June 30 2012 00:36 GMT
#676
forcefield lets toss micro. I dont mean you hit f and click a bunch of times. it lets toss to micro agains double speed roaches lings mm balls. and it gives a reason for roach/ling/mm to micro againts toss.
64K RAM SYSTEM 38911 BASIC BYTES FREE
Thingdo
Profile Joined August 2009
United States186 Posts
Last Edited: 2012-06-30 00:50:30
June 30 2012 00:49 GMT
#677
I kind of feel bad for Blizzard in situations like this. There are basically 2 crowds, and neither of them are ever happy.

I remember when Starcraft 2 was first coming out, there were people on most game forums complaining that the game wasn't innovative enough and it needed to add features like Supreme Commander's zoom out, or a power system like the command and conquer series. Then when you came to communities with a big broodwar base like TL, you just got a ton of people complaining that it wasn't an exact clone of broodwar with 3d graphics.

I also don't get all the senseless hate for Dustin Browder. I mean, sure, BW was an amazingly well balanced game, and a lot of people prefer it to SC2. Thats fine. But when people say things like "They won't copy all the BW units because Browder is too arrogant!" I have a really hard time taking anything they say seriously. If they were just going to make a 3d version of BW they wouldn't even need game designers, they'd only need the guys to do the art and write the engine. The guy got hired to make a new game, and that is what he did. I'd even go as far as to say he did a great job with it. You can argue that SC1 is better, but SC2 is still more successful than pretty much every non-blizzard RTS.
Sawamura
Profile Blog Joined August 2010
Malaysia7602 Posts
June 30 2012 01:24 GMT
#678
On June 30 2012 09:20 lorkac wrote:
Show nested quote +
On June 30 2012 08:43 wcr.4fun wrote:
On June 30 2012 08:16 lorkac wrote:
On June 30 2012 07:46 Tyrant0 wrote:
On June 30 2012 07:30 Nazza wrote:
On June 29 2012 20:34 tdt wrote:
Good thread with lots of good thoughts. I agree with the ppl who say it's about innovating. They are a software company after all where innovation is like thier middle name. For example,whether you like or dislike microsoft ribbons stuff like that is just going to happen with any of software company. otherwise it's kinda of hard to justify thier positions and reviewers would be like "BW 2.0 trolllolz". I think they are actually trying to slip BW in now though. Look at swarm host. Mines. etc

Everyone love to hate on collosus but why not look at cool things like blink stalkers? Why not look how much more succesful SC2 is in the West than BW ever was? Think positive.


If something like a blink stalker can be cool, why can't a colossus be as micro intensive? The point is to make something that CAN be micro'd, but DOES NOT have to be. You can't even animation cancel colossi, they are too mobile to warrant them using a warp prism to move around, and they are the major contributing factors to a death ball. I am all in favor of introducing new units, but if they are mostly in the flavor of, in the words of David Kim, "A move friendly", then hell no.


You can animation cancel colossi. And Colossi+Warp Prism is more rather unexplored.


SC2 Collosus--long range unit that can kite whose splash damage is more or less effective depending on which part of the front line it is shooting from.

BW Siege Tank--Long range unit that just sits there

Collosus--long or medium ranged unit that has multiple timings attack timings and tech switch possibilities that allows protoss as a race to out maneuver the opponent through proper tech progression and decision making

Reaver--low cost high dps splash unit that negates terran from playing 1/3 of their tech tree.

Collosus--unit with the most number of units that can kill it in the game, high cost, low hp, susceptible to both ground and air troops.

Defiler--counters the terran race, highest dps splash spell in the game, infinite mana.

How good a unit is seen depends on how people think about it.


If you don't know the reasons behind these units why they add so much skill to the game, you're deluded...

Siege tank needs perfect positioning, you can't move it back. You need game awareness.

Reaver is incredibly hard to control and can break an entire army just by controlling him well. Combine this with epic shuttle micro and you've got an intense fun aspect of the game anyone can enjoy.

It's incredibly fun to land good dark swarms. Terrans are forced to micro their unit out of the swarm, while using irradiate on the defilers and avoiding destruction by scourges. Zerg has to land those dark swarms or his army is going to get decimated; you need perfect timings and positioning on them or they are completely worthless.

I'm no mastermind of sc bw, since I've only started it a couple of months ago, but these units add so much depth and micro to the game.


A.) All units need perfect position. How often have we seen collosi dying to zerglings because they weren't positioned properly?

B.) Units needing more clicking does not counteract their bad design. The Reaver is overpowered--but since it's hard to click things in the game, it's "balanced." But realistically, it's an artificial balance. The unit itself is not balanced. If the reaver was put into SC2 people would want it ripped immediately. A colosus that has no easy counter that deals triple the damage? Awful design. Why is it okay? Because it's hard to click things in BW. Because you had to fight the UI in BW. If it was the Collosi instead of the reaver in BW no one would complain about imba collosi. Because the two games are fundamentally different from each other.

Imagine for a moment if there was a patch that said "Collosi costs half as much, does triple the damage, and doesn't need a range upgrade to be long range. Also, Vikings/Corruptors don't counter it but it moves slower"

It wasn't the unit design that made BW a good game (which I know it is), it was the synergies that made it a good game. Blind would be OP in SC2. Viking battles? Decided by medics. early tank pushes? Stopped by medics. chased away the medivac with troops in it? Blind it and suddenly they need to send it all the way back home to place/restore it because it'd be suicide to do drop play with a blind medivac.

Lockdown? It's like the opposite of snipe but only needs to hit once. If Lockdown was in SC2 mech place and protoss would be irrelevant.

Design wise, the BW units are not that great when put into a format with a smoother interface. They're not that great because design wise, the only things that made them balanced was a bad UI.

With a bad UI all the SC2 units would be just as "amazing" as BW units. Forcefields? Try casting that perfectly when you have to do it one sentry at a time. Snipe? Useless. Fungal? An aoe spell that deals less dps than a siege tank?

BW was good--don't think I don't see that. But stop pretending that it was unit design that made it "work."


It's more like the blizzard of the old days are much more less intrusive and willing to let the game flow the way it is by the players hands and those who are playing this game for a living . That's what made it work and in a sense bad ui in bw actually was a good thing . No D player can macro as fast as a B rank player and a B rank player can't win a pro gamer in a bo5 maybe taking a single game if he is lucky .
BW/KT Forever R.I.P KT.Violet dearly missed ..
Postaljester
Profile Joined December 2002
United States128 Posts
June 30 2012 01:34 GMT
#679
I am a BW diehard. SC2 is a great game but multi select spell casting is a joke.
Everytime I see a progamer just double click his infestors and spam fungle, the casters cream their pants and I just change the channel.
If you cant do something well, learn to enjoy doing it poorly
Fig
Profile Joined March 2010
United States1324 Posts
June 30 2012 01:40 GMT
#680
On June 30 2012 10:34 Postaljester wrote:
I am a BW diehard. SC2 is a great game but multi select spell casting is a joke.
Everytime I see a progamer just double click his infestors and spam fungle, the casters cream their pants and I just change the channel.

Lol so true. I do the exact same thing, change the channel. For toss at least though, I've found that when terrans started using ghosts, it made me start controlling HTs one at a time so they don't all get EMPed in a clump.
Can't elope with my cantaloupe
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