• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 21:02
CET 03:02
KST 11:02
  • 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
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down23ISSL (IntoTheTV x SOOP SC2 League): Premier7Weekly Cups (October 12-18): 5.0.17 era begins1
StarCraft 2
General
Liquibets sc2 season 30 Evil Geniuses - shutting down Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win No more SC2 streamers on team liquid? How do you feel about the mass reverts in the 5.0.17 PTR?
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20) RSL goes to London! 2026 Offline Finals Nov 21-22
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[D] the control group Simple Questions/Answers [G] How to playtest arcade maps [A] Nemrods 1/4 players
External Content
Mutation # 550 Graveyard Shift The PondCast: SC2 News & Results Mutation # 549 Endless Sparkles Mutation # 548 Shining Bright
Brood War
General
Top Players of October 2026 (EBPD Rankings) [Megathread] Daily Funny Videos Sagi.gg Launcher Released Bot on ladder SCHNAIL now supports Remastered
Tourneys
[Megathread] Daily Proleagues 2v2v2v2 Tournament Stage 1: Community Poll [$1250] International ShieldBattery League New Worlds Star League
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Deus Ex 3!? Mobile Legends: Bang Bang Armies of Exigo - YesYes?
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread The Chess Thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8080 users

Reluctance to Re-Introduce BW-Units - Page 38

Forum Index > SC2 General
Post a Reply
Prev 1 36 37 38 39 40 43 Next All
lorkac
Profile Blog Joined December 2010
United States2297 Posts
June 30 2012 22:46 GMT
#741
On July 01 2012 07:25 iky43210 wrote:
Show nested quote +
On July 01 2012 05:31 GGYO111 wrote:
On July 01 2012 05:14 Zarrow wrote:

Edit: to the above post, have you not read the 30+ pages of people arguing. The result of the debate is that neither UI is better, but each one is simply about personal preference.


I think you came to this conclusion all by yourself.

Does it not embarrass sc2 fans when famous bw players openly admit that sc2 is easier. That's not my opinion, it's their's, if you don't believe me research it.

Why do you think that they say sc2 is easier?

Or should I just repeatedly say arbitrary, as if I decide what is arbitrary or not.


name one from recent interviews, gogo.

forgg not too long ago just said sc2 is not easy. I guess your world is collapsing right now

and people stop advocating for 12 unit control or non-MBS. Not going to happen, those are detrimental and terrible designs to games just like how point to move is detrimental to d3. Those are old designs that seriously need to be phased out


Flash also said that when he started playing SC2 secretly that he kept losing almost non-stop.
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
Mehukannu
Profile Joined October 2010
Finland421 Posts
June 30 2012 22:50 GMT
#742
On July 01 2012 07:46 lorkac wrote:
Show nested quote +
On July 01 2012 07:25 iky43210 wrote:
On July 01 2012 05:31 GGYO111 wrote:
On July 01 2012 05:14 Zarrow wrote:

Edit: to the above post, have you not read the 30+ pages of people arguing. The result of the debate is that neither UI is better, but each one is simply about personal preference.


I think you came to this conclusion all by yourself.

Does it not embarrass sc2 fans when famous bw players openly admit that sc2 is easier. That's not my opinion, it's their's, if you don't believe me research it.

Why do you think that they say sc2 is easier?

Or should I just repeatedly say arbitrary, as if I decide what is arbitrary or not.


name one from recent interviews, gogo.

forgg not too long ago just said sc2 is not easy. I guess your world is collapsing right now

and people stop advocating for 12 unit control or non-MBS. Not going to happen, those are detrimental and terrible designs to games just like how point to move is detrimental to d3. Those are old designs that seriously need to be phased out


Flash also said that when he started playing SC2 secretly that he kept losing almost non-stop.

That still doesn't say that the game is easy. Also you are talking about the god now. He had the same going on in BW.
C=('. ' Q)
Zarrow
Profile Joined October 2011
7 Posts
July 01 2012 02:06 GMT
#743
I think you came to this conclusion all by yourself.


True I came to this conclusion. However, all conclusions are Only drawn by ONE person with other persons acknowledging those conclusions. Seeing as how a previous post wrote out both perspectives and made the logical argument that each is a vice. Therefore, the preference of UI is strictly based on your opinion and not an actual IsSuE. There was then no reply posts and so I believe the matter settled. Unless you disagree, then by all means tell me What your opinion is.
lorkac
Profile Blog Joined December 2010
United States2297 Posts
July 01 2012 02:36 GMT
#744
On July 01 2012 07:50 Mehukannu wrote:
Show nested quote +
On July 01 2012 07:46 lorkac wrote:
On July 01 2012 07:25 iky43210 wrote:
On July 01 2012 05:31 GGYO111 wrote:
On July 01 2012 05:14 Zarrow wrote:

Edit: to the above post, have you not read the 30+ pages of people arguing. The result of the debate is that neither UI is better, but each one is simply about personal preference.


I think you came to this conclusion all by yourself.

Does it not embarrass sc2 fans when famous bw players openly admit that sc2 is easier. That's not my opinion, it's their's, if you don't believe me research it.

Why do you think that they say sc2 is easier?

Or should I just repeatedly say arbitrary, as if I decide what is arbitrary or not.


name one from recent interviews, gogo.

forgg not too long ago just said sc2 is not easy. I guess your world is collapsing right now

and people stop advocating for 12 unit control or non-MBS. Not going to happen, those are detrimental and terrible designs to games just like how point to move is detrimental to d3. Those are old designs that seriously need to be phased out


Flash also said that when he started playing SC2 secretly that he kept losing almost non-stop.

That still doesn't say that the game is easy. Also you are talking about the god now. He had the same going on in BW.


I remember Morrow posting in a thread somewhere that there's a lot of things he wants to be able to do in SC2 but that it's just too hard.

Although I'll give you a bone that Flash supposedly said that Nestea was a genius but just didn't have the best mechanics.
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
Postaljester
Profile Joined December 2002
United States128 Posts
July 01 2012 05:27 GMT
#745

and people stop advocating for 12 unit control or non-MBS. Not going to happen, those are detrimental and terrible designs to games just like how point to move is detrimental to d3. Those are old designs that seriously need to be phased out


I know it wont change but I will never sotp advocating for a better game.
Detrimental? care to expand on why you say that? my opinion is the exact opposite, macroing from one hotkey is easier but that does not make it better. Just like non-MBS is harder but that is not the primary reason I think it is better.

D3 is an rpg/hack and slash
SC2 is supposed to set two people heads up better person wins

I dont see the comparison
If you cant do something well, learn to enjoy doing it poorly
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
July 01 2012 05:33 GMT
#746
On July 01 2012 05:01 Postaljester wrote:
Show nested quote +
On July 01 2012 04:25 Rokoz wrote:
By no means I am suggesting to return to the 12 unit control groups. However I would like to see that all races can't just storm in and win, but they have to organize their units before engagements and the result of the battle would be decided more with good positioning and army control, rather than just sheer power of army.


what is wrong with the 12 unit control group? I think 20 would be a rounder number but 12 is a good size for true army control.


Because it's a UI limitation that serves no other purpose than that. It's entire purpose is to get in the player's way. Fundamentally, it's no different than taking away hotkeys. Both of them would make the game "harder", but neither of them do so in a fair way.

The purpose of a UI is, at its core, to allow the player to effectively control the game. To give the player the means to do what they want in the game, to allow them to translate their desires into in-game action. Having control group limitations does the exact opposite; it's a completely arbitrary limitation on something for no reason other than to artificially increase the difficulty of manipulating the UI.

It's something you could accept in 1998 as a programming limitation. It's not something you accept in 2010, with computers that are orders of magnitude faster.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
serojja
Profile Joined March 2011
Ukraine90 Posts
July 01 2012 10:57 GMT
#747
As the question of old BW features has been raised, I would like to add few thoughts.

I want you to understand that I like playing SC2 but can`t get rid of the thougth that the game is not perfect, that it is missing some very important element. And it naturally happens so that many people including me are trying to find the answer in BW, SC2`s predessesor, which became epic for some reason. You see? If SC2 was perfect, it would have become the primary computer game. I want SC2 to become a perfect game.

I do agree that BW is what it is now because of the programming limitations of the late 90s, but some of these BW features are actually really nice and I would even say that these features are exactly what made BW so epic.

I would like to give a very simple comparison - people invented bicycle, while there were no cars, that are actually faster, bigger, coller etc. Then why do so many people across the globe like to ride bicycles today? I think because it is really joyful to mechanically and routinely push the bicycle forward. A "player" needs not only to drive the bicycle in the right way, he also has to obtain mechanical strength to do it. Posessing and accumulating this mechanical strength is joyful. Observing professional gamers show their enormous strength is amazing.

Maybe, these thing are exactly what the game is lacking. Personally I find it very interesting to feel the difficulty of the following things:
- no automine, every player has to send workers to minaral line - and these routine, these mechanical actions are joyful because you can feel how income increases each time you choose a probe and send it to mine. 3 base saturaiton is already an accomplishment.
- army production without multiple buildngs selection, when your actions have direct impact on the size of the army. You see and feel how clicking turns into visible force. In SC2 zerg can simply push two buttons to make a 100 limit army. In BW reaching 100 limit is something to be respected while in SC2 having 200 limit means nothing.
- army movement with 12 max control groups - it made me respect players capable of moving huge armies of zergs, terrans and protosses across the map. In SC2 most of the players have their entire army in 1! control group - this is the cause of stupid deathballs and a-click destruction which i hate. I heard Jaedong could use buttons from 1 to 0 to bind the hatcheries in order to produce the army and then, when army popped out from the eggs, he reprogrammed all the buttons from 1 to 0 to control the whole army just to send into the fight. Then, Jaedong returns back to hatcheries to bind them again. Isn`t it fantastic? It is exactly what makes me open my mouth while watching pros play.
- non-smart casting, the same as mentioned above - ability to cast storms in BW was something to be respected. In SC2 a guy can dig his nose with one hand and therefore land stupidly strong storms onto the opponent`s army.
Polygamy
Profile Joined January 2010
Austria1114 Posts
July 01 2012 11:13 GMT
#748
On June 17 2012 01:22 NukeD wrote:
If you were Dustin Browder what would you do?

I think he was right when he said that making SC2 is going to be like making basketball 2. Its insanely difficult to do. At least hes got the balls to try.



If you use this analogy, Dusten Browder would make basketball 2 a game where the only way to score was by dunking.
lorkac
Profile Blog Joined December 2010
United States2297 Posts
Last Edited: 2012-07-01 14:03:41
July 01 2012 11:27 GMT
#749
On July 01 2012 20:13 Polygamy wrote:
Show nested quote +
On June 17 2012 01:22 NukeD wrote:
If you were Dustin Browder what would you do?

I think he was right when he said that making SC2 is going to be like making basketball 2. Its insanely difficult to do. At least hes got the balls to try.



If you use this analogy, Dusten Browder would make basketball 2 a game where the only way to score was by dunking.


Basketball has had many Justin Browders changing it throughout its long history. Many of its rules today were not the rules of when it first got popular. Realistically, SC2's Justin Browder would keep all the rules the same but raise the height of the net by another 4-6 feet to decrease the effectiveness of dunks and to enforce short range lay-ups which would mean that the game play would become more team focused and less star player focused as the game would stop being about momentum monsters charging the net and become more akin to Michael Jordan fade-away lay ups.

EDIT:
In case you don't know much about basketball, lay ups are the easy to perform and easy to counter shots that ALL basketball and non-basketball players use. It literally is the act of being close enough to the basket for you to toss the ball in. Dunks are hard to stop since you have a 180-200+ human being charging at you. Basketball would become a more technical game dependent on zone control and clearing lanes of play instead of what we currently have where Le Bron or Shaq goes terminal velocity at the rim with no one to stop them. Well shaq doesn't need much velocity, but the same philosophy applies.
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
Kukaracha
Profile Blog Joined February 2011
France1954 Posts
Last Edited: 2012-07-01 12:19:39
July 01 2012 12:18 GMT
#750
On June 17 2012 01:00 jalstar wrote:
It's lose-lose for Blizzard. If they bring back exact copies they get flamed for lacking creativity. If they add new units they get flamed because there was nothing wrong with BW units, so why change them?


I like it when the first posts (with a sound exception) are the ones that make the most sense.

On July 01 2012 20:13 Polygamy wrote:
Show nested quote +
On June 17 2012 01:22 NukeD wrote:
If you were Dustin Browder what would you do?

I think he was right when he said that making SC2 is going to be like making basketball 2. Its insanely difficult to do. At least hes got the balls to try.



If you use this analogy, Dusten Browder would make basketball 2 a game where the only way to score was by dunking.


You obviously don't know anything about basket-ball. Bad comparison I guess.
Le long pour l'un pour l'autre est court (le mot-à-mot du mot "amour").
lorkac
Profile Blog Joined December 2010
United States2297 Posts
July 01 2012 15:01 GMT
#751
Lots of people ride bikes because it's cheaper or allows you some access that cars do not. They also have less restrictions on them. Driving the fastest you possibly humanely can on a bike will not give you a ticket the same way driving a car that way does. Bikes are also easier to park, does not need insurance, cheaper (over time) than a gym membership, etc...

If people enjoyed the mechanical motions they would stick with running (which some people do, but rarely as a means of transport and more as an exercise regime)
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
Poplicola
Profile Joined November 2011
Sweden15 Posts
July 01 2012 16:49 GMT
#752
On July 01 2012 19:57 serojananda wrote:
- army production without multiple buildngs selection, when your actions have direct impact on the size of the army. You see and feel how clicking turns into visible force. In SC2 zerg can simply push two buttons to make a 100 limit army. In BW reaching 100 limit is something to be respected while in SC2 having 200 limit means nothing.

This made me wonder what raising the supply cap to 300-400 would do to the game. Bigger armies would make large deathball engagements less effective, since a major part of your army would get stuck behind. The result should be more action across the map and a greater need for workers thus more mining bases that can be threatened. The armies wouldn't look so wimpy anymore and naturally spread out despite clumping. More opportunities for micro as well.

In essence more action, greater skillcap. Are there any custom maps like this?
lorkac
Profile Blog Joined December 2010
United States2297 Posts
July 01 2012 17:54 GMT
#753
On July 02 2012 01:49 Poplicola wrote:
Show nested quote +
On July 01 2012 19:57 serojananda wrote:
- army production without multiple buildngs selection, when your actions have direct impact on the size of the army. You see and feel how clicking turns into visible force. In SC2 zerg can simply push two buttons to make a 100 limit army. In BW reaching 100 limit is something to be respected while in SC2 having 200 limit means nothing.

This made me wonder what raising the supply cap to 300-400 would do to the game. Bigger armies would make large deathball engagements less effective, since a major part of your army would get stuck behind. The result should be more action across the map and a greater need for workers thus more mining bases that can be threatened. The armies wouldn't look so wimpy anymore and naturally spread out despite clumping. More opportunities for micro as well.

In essence more action, greater skillcap. Are there any custom maps like this?


We could also do what BW did and zoom in the screen more so that we literally see less of the game. Large armies will fill up the screen because there will be less screen.

Another thing that BW did was have smaller maps than SC2. BW maps were very small in comparison to SC2 maps. That would also make it so that SC2 armies "fill the map more."

Smaller resolution + smaller maps--just like BW.
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
blubbdavid
Profile Blog Joined February 2010
Switzerland2412 Posts
July 01 2012 17:58 GMT
#754
^I don't know, BW maps don't strike me as very small...
What do you desire? Money? Glory? Power? Revenge? Or something that surpasses all other? Whatever you desire - that is here. Tower of God ¦¦Nutella, drink of the Gods
lorkac
Profile Blog Joined December 2010
United States2297 Posts
Last Edited: 2012-07-01 18:18:22
July 01 2012 18:06 GMT
#755
On July 02 2012 02:58 blubbdavid wrote:
^I don't know, BW maps don't strike me as very small...


256x256 is the biggest they get--as in that is the physical cap. Which is about the size of Xel' Naga.

It's also physically harder to get around a BW map.

For example, to get from your natural to the watchtower on Xel'Naga you just click through the minimap.

In BW you'd box click about 10~ times to give the command to move to the Watchtower, you'd then box click another 10~ times to grab random stragglers glitching away from your army, then you'd box click a few more times as random units get stuck on doodads/each other in order for your army to get from the natural to the watchtower.

The shift+click command was also less trustworthy so if you wanted to "make an easy runby through the back" you'd have to command the troops to go to the front of the entrance, then when they get there to move halfway through the entrance, then when they get there you tell them to move behind the tall grass, then when they get there you begin your attack. In SC2 you just click on the corner, then shift A-Move to the natural, then you forget about them.

When it is physically more difficult to get from point A to point B the maps will feel much bigger.

EDIT
I put 126x128 (Big Game Hunters) forgetting 256x256 was biggest

EDIT
Most maps in SC2 are >greater than 128x128

http://www.teamliquid.net/tlpd/sc2-korean/maps

Most maps in BW are 128x128

http://www.teamliquid.net/tlpd/korean/maps

SC2 maps are bigger. And with the Galaxy editor--since you can shrink everything, its possible to have a 256x256 map with everything at half scale (excluding ramps I guess?) so it would imitate a 500x500 map.
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
blubbdavid
Profile Blog Joined February 2010
Switzerland2412 Posts
July 01 2012 18:43 GMT
#756
Wasn't it that the community wanted bigger BW like maps so Blizz made Taldarim Altar? I don't know if the 128x128 in SC2 is comparable to BW. Don't forget that many SC2 maps have fluff around the edge, basically unpassable terrain, whereas in BW the only unusable space are ridges.
Maybe a mapmaker could bring some light into this.
What do you desire? Money? Glory? Power? Revenge? Or something that surpasses all other? Whatever you desire - that is here. Tower of God ¦¦Nutella, drink of the Gods
lorkac
Profile Blog Joined December 2010
United States2297 Posts
Last Edited: 2012-07-01 19:26:39
July 01 2012 18:54 GMT
#757
On July 02 2012 03:43 blubbdavid wrote:
Wasn't it that the community wanted bigger BW like maps so Blizz made Taldarim Altar? I don't know if the 128x128 in SC2 is comparable to BW. Don't forget that many SC2 maps have fluff around the edge, basically unpassable terrain, whereas in BW the only unusable space are ridges.
Maybe a mapmaker could bring some light into this.


The smallest SC2 map is steps of war at a measly 124x124 vs most BW maps of 128x128 even accounting "inaccessible terrain" which, for the most part, air units still have access to, SC2 maps would still be larger that BW maps.

It doesn't feel bigger of course. Since in the end its about the difficulty of the action more so than the math of the action that determines things like "feeling."

For example, taking an elevator to the 3rd floor is easier than taking the stairs to the second floor even though the third floor is higher up than the second floor. Taking the stairs forces you to travel more over less space. It's the same thing in BW. When moving an army is a bitch to do, then maps will feel absolutely huge. When moving an army is easy to do, then it doesn't matter if they're travelling twice the distance.

In SC2, the map size makes you worried about being "out of position" in BW the map size makes you go "alright, box click time!"

EDIT
This is why we can't literally just "port" things from BW to SC2, map sizes, unit interactions, gameplay interactions they all play out differently between both games. There's a reason SC2 maps are called small even when they are much bigger than BW maps. It's because the games are different. Making SC2 maps even bigger would not change that. And adding BW units would not change things very much either.

The problems that SC2 has don't get fixed by doing direct ports such "add the lurker, that will fix things!" because the problems with SC2 has nothing to do with whether the lurker exists or not. Between creep spread, baneling mines, and Infestor harass SC2 terrans do more than their fair share of forced scan play. And why is it always the lurker or the reaver? WHy don't I hear cries of 'bring back the scout' "valkery was the shit!" "return medics! because if one thing bio play needs, its medivacs that heal each other!"

People ask for iconic non-boring unit ports to SC2 because there is a large amount of nostalgia with them. I remember when I realized that I could be moving reavers around with a shuttle and began decimating opponents on fastest maps. You should see how many kills a reaver gets when all workers are stacked on one mineral patch

And lets say Blizzard does return BW units to SC2, and SC2 will have lurkers and reavers and firebats and shield batteries etc...

Well then people would complain about the same things in SC2 that they currently are complaining about--only they don't have the "just bring back the lurker" excuse. Why? because a direct port would reveal them to be OP, they would then be nerfed, then they would become as effective as the units we have now.

The problems with SC2 are philosophical. For example, Mech play is really just tank play. Outside of the siege tank, there is really no advantage to going mech play vs bio play. Why? Because marauders deal heavy siege damage at lower cost and can be gotten a tier earlier. Mech play is literally tank play with hellion meat shields and Thor AA.

Compared to mech play in BW where vultures were not just meat shields, but their own form of heavy crowd control mech play. Spider Mines, run bys, meat shields, etc... Vulture play could exist without tank play, and vice versa. The same cant be said for hellions and siege tanks.

Air play? Non of that in SC2. Mass banshee is great and all--but one phoenix ruins your day. All terran air units are highly task specific. Banshee hits ground, viking hits air, etc... It makes it so that the brunt of air play in SC2 rests on the shoulders of battlecruisers. Unlike in BW where 2port wraiths was both air control and ground assault.

Adding wraiths in SC2 would not solve the issue, since SC2 AA has to be able to handle banshees. Which are cloaked wraiths that deal 150% more damage to ground units. Bring a wraith to a banshee fight and you've got yourself a dead wraith.

The point I'm making is that Barracks tech is not made with factory tech and starport tech in mind (save for medivacs) and vice versa for all three of them. Since barracks play already has meatshields, siege breakers, and spellcasters--why make ravens/tanks?

From a purely abstract level, terran unit design is

Barracks => everything
Factory => splash
Starport => gimmicky play

As opposed to
Barracks =>good unit, splash unit, gimmicky unit
Factory =>good unit, splash unit, gimmicky unit
Starport => good unit, splash unit gimmicky unit

And it's the same with the other races as well. Notice how lair tech doesn't really do anything except give zerg something to support zergling play? How zergling/roach/bane are the mainstay unit until you get to Hive?

robotech for protoss actually works--but their Starport and Templar tech options are atrocious. Also, no synergies between any of their divergent tech trees. Its not like in BW where going Starport tech and templar tech eventually gets you arbiters or going robotech and starport tech allows you to fight off scourge/wraiths with corsairs as you do dropship play, or templar/zealot drops with shuttle play if you went Robo/archives

It forces toss play to be robo+archives tech OR starport tech only. There isn't a synergy or a sense of being able to mix and match tech decisions. This is not a unit design problem, this is a tech tree design problem. Adding lurkers would not solve it for much the same reason adding scouts would not solve 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
-TesteR-
Profile Joined August 2010
Canada1165 Posts
Last Edited: 2012-07-01 19:05:23
July 01 2012 19:05 GMT
#758
On July 01 2012 07:46 lorkac wrote:
Show nested quote +
On July 01 2012 07:25 iky43210 wrote:
On July 01 2012 05:31 GGYO111 wrote:
On July 01 2012 05:14 Zarrow wrote:

Edit: to the above post, have you not read the 30+ pages of people arguing. The result of the debate is that neither UI is better, but each one is simply about personal preference.


I think you came to this conclusion all by yourself.

Does it not embarrass sc2 fans when famous bw players openly admit that sc2 is easier. That's not my opinion, it's their's, if you don't believe me research it.

Why do you think that they say sc2 is easier?

Or should I just repeatedly say arbitrary, as if I decide what is arbitrary or not.


name one from recent interviews, gogo.

forgg not too long ago just said sc2 is not easy. I guess your world is collapsing right now

and people stop advocating for 12 unit control or non-MBS. Not going to happen, those are detrimental and terrible designs to games just like how point to move is detrimental to d3. Those are old designs that seriously need to be phased out


Flash also said that when he started playing SC2 secretly that he kept losing almost non-stop.


[image loading]
zmansman17
Profile Joined March 2011
United States2567 Posts
July 01 2012 19:07 GMT
#759
These are two different beasts, but even if the same unit concepts are brought back, I think it would be a good idea. I want the Goliath back!
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
Darneck
Profile Joined September 2010
Sweden1394 Posts
July 01 2012 19:12 GMT
#760
On July 01 2012 14:33 NicolBolas wrote:
Show nested quote +
On July 01 2012 05:01 Postaljester wrote:
On July 01 2012 04:25 Rokoz wrote:
By no means I am suggesting to return to the 12 unit control groups. However I would like to see that all races can't just storm in and win, but they have to organize their units before engagements and the result of the battle would be decided more with good positioning and army control, rather than just sheer power of army.


what is wrong with the 12 unit control group? I think 20 would be a rounder number but 12 is a good size for true army control.


Because it's a UI limitation that serves no other purpose than that. It's entire purpose is to get in the player's way. Fundamentally, it's no different than taking away hotkeys. Both of them would make the game "harder", but neither of them do so in a fair way.

The purpose of a UI is, at its core, to allow the player to effectively control the game. To give the player the means to do what they want in the game, to allow them to translate their desires into in-game action. Having control group limitations does the exact opposite; it's a completely arbitrary limitation on something for no reason other than to artificially increase the difficulty of manipulating the UI.

It's something you could accept in 1998 as a programming limitation. It's not something you accept in 2010, with computers that are orders of magnitude faster.

I always find this explanation to be complete bullshit.

Don't think of it as limiting the UI rather think of it as changing the rules of the game. It's like saying that you should be able to pick up the ball with your hands in football(soccer) because we've got hands here in 2012 and it would be a lot easier to keep control over the ball and do what you want with it.
Prev 1 36 37 38 39 40 43 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
08:00
Continental Nation League S1
CranKy Ducklings39
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
oGsTOP 34
StarCraft: Brood War
Rain 2726
GuemChi 1977
Artosis 556
ProTech149
ajuk12(nOOB) 29
League of Legends
Doublelift6234
JimRising 619
Counter-Strike
Coldzera 1363
taco 395
Super Smash Bros
hungrybox711
Other Games
summit1g13150
C9.Mang0264
WinterStarcraft195
Maynarde122
byalli96
Fuzer 71
ViBE71
NeuroSwarm70
Cr1tdota60
JuggernautJason14
Railgan4
Organizations
Other Games
gamesdonequick673
Counter-Strike
PGL126
Other Games
BasetradeTV34
[ Show 14 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP64
• EnkiAlexander 44
• davetesta27
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Laughngamez YouTube
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• imaqtpie729
• Shiphtur271
Upcoming Events
The PondCast
7h 59m
KCM Race Survival
7h 59m
OSC
11h 59m
IntoTheTV X SOOP
2 days
Reynor vs Solar
ByuN vs SHIN
Clem vs MaxPax
herO vs Rogue
IPSL
2 days
WorsT vs nOmaD
Dewalt vs andersOn
AI Arena Tournament
2 days
IntoTheTV X SOOP
3 days
IPSL
3 days
Azhi_Dahaki vs ggnore13
Double vs WIZARD
Replay Cast
3 days
Replay Cast
4 days
[ Show More ]
Sparkling Tuna Cup
5 days
WardiTV Invitational
5 days
YoungYakov vs Lambo
SHIN vs TBD
Percival vs Shameless
Solar vs TBD
PiGosaur Cup
5 days
Liquipedia Results

Completed

Proleague 2026-11-04
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

1xBet Invitational
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Underdog Cup 2026 Div 2-3
PGL Bucharest 2027
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
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.