• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:07
CEST 10:07
KST 17:07
  • 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
herO wins GSL Code S Season 1 (2025)15Code S RO4 & Finals Preview: herO, GuMiho, Classic, Cure6Code S RO8 Preview: Classic, Reynor, Maru, GuMiho4Code S RO8 Preview: ByuN, Rogue, herO, Cure5[ASL19] Ro4 Preview: Storied Rivals7
Community News
EWC 2025 Regional Qualifiers (May 28-June 1)0Weekly Cups (May 12-18): Clem sweeps WardiTV May3Code S Season 2 (2025) - Qualifier Results212025 GSL Season 2 (Qualifiers)14Code S Season 1 - Classic & GuMiho advance to RO4 (2025)4
StarCraft 2
General
Any reason why RuFF's stream is still on sidebar? herO wins GSL Code S Season 1 (2025) Power Rank: October 2018 Code S Season 2 (2025) - Qualifier Results Code S RO8 Preview: Classic, Reynor, Maru, GuMiho
Tourneys
DreamHack Dallas 2025 announced (May 23-25) EWC 2025 Regional Qualifiers (May 28-June 1) SOOPer7s Showmatches 2025 RSL: Revival, a new crowdfunded tournament series [GSL 2025] Code S Season 1 - RO4 and Grand Finals
Strategy
Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 474 Futile Resistance Mutation # 473 Cold is the Void Mutation # 472 Dead Heat Mutation # 471 Delivery Guaranteed
Brood War
General
Artosis baned on twitch ? who is JiriKara /Cipisek/ from CZ BGH auto balance -> http://bghmmr.eu/ Pros React To: Emotional Finalist in Best vs Light Where is effort ?
Tourneys
[ASL19] Semifinal B [Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET
Strategy
I am doing this better than progamers do. [G] How to get started on ladder as a new Z player Creating a full chart of Zerg builds
Other Games
General Games
What do you want from future RTS games? Stormgate/Frost Giant Megathread Beyond All Reason Grand Theft Auto VI Nintendo Switch Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread TL Mafia Plays: Diplomacy TL Mafia: Generative Agents Showdown Survivor II: The Amazon
Community
General
Trading/Investing Thread US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Men's Fashion Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread [Books] Wool by Hugh Howey
Sports
2024 - 2025 Football Thread Formula 1 Discussion NHL Playoffs 2024 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard How to clean a TTe Thermaltake keyboard?
TL Community
The Automated Ban List TL.net Ten Commandments
Blogs
Narcissists In Gaming: Why T…
TrAiDoS
Poker
Nebuchad
Info SLEgma_12
SLEgma_12
SECOND COMMING
XenOsky
WombaT’s Old BW Terran Theme …
WombaT
Heero Yuy & the Tax…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 16037 users

Dps and how it interacts with StarCraft 2

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 Next All
Masayume
Profile Blog Joined March 2011
Netherlands208 Posts
Last Edited: 2012-07-17 09:54:19
July 11 2012 18:40 GMT
#1
Disclaimer: After getting feedback on my blog, I have taken the time to sit down and calculate the values, alter some paragraphs and add another example to demonstrate the effects that DPS or DPRTS (Damage per Real-Time second) have on the game and how they interact with and influence other elements of the game. After talking to some pro players I added the last updates to make for a (hopefully) interesting and good discussion thread.

Introduction:

This thread will be about the effect that the DPS (Damage per second) values in StarCraft 2 have on the game. In particular I will be looking at the impact it has on battles and comebacks. I will share my thoughts on this topic to get feedback from the community and to start a proper discussion. I will draw some comparisons to Brood War in this blog, to help explain some of my findings. Please do not confuse this with “Changing SC2 to BW”.

The following threads and ideas motivated me to write about my musings
http://www.teamliquid.net/forum/viewmessage.php?topic_id=321242 (FRB Thread, Barrin)
http://www.teamliquid.net/forum/viewmessage.php?topic_id=223889 (Dynamic Movement)
http://www.teamliquid.net/forum/viewmessage.php?topic_id=349486 (Breaking up the Deathball)

What these threads have in common is that they all want to accomplish a similar goal: Creating more incentive to fight smaller skirmishes, diminishing the strength of a “deathball”, to prevent the game from being decided through one battle or “mistake”. Next to that, the FRB idea tries to increase the need for more expansions to be built to be able to create the maximum supply armies.

At the end of this thread I will also briefly write about the effects of the macro mechanics of SC2 and how they promote a certain play style when combined with all the examples and explanations given below.

Goal of this blog: To foster an educated discussion on the current gameplay mechanics of StarCraft 2, and how they play a role in some of the issues that currently plague the different matchup dynamics.



How DPS affects Gameplay

In games like StarCraft 2, DPS and attack rates have a big impact on the pace of the game. They dictate the speed at which battles are decided in favour of one player. Through the use of examples, I will explain a few scenarios to show the effects it has from small scale battles to huge clashes. It will also show the effects that AOE and attack rates have on comebacks and duration of battle.



Example 1: The Mutalisk difference

+ Show Spoiler +
In this first example, we take a look at the firing rate and DPS of a Mutalisk in BW and SC2. In Brood War, the Mutalisk has a firing rate of one attack per 2 in-game seconds with the same damage per attack as the SC2 Mutalisk, 9. In StarCraft 2, the Mutalisk fires an attack every 1.5246 seconds in-game time. Even if both game values at their fastest speeds are translated into real-time DPS, the SC2 mutalisk still deals about 20% more DPS.

This means that the rate at which the damage value of 9 is dealt, increased in SC2. Their DPS increases. The effects are clear: The Mutalisk kills things faster in SC2, reducing the time of a fight, and reducing the reaction time of the player on the receiving end of said damage.

When player A harasses player B with Mutalisks, player B only has a few seconds to react before his whole mineral line is wiped out, or buildings are sniped. This is not too bad on its own, but it can cause other problems. The prime example being production time compared to damage done in a certain timeframe.

In a hypothetical situation, the receiving player B is a Terran with 10 Barracks worth of production in his base. His army is on the move to secure a strategic location on the map so he will use his next production wave to deal with the Mutalisk threat while his two Missile Turrets die a swift death. In BW, the speed at which damage is dealt is lower, which means the Terran has more time for his wave of 10 marines to finish that can push back the Mutalisks attacking his mineral line. This in turn means that the Mutalisk harass needs more time to be extremely destructive and game changing in terms of the outcome.

Now in the same situation in SC2, it will take the Mutalisks less time to wipe clean your mineral line. The units in SC2 have an equal or slightly faster build time than in BW, but not enough to compensate for the difference in killing speed that the Mutalisks now bring to the table. It now takes less time for the damage to be critical to the outcome of the game, and relatively longer for the next production wave of marines to spawn to fend off the Mutalisks.

One could argue that this DPS increase buffs the incentive to harass your opponent in multiple places, multiple times during the game. This is true when looking at this specific situation. But as I add more examples of bigger attacks and differences in time, something interesting will reveal itself: That in the big picture, harass is oftentime deemed less effective in SC2.




Example 2: Siege Units and Frontload damage

+ Show Spoiler +
In SC2, most siege units have a very consistent firing rate with strong splash damage. I will take a look at the Siege Tank and the Colossus in this example. Once again I will use BW to help explain my musings on this particular type of unit and damage type.

In SC2 the Siege Tank has a fairly fast firing rate when in Siege mode: 3 seconds (2.175 Real Time seconds). To balance this out, the frontload damage of its siege attack is pretty low at 35 (+15 against armored), and the splash radius is fairly large. This means that when a player makes a positional mistake against this unit, they will take some area of effect damage, but the mistake will not be too punishing in cases where retreating is a possibility. To keep it simple, this situation will be an accidental engagement where the engaging player did not see the Siege tank line beforehand but still has the option to retreat after the first volley.

While it will not be ideal to move in a clumped up formation when engaging this siege line, it will not be punished too harshly. The penalty for engaging with a bad formation is moderate.

It is time to check out the Siege Tank from BW. When it is in siege mode, it will deal 70 damage per shot, with a cooldown of 75 frames (on fastest settings it will be ~3.75 Real Time seconds just to clarify). This means that the frontload damage of the BW Siege tank is extremely high, but it takes a while before consecutive shots are fired.

Now in the same situation where a player engages a Siege Line incorrectly or by mistake, he will get punished a lot harder for engaging with bad positioning. Even if only hit once before correcting the mistake and retreating, the damage is severe. Because of this severity in frontload damage, and only slightly lower sustained DPS over time (mostly due to splash increase of the SC2 tank), the emphasis on proper positioning prior to engaging increases.

If we compare this to a Colossus, which has very high sustained splash DPS, a problem arises. It does so much damage consistently (near 75% more than a Siege Tank) in such a short amount of time, with the beams always hitting, that it lessens the incentive to micro. A micro move against these units barely has any effect at all compared to the time it takes to execute said move versus the damage dealt by the colossus. A concave can help, but the Colossus is so mobile that it can force an engagement on favourable terms with comparative ease. The damage is so high that units die extremely fast and battles are over even faster. Due to the high DPS combined with the mobility of this unit, any mistakes made while fighting against it quickly snowball into a loss. There is less time to respond and rebuild.

Because of the nature of the Colossus, it is generally favourable for the Protoss player to keep these units close together with the rest of their army for maximum damage output.
In short, high DPS siege splash units put more emphasis on muscle over micro, where lower splash DPS with higher frontload leans more towards positional engagement priority and rewards micro more.




Example 3: AOE spell DPS, duration and radius

+ Show Spoiler +
The power of AOE spells in SC2 is quite strong, but it also has some problems when it comes to the distribution of the damage over a certain amount of time. Take Psi Storm for example, a spell that deals 80 damage over 4 seconds in a relatively small area. This means that the damage builds up extremely fast but that the area of control is relatively small, and the DPS lower than a BW storm (double checked the numbers). Here is where the comparison to BW Psi storm comes in.

In BW, a Psi Storm deals 112 damage over 8ticks of 14 damage. It deals this damage over a larger radius as well and deals its damage at about the same speed as Psi Storm from SC2. In BW it was really hard to cast multiple Psi Storms when compared to SC2 (no smart casting in BW), so it was relatively harder to blanket armies. Due to the larger area of effect, it was a better tool to control the board to make up for it.

Battles that involve the old Psi Storm last longer and allow for more control for both the casting and receiving player. There is more time for production waves of units to finish and for reinforcements to arrive, further increasing the duration of fights and their aftermaths. Comebacks are also slightly easier to be made when more production waves can finish before the enemy stands at your doorstep.

It seems that in this case, the higher DPS of the BW spell combined with the time needed to set up storms actually lowers the odds of the same DPS being put out by storms in the first place. Perhaps a slower buildup of damage but a larger radius would create the same type of effect for SC2 Psi Storm and its ability to truly lock down areas. In this case lower DPS vs larger radius could be something to test.




Example 4: Production time vs DPS

+ Show Spoiler +
Now that I have outlined some of my musings on the DPS of different units and AOE damage, I want to write about the correlation between DPS and production. The DPS of almost all units and spells in BW is lower than that of SC2. The production time of most units is only slightly longer (5-10% on average) in BW than in SC2, but the rate at which damage is dealt in SC2 is close to 15% more than that of BW in most cases.

This is where a problem arises: Comebacks are harder since there is less time for a player to recuperate through production waves before the enemy can seal the deal, almost nullifying the defenders advantage of production vs arrival of the enemy force. The defender cannot buy much time with AOE spells to control the field either, since they do not last long and affect small areas.

This also creates a bigger incentive for a Death ball to be created, since the risk of losing a game often lies in one battle. Because of this, a player wants his force to be as strong and deadly and compacted as possible to deal the most DPS in the least amount of time, increasing his chances to win the one deciding battle.





Example 5: Army control, UI and how it affects DPS

+ Show Spoiler +
In Starcraft 2, you can select a ton of units at once, and move them across the battlefield with but one command. The game also has smart casting, disallowing multiple spellcasters to cast the same spell simultaneously on the same target or in the targeted area, wasting valuable energy unless micro'd individually.

When I then draw a comparison to BW, where smartcasting did not exist and the maximum selection was 12 units, something interesting happens. When there are more actions required to execute certain mundane tasks efficiently, including army movement, spellcasting and control in general, there will be more time needed to execute all these actions. As a result, there is a difference in the rate at which damage is dealt per real-time second when the armies grow bigger.

In other words, if you would let 2 pro players play out the same battle with a maxed army twice in SC2, once with all the new UI and smartcast functions, and once without, we will find that the latter battle will simply take longer. So in a very indirect way, damage done per Real-time second has increased through the UI and behaviour improvements going from BW to StarCraft 2.

This unfortunate side effect probably wasn't intentional, and might explain the difference in feel when comparing fights from both games. The problem is that this increase in damage per Real Time second is hardly measurable, as it differs per player, per situation and per skill level difference.

Now couple this with a slight increase in game speed, and all the sudden no one can effectively keep up with all the damage being thrown around in large scale battles with high DPS density (Deathball), because sadly there is a physical human limit as to how many actions we can perform per second in a game such as StarCraft. As I will mention later on, this physical APM cap is already close to being reached and there shouldn't be much room left for "skill and speed improvements" for even the best/fastest players.

There is no easy way to account for this indirect increase, as we simply shouldn't want to go back to limited selection, no smartcasting etc. But hopefully we can snowball some thoughts on what could be done that would not affect the UI or fundamental AI elements.

With these examples in mind, it is time to take a look at the macro mechanics of StarCraft 2, including income rates, supply and production mechanics.




Macro mechanics vs DPS:

+ Show Spoiler +
In SC2, a proper income rate is reached on relatively few bases. Mineral lines get fully saturated quite early and due to the supply cost of units, only few bases are needed to reach a maxed army of high DPS, cost (in)efficient units. Because supply is limited, it is generally not favourable to harass an enemy with more than a small amount of your army supply, since you simply do not have much to spare before the balance in a big engagement greatly favours the player with just 15 extra supply worth of units. The only exceptions are cost and supply efficient units like the marine, which explains why Terran is the race that has a bigger incentive to harass. Whenever a race has cost and supply efficient units with high dps, there is a bigger incentive to distribute them over the map for skirmishes than when a race has even higher DPS, yet supply and cost inefficient units.

When I take a closer look at the race specific macro mechanics, it seems that they all promote the high density DPS ball behaviour. We have one race (Terran) that is extremely resilient to economic harass through the use of MULES and the cost efficiency of their low to mid-tier units in general, which decreases the incentive to harass their mineral lines and promotes late game, high DPS high density engagements for their enemies.

Then we have the Zerg race, which due to the inject mechanic, can bank production and increase production rates to the extreme. This promotes the use of high DPS, high density armies in the late game to combat the armies of a Zerg, to increase the odds to survive a clash well enough to push through and deal with the remax before the whole wave of production has spawned. This in turn causes the Zerg to build spine walls and play a turtle style late-game to ensure the chance to remax to higher tiered units/renewed armies.

Once again due to the high DPS in the game, combined with the macro mechanics of SC2, time becomes the crucial factor in determining the most successful way to play: High DPS, high density maxed engagements.

On to the Protoss race, where we find that most of their units tend to be supply and cost inefficient, but extremely high on DPS and AOE in the higher tiers. This in combination with the ability to speed up crucial upgrades via chrono boost to enhance timings or economy promotes high DPS, high density engagements once again.

Due to the warp-in mechanic, Protoss also nullifies the defenders advantage of production waves vs travel time and reinforcement travel time completely. But due to the cost and food-inefficiency of the Protoss lower to mid-tier army, they cannot afford to have much of their supply strayed away from their main army.

This leaves the Protoss with two options, playing defensive to build up a high DPS, high density army, or hitting a timing attack. Harass is very limited due to cost to food ratios and the inefficiency of spreading your army apart too much.




Game speed and the human limit:

+ Show Spoiler +
This brings me to the last of my musings. SC2 is an extremely fast paced game, faster than BW. On top of that the DPS values have increased a bit when translated to real-time DPS compared between the two games while micro incentive diminished due to that. No one wants to micro more than the minimum as to not risk losing too much DPS time in big battles.

While SC2 still needs a lot of micro at the highest levels, it is limited not only through the high DPS, high density problem, but also the problem of the physical human limit. Many times I have read the argument that we need to give SC2 time, that pro players will “ learn to use more control groups and micro more and more”. The problem with that statement is that the top players are already close to their physical limit of what they can do within a certain timeframe in the game.

Due to the speed and DPS output, only few actions can be executed to change the outcome of a battle, while for some units and against some units, there isn’t even an incentive to micro at all. The speed and DPS weaken or nullify the effect of subsequent production waves, hindering comebacks and defenders advantage.




My conclusion:

+ Show Spoiler +
The Deathball issue of Starcraft 2 fails to be tackled by the FRB, Dynamic movement or Breaking up the Deathball alone. It seems that the game speed and DPS of units combined with the macro mechanics of the game play a big role in the efficiency and incentive to play a deathball style. The best players are close to maxed on Micro APM and cannot get to a level where the higher DPS and game speed would not be a handicap to the dynamics of the game.

It might be a good idea to look into the damage, macro mechanics and time values of SC2 in order to come up with a solution that gives players the ability to accomplish more with micro, buy more time and gain a better defenders advantage. This will lower the incentive to play a deathball style, and increase the incentive to skirmish and prolongs the duration of battles and the effect of subsequent production waves.

Note that all of the above is my personal, current opinion. If there are any errors in the values I used, please feel free to correct me. I am not in a position to correct grammar or rewrite (well apparently only once and it hurt!) parts since I have arm injuries, and I wrote down my musings in the past 5 days as they came. My apologies in advance if it is all over the place.

I hope that this thread will help educate people and bring progress in trying to help improve the game to be even more enjoyable, and more based on skill, epic battles and multiple skirmishes. Perhaps it will help us find solutions to stray away from 1 clash of doom in certain matchups and on certain maps/metagame situations.




Possible solutions (newly added, 7-17-2012):

+ Show Spoiler +
I have been thinking about things that could be changed that would not affect the game engine or require a ridiculous overhaul of the game, since anything that requires said overhaul needs the full support of Blizzard. I am not sure if they even want to tinker with the game engine right now.

That being said, there are some small things. I haven't been able to fully work them out to know how they affect all areas of the game though, so all feedback is more than welcome!

1) Increase of the supply cap to 260+
Pros:
-No need to recalculate supply values of all units
-More supply to distribute over the current maps
-Takes longer/more bases to get maxed efficiently


Cons:
-Low-end computers/laptops might not be able to handle this. Blizzard wants this game to be highly accessible by many specs, including low tier.
-Might increase power of end game deathball and impact comebacks negatively.



2) Increase the mining time of minerals (this is easily done in the SC2 Mapmaker, just go to the mineral values)
Pros:

-This makes it so that any worker past 16 on a mineral line will add way less efficiency, which makes it less effective to stay on a low base count, and more attractive to get more bases.
-It will free up supply in earlier stages of the game, since you need less supply invested into economy per base.


Cons:
-It will slow down the early to mid stages of the game. Blizzard wants the game to be action packed from the get go. Will they support a change that reduces the speed of the earlier stages by a bit?
-Does it change the efficiency of 1-base all-ins? Not sure on this



3) Give more units the ability of moving shot, which means instant turn rates to fire (like how a marine can instantly turn and shoot, and a stalker cannot since it has a delay on turning speed).
Pros:

-Increases micro incentive/rewards the skill of a player in skirmishes and early to mid game.

Cons:
-Will not increase micro incentive enough in large scale end game Deathball battles, core problem stays around.
-Requires Blizzard to alter unit mechanics. Not sure if support can be found.


Added these to the original post, after answering the question "what would you do to facilitate positive change?"


Thank you for reading!
~Masayume


**Keep in mind that while the BW units fire faster on "Fastest settings", so do SC2 units. For example a BW Siege Tank in Siege Mode in BW fires a shot every ~ 3.75 seconds real time, and a SC2 Siege Tank in Siege Mode fires a shot every ~2.175 seconds real time. This means that while the DPS of both games when compared in game time might be similar, the DPS in Real Time will be slightly "higher" for most SC2 units and this makes the Deathball favourable. I used both game time and Real Time values in my examples to make the comparison easier.

**High DPS, High density means High DPS, and high DPS uptime in concentrated areas, also known as clumped groups of units that can put out damage at the same time, instead of parts of an army not dealing damage. High density speeds up battles.



Balance. Enjoy the process instead of focusing on musts.
HeroMystic
Profile Joined March 2011
United States1217 Posts
July 11 2012 22:24 GMT
#2
Pretty sad this post got ignored after all the work that got put into it.

I think the main thing is a lot of this pretty much known. SC2 is a really fast game with little room for error.
Masayume
Profile Blog Joined March 2011
Netherlands208 Posts
July 12 2012 08:42 GMT
#3
Yeah I agree that it is known to be a fast game with marginal room for error, Heromystic. My goal of this post was to try and pinpoint some of the less obvious changes that cause this unforgivingness and speed, like the UI and how it affects DPS of the players since it is easier to get units to deal damage, and how it is hard to measure the effects of such changes since it relies on skill and command execution.

Just to make sure the most important part of the post is outlined once again, I will repost it here:

Example 5: Army control and UI and how it affects DPS

In Starcraft 2, you can select a ton of units at once, and move them across the battlefield with but one command. The game also has smart casting, disallowing multiple spellcasters to cast the same spell simultaneously on the same target or in the targeted area, wasting valuable energy unless micro'd individually.

When I then draw a comparison to BW, where smartcasting did not exist and the maximum selection was 12 units, something interesting happens. When there are more actions required to execute certain mundane tasks efficiently, including army movement, spellcasting and control in general, there will be more time needed to execute all these actions. As a result, there is a difference in the rate at which damage is dealt per real-time second when the armies grow bigger.

In other words, if you would let 2 pro players play out the same battle with a maxed army twice in SC2, once with all the new UI and smartcast functions, and once without, we will find that the latter battle will simply take longer. So in a very indirect way, damage done per Real-time second has increased through the UI and behaviour improvements going from BW to StarCraft 2.

This unfortunate side effect probably wasn't intentional, and might explain the difference in feel when comparing fights from both games. The problem is that this increase in damage per Real Time second is hardly measurable, as it differs per player, per situation and per skill level difference.

Now couple this with a slight increase in game speed, and all the sudden no one can effectively keep up with all the damage being thrown around in large scale battles with high DPS density (Deathball), because sadly there is a physical human limit as to how many actions we can perform per second in a game such as StarCraft. As I will mention later on, this physical APM cap is already close to being reached and there shouldn't be much room left for "skill and speed improvements" for even the best/fastest players.

There is no easy way to account for this indirect increase, as we simply shouldn't want to go back to limited selection, no smartcasting etc. But hopefully we can snowball some thoughts on what could be done that would not affect the UI or fundamental AI elements.

Cheers for your response!
Balance. Enjoy the process instead of focusing on musts.
-Gambit-
Profile Joined June 2011
United States6 Posts
July 12 2012 09:14 GMT
#4
Excellent post, I hope it gets more attention
-Kira
Profile Blog Joined March 2012
352 Posts
July 12 2012 09:19 GMT
#5
Even most pro players have no fucking clue about the game in theory, they just see what works and do it. I hope nobody reads it so i can revolutionize the scene when i get enaugh practice to actually apply it ^^
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2012-07-12 09:27:41
July 12 2012 09:25 GMT
#6
This is most definitely true. How many times have we watched a 15 min macro game where everything is decided by a battle of 2 deathballs that lasts 10 seconds with one of the players being helpess to comeback? With high density high dps, it's no wonder comebacks are so harder and battles seem one sided at the end. By the time one player reacts to pull his units, while he's trying to retreat them he gets a lot of spells that discourage retreating (force fields, fungal growth, concussive shells, and so on) and they're not firing, which means they're taking a whole ton of damage and not attacking back, which in SC2 is very important, because units are so clumped and with so much DPS.

It's one of the major flaws of SC2 player and spectator wise. But i'm not sure Blizzard employees have the humbleness of admiting such a huge error, so we'll probably be stuck with this model until a better game comes out.

I really like your post OP, the only thing i discourage is using BW as a comparison, even if it makes sense. If you wanted to get attention from any Blizz employees, which i assume you want because it would be good if they corrected what you talk about in the post, mentioning BW seems to make them go angry and tell you that BW is a great game and that you can go play it, disregarding everything you said before even if it made complete sense.
Micro_Jackson
Profile Joined August 2011
Germany2002 Posts
Last Edited: 2012-07-12 09:26:28
July 12 2012 09:25 GMT
#7
One of the better posts on the "too much damage/splash" @sc2.


But there is one thing that feels wrong for me:

The best players are close to maxed on Micro APM and cannot get to a level where the higher DPS and game speed would not be a handicap to the dynamics of the game.


I dont think so. At one day somebody will figure out how to crush deatballs just with micro. Look at Stephano ZvP for example, he does miracles and is winning midgame fights you would never expect.

It´s the same with macro look haow often great macro players like MVP, Bomber or MKP have 2-3 marines or scv´s queued up. There is still a lot of potential in sc2 mechanics.
paralleluniverse
Profile Joined July 2010
4065 Posts
July 12 2012 09:35 GMT
#8
On July 12 2012 18:25 Apolo wrote:
This is most definitely true. How many times have we watched a 15 min macro game where everything is decided by a battle of 2 deathballs that lasts 10 seconds with one of the players being helpess to comeback? With high density high dps, it's no wonder comebacks are so harder and battles seem one sided at the end. By the time one player reacts to pull his units, while he's trying to retreat them he gets a lot of spells that discourage retreating (force fields, fungal growth, concussive shells, and so on) and they're not firing, which means they're taking a whole ton of damage and not attacking back, which in SC2 is very important, because units are so clumped and with so much DPS.

It's one of the major flaws of SC2 player and spectator wise. But i'm not sure Blizzard employees have the humbleness of admiting such a huge error, so we'll probably be stuck with this model until a better game comes out.

It's called WC3. Slower gameplay to increase emphasis on micro.
Masayume
Profile Blog Joined March 2011
Netherlands208 Posts
July 12 2012 09:37 GMT
#9
I really do hope that what you are saying is true USvBleakill. Perhaps an innovation in the way micro is executed against these types of armies would change things up. I do not think there is room for much speed increase though limit wise.

And Apolo, I know what you mean, but alas I already wrote it.
Balance. Enjoy the process instead of focusing on musts.
-Kira
Profile Blog Joined March 2012
352 Posts
July 12 2012 09:58 GMT
#10
Btw, it's not too much dps, it's just that the people have no fucking idea how it works. It's like giving firearms to the monkeys. It's not the firearm that has too much power. It's the combination of the power and lack of understanding.
BreakfastBurrito
Profile Joined November 2011
United States893 Posts
July 12 2012 10:06 GMT
#11
this has been discussed to death, the game has higher dps and a move splash units and mechanics that promote a deathball.

imo you cant change it, and so far ive failed to see anything even remotely mitigate it... FRB, movement, changing unit stats.. its just part of the game. We will have to see how the expansions turn out
twitch.tv/jaytherey | Yapper891 if you are reading this, PM me. its Twisty.
Heh_
Profile Blog Joined April 2012
Singapore2712 Posts
July 12 2012 10:24 GMT
#12
On July 12 2012 18:25 USvBleakill wrote:
One of the better posts on the "too much damage/splash" @sc2.


But there is one thing that feels wrong for me:

Show nested quote +
The best players are close to maxed on Micro APM and cannot get to a level where the higher DPS and game speed would not be a handicap to the dynamics of the game.


I dont think so. At one day somebody will figure out how to crush deatballs just with micro. Look at Stephano ZvP for example, he does miracles and is winning midgame fights you would never expect.

It´s the same with macro look haow often great macro players like MVP, Bomber or MKP have 2-3 marines or scv´s queued up. There is still a lot of potential in sc2 mechanics.

Errr stephano crushes midgame mini-deathballs with sheer numbers. Then in the late game, he crushes deathballs with scarier deathballs...
=Þ
zefreak
Profile Blog Joined December 2011
United States2731 Posts
July 12 2012 13:32 GMT
#13
Excellent article, I think with some of the changes you suggest there will be a greater defenders advantage and that would reward player skill in being able to come back from 1 bad engagement. Instead of mediocre players getting lucky in one engagement and overrunning a better player, they will have to consistently win engagements to end a game.
www.gosu-sc.com - Starcraft News, Strategy and Merchandise
DangerAl
Profile Joined January 2012
Australia88 Posts
Last Edited: 2012-07-12 13:40:22
July 12 2012 13:39 GMT
#14
Wow, great post. I agree with pretty much everything here.

I think example 4 was particularly pertinent. That seemed to summarize many of the important issues and highlight how they were interconnected. It pretty much summed it up.

StarGalaxy
Profile Joined March 2011
Germany744 Posts
Last Edited: 2012-07-12 14:14:57
July 12 2012 14:11 GMT
#15
Nice read. really good points with good explanation.

I hope blizzard employees read it and take it into account when they release HOTS.

This would also be the chance to change starcraft time into real time.
I think it is really annoying right now.
Cj hero | Zest
naastyOne
Profile Joined April 2012
491 Posts
July 12 2012 14:55 GMT
#16
I think a lot of that, if not most is intentional.

SC2 was build around 10-20 minutes per match in mind, not 40-60 like BW.
Thus, it is faster in most ways.

Again, to stress it, is is not a bug, it is a feature, that was intended.

Why?
Well it is largely better for touraments to have shorter matches, since it allows more players participating it tournament for same amount of equipment, space, and support personal such as casters.

It is more convenient to play shorter high intensivity matches as a player, because your time is not quite delivered in the 30-40 minutes blocks.


Also, there is a problem of the maps. The initial maps were smaller, they had way more vulrnable naturals, and very vulrnable thirds.
The game was designed for 1 base play for quite some time, not the 16CC, forge fast expand and so on.

But than the community wanted similar to BW maps, that have naturals and easier to get thinds. They hated rocks on the third expancion.

Eventually the map pool changed so that naturals are super easy to secure, which fuels the economy way faster than it was unticipated at the design stage.

Conclusion? Community needs to change their mentall setup from BW to SC2, and make maps that have more vulrnable mains and naturals, then you will see harrasment.

When naturals and thirds are super easy to secure, harrasment is not an interesting option.

The deathball is not only a problem of SC2 mechancs, but also a maps that are made by community, maps that are too secure, that have a lot of chokes that allow to defend the gready play way too easy, and punishing gready play too hard.
Blazinghand *
Profile Blog Joined December 2010
United States25550 Posts
July 12 2012 16:13 GMT
#17
I'd like to say I think your basic point, which is that "armies in sc2 destroy each other too quickly and easily", is correct, but again I think that psi storm in BW was devestatingly strong, like amazingly strong, with a massive AoE and huge burst damage, the likes of which perhaps you have never experienced. The Sc2 psistorm is but a pale shadow of the BW psistorm.

The issue isn't how quickly armies destroy each other, but how easily they do so, and the amount of apm and control it takes to get an army to actually do something.

Anyone who's played BW extensively HAS seen fights turn very quickly when certain units were brought into play, such as vessels, tanks, storms, reavers, lurkers, etc. The reason armies destroyed each other more slowly in BW wasn't that there was somehow less dps or spells and units were slower at dealing damage-- in fact, most units, such as the tank, reaver, storm, etc, dealt massive, massive burst damage to many units.

No, the reason armies destroyed each other more slowly in BW has to do with the way they are controlled, the lack of smartcast, the pathing, and the low unit selection delimiter. You want to know why Jangbi's storms are legendary? Because properly used, storms rip though everything, and BW is a damn hard game to play. Go play BW against your friend, and try doing ANYTHING the pros do.

The reason Sc2 seems boring and flat to some has to do with the fundamental mechanics of the game. Does the colossus or marine have too much dps? sure, maybe. But that's definitely not the problem. The problem of overpowered units haunts BW as well. That just makes things hilarious. The problem is that Sc2 is a game where you can control 255 units at once, and you can command your army to attack as easily as your opponent can defend.

I used to accuse my cousin, a protoss player, of 1a2a3aing me. You know why? Because even with 70 food of army, 1a2a3a is the FASTEST he can get his whole army to move. Even 1aing was harder in that game.

BW is a monumental struggle to have enough apm to get everything done. Every race has ridiculous overpowered units and spells of all varieties, and it's all impossible to use.

I may not be explaining things well, and who knows, maybe I'm wrong, I was a shitty BW player and still am. But the idea that making all the units kill each other slower will get rid of deathballing is preposterous. As long as its' as easy to control 255 units as it is to control 12, and as long as the game doesn't get exponentially more difficult as you add more units and bases and try to keep everything running, Sc2 will never be BW.

And that's okay.

They're different games.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Orek
Profile Joined February 2012
1665 Posts
Last Edited: 2012-07-12 16:20:01
July 12 2012 16:19 GMT
#18
Great article. Thank you for the time and effort you put into this.
If I may suggest one thing, including your contents inside spoilers and showing only your chapter titles might attract more readers. Some readers freak out when they see a 4-screens long thesis, no matter how great the content is.
Masayume
Profile Blog Joined March 2011
Netherlands208 Posts
July 12 2012 16:29 GMT
#19
Orek I think you might be right! I can get way too enthusiastic with theorycraft sometimes, will add spoilers as soon as I get back from some errands. Cheers
Balance. Enjoy the process instead of focusing on musts.
wcr.4fun
Profile Joined April 2012
Belgium686 Posts
July 12 2012 16:42 GMT
#20
great post agreed with everything.
1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 53m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Britney 2634
EffOrt 750
Sea 326
GoRush 101
Killer 90
JulyZerg 73
Leta 22
NotJumperer 21
IntoTheRainbow 18
ajuk12(nOOB) 12
Dota 2
XaKoH 615
ODPixel364
XcaliburYe84
League of Legends
JimRising 510
Counter-Strike
Stewie2K1250
shoxiejesuss689
olofmeister0
Super Smash Bros
Mew2King181
Heroes of the Storm
Khaldor158
Other Games
ceh9403
ToD229
Happy127
SortOf60
Trikslyr29
Organizations
Other Games
gamesdonequick756
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH322
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota255
League of Legends
• Stunt462
Upcoming Events
Replay Cast
1h 53m
Replay Cast
15h 53m
OSC
15h 53m
Replay Cast
1d 1h
Road to EWC
1d 6h
Replay Cast
2 days
SC Evo League
2 days
Road to EWC
2 days
Afreeca Starleague
2 days
BeSt vs Soulkey
Road to EWC
3 days
[ Show More ]
Wardi Open
4 days
SOOP
4 days
NightMare vs Wayne
Replay Cast
5 days
Replay Cast
5 days
GSL Code S
6 days
Cure vs Zoun
Solar vs Creator
The PondCast
6 days
Online Event
6 days
Clem vs ShoWTimE
herO vs MaxPax
Liquipedia Results

Completed

Proleague 2025-05-16
2025 GSL S1
Calamity Stars S2

Ongoing

JPL Season 2
ASL Season 19
YSL S1
BSL 2v2 Season 3
BSL Season 20
China & Korea Top Challenge
KCM Race Survival 2025 Season 2
NPSL S3
Heroes 10 EU
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025
ESL Pro League S21

Upcoming

Rose Open S1
Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLAN 2025
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Bellum Gens Elite Stara Zagora 2025
2025 GSL S2
DreamHack Dallas 2025
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
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 © 2025 TLnet. All Rights Reserved.