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Fungals, FF, Storms, and Smart-casting - Page 11

Forum Index > SC2 General
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mcdrewbie
Profile Joined September 2012
8 Posts
November 25 2012 08:17 GMT
#201
Spells? Spells? I thought I was playing a futuristic space-based game. What are these "spellcasters?" Have the settled planets devolved into the realm of magic and superstition?
Dyme
Profile Joined November 2010
Germany523 Posts
November 25 2012 11:58 GMT
#202
I'm pretty sure it's too late for that... Terran would be way op, Protoss way way way too weak.

Everything would have to be redesigned and, yeah, that would be a different game. Maybe in Starcraft 3.
Mirror0423
Profile Blog Joined October 2009
United States175 Posts
November 25 2012 19:16 GMT
#203
If you wanna make it so people can do w/e they think of, why not have a "split marine button"? isn't it "intuitive" to be able to tell your marines to spread apart? but because there isn't one, but we all know it's good, we went nuts when MKP did that fantastically and consistently well against banelings.
Or why not "spread tank then siege" button? or "kite" button? or why not have a lot of terran units (such as hellions/tanks/other units who by looking at them should be able to move and shoot at the same time) behave like pheonix? why not have "form X" such as "for concave button" so you can form a concave easier at your choke? that's also intuitive. We are manually required to do these other small micro that essentially blizzard can just put a button on. It's not a hassle/get in the way. It's what makes the difference. Small things such as spreading tanks, or kiting with certain units is what separates the good players from the mediocre players. Removing smart-casting will just be adding a skill-set that separates the top 5% of players even more finely.
It's a game, it's not necessarily supposed to be "as intuitive as possible".
DeCoup
Profile Joined September 2006
Australia1933 Posts
November 26 2012 00:07 GMT
#204
I think its important to note that some spells would actually be much stronger and require less skill if smart casting was removed. I have included 2 examples below.

Snipe: SC2 does not perform overkill damage on instant attacks/spells. For example, if you calldown a mule in the center of a ball of 100 enemy marines you will notice that only enough marines to 1 shot the mule will shoot. The rest will just stand there. If you had enough ghosts, snipe would insta kill any enemy and perform no overkill damage, wasting no energy in the process.

Infested Terran: Spamming out your entire group of infested terrans energy pools as Infested Terrans is a tactic used quite commonly in a few different situations. This change would allow players with 12 Infestors to release 96 Infested Terrans in 9 clicks.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
dUTtrOACh
Profile Joined December 2010
Canada2339 Posts
November 26 2012 00:36 GMT
#205
It's kind of a tough call. This game is designed around having a very intuitive and easy to use and understand interface. Smart casting makes good sense in this game specifically because of its reliance on support units and the ability of the player to get a LOT of them. In Broodwar, yes, you had no smart casting. One miss-click and you could be quadruple storming one spot. I'm not sure if this generation of gamers is willing to take a step backward in ease of use to satisfy an elevation of the skill cap. The folks at Blizzard obviously think that the game is hard enough without having to actually micro or units like the infestor and colossus wouldn't exist. Smart casting works perfectly for what it needs to do, which is make players look like they're microing their units like gods when they're actually entering about 4 commands and then macroing up back at home.
twitch.tv/duttroach
aksfjh
Profile Joined November 2010
United States4853 Posts
November 26 2012 00:48 GMT
#206
On November 25 2012 10:55 fighter2_40 wrote:
Show nested quote +
On November 25 2012 10:29 aksfjh wrote:
On November 25 2012 09:52 fighter2_40 wrote:
On November 25 2012 07:37 Rossie wrote:
Possibly the dumbest idea I've heard in my life, and yet another example of the denizens of this forum going along with an idea for the sole reason that they think it makes them look intelligent.

Can you imagine? Terran stims in with a bioball to bring down the colossus. In the blink of an eye, the Protoss player selects 5 sentries separately, placing individual force fields in the way of the bioball.

Or even better, let's imagine A-move with roaches or lings. Nothing but spam and A-move. On a decently wide map, the Protoss might need up to 10 force fields to block this off. And he's supposed to select each one of the sentries separately before the roaches and lings get through.

Hey, while we're at it, let's take away smart-casting for stimpack. To use stim you need to select each one of the marines separately and press T.


Obviously there would need to be balance changes to address the lack of smart cast so the situations that you've suggested would not be as one sided as you'd think.

I think the key points to take away from this is not that smartcasting is bad, but that the prevalence of spellcaster ez pz micro vs attack retreat/positioning micro is a bit skewed.

This is caused by the fundamental problem with having spells that are easily attainable in the early mid game that disable opponent micro in mass such as force field and fungal growth as well as the soon to come time warp. The OP point about observer difficulty as spells of similar colors and aesthetics are spammed is valid as well.

Removing smart casting is only one proposed way of balancing this out. I am opposed to this as it would require such a drastic change in low level games in terms of unit balance that the game will just be screwed.

I think blizzard is better off just removing force fields on sentries and adding it to a high tech unit that can make a force field wall with one click instead of a force field block. This of course would require buffing gateway units, which would in turn require a nerf on warp gate tech.

Fungal should just be rampantly redesigned. Projectile, more DOT instead of so instantly, and does not root. I think people are generally pretty happy with the design of terran other than emp. To remedy this, make EMP a researchable spell for ravens and add lockdown back to ghosts.

Some of this just sounds like more "bring back BW!" stuff. We get it, BW was a good game that you enjoyed watching quite a bit. Almost all of us have issues with SC2 as well, but don't conflate the 2 together. Making SC2 into a better looking BW expansion won't make it more enjoyable.

There is no issue with smart casting, just like there is no issue with unit clumping, at least when you weigh the alternatives next to them. They take different design challenges and tactical approaches in implementation. Smart casting brings the game to everybody. Even a bronze league player can feel like a pro by blanket storming an undefended mineral line, without having to spend 20 minutes practicing it.

People also misplace their anger with forcefields and fungal. What those abilities represent is a trap scenario, where one player has forced the engagement of another by making retreat impossible or very costly. There are definitely issues with these abilities in this regard, mainly that a player might be able to "see" the trap but have no options to avoid it even in an optimal scenario.

At the end, however, it must be understood that Blizzard will not DOWNGRADE their game or engine to make the game deliberately harder for everybody. That is ridiculous to consider as a solution.


I'm almost entirely sure that you didn't read anything that I said past the first sentence.

I only played broodwar casually, and never watched pro games. I actually stated in my post that removing smartcast was not the way to balance the game. Please take the time to read what people post when they are actually trying to add something constructive.

Sorry, I was mainly talking about the posts in general, but yours was the most relevant and recent.
Ryder.
Profile Joined January 2011
1117 Posts
November 26 2012 01:03 GMT
#207
On November 26 2012 04:16 Mirror0423 wrote:
If you wanna make it so people can do w/e they think of, why not have a "split marine button"? isn't it "intuitive" to be able to tell your marines to spread apart? but because there isn't one, but we all know it's good, we went nuts when MKP did that fantastically and consistently well against banelings.
Or why not "spread tank then siege" button? or "kite" button? or why not have a lot of terran units (such as hellions/tanks/other units who by looking at them should be able to move and shoot at the same time) behave like pheonix? why not have "form X" such as "for concave button" so you can form a concave easier at your choke? that's also intuitive. We are manually required to do these other small micro that essentially blizzard can just put a button on. It's not a hassle/get in the way. It's what makes the difference. Small things such as spreading tanks, or kiting with certain units is what separates the good players from the mediocre players. Removing smart-casting will just be adding a skill-set that separates the top 5% of players even more finely.
It's a game, it's not necessarily supposed to be "as intuitive as possible".

The UI should facilitate in letting the player do what he/she wants to do, it shouldn't do it for them.

There is a clear difference, stop trying to make dumb comparisons.
Falling
Profile Blog Joined June 2009
Canada11349 Posts
Last Edited: 2012-11-26 01:40:34
November 26 2012 01:40 GMT
#208
The comparison isn't as dumb as all that.

The UI actually is kinda doing it for them.
You selected all the casters and told them all to cast a spell. But the UI holds your hand and does the splitting for you so you don't need to learn how to grab your casters individually to cast. The UI disallows you from telling all selected casters to fire both when it would be a bad thing (overlap) or a really good thing (magic box.) The UI is making the decision for you and doing it for you.

But the easiness of spell-casting is part of allows spells to dominate so hard.

@DeCoup.
There might be a couple spells that would benefit from this the other way and would have to be toned back. If we had spider mines in SC2, this would be a buff to them as it would be easier to lay more of them down faster.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
thepuppyassassin
Profile Joined April 2011
900 Posts
November 26 2012 01:54 GMT
#209
Really good point in how the accessibility of smart casting causes spells to dominate the match-up, compounding the usage of movement restricting spells like fungal and eliminating a lot of micro. Fungal really needs to go and be replaced with plague and smart casting needs to be removed.Too bad Blizzard will never read this.
DodgySmalls
Profile Joined June 2012
Canada158 Posts
November 27 2012 03:13 GMT
#210
True that "homes". I really agree with essentially everything you've said, though I doubt blizzard will ever act in a way that they feel diminishes the experience for less skilled players.

I definitely feel like the non-smart cast micro is better from a lower level player perspective as well, because it gives you something OBVIOUS to improve on. You can watch a replay and say, "Hey! I would've won this battle and been able to hold my fourth if I had just gotten off 2 more storms, I'll need to practice my micro." Where as it can be slightly un-clear if you were outmicroed by an opponent, failed to micro sufficiently, or if your build/other factors in the game were the real is a real issue.

I especially agree with the saturating the screen aspect of sc2 storms. I don't think I've been impressed more than once or twice by a pro gamers storms because I can basically accomplish the same goal and I am not anywhere near as skilled a player.

Even if it's never altered in SC2, it was still an interesting listen/read. Great post.
Please remove nyx assassin
J.E.G.
Profile Joined May 2010
United States389 Posts
Last Edited: 2012-11-27 06:16:25
November 27 2012 06:15 GMT
#211
I don't think it's that much harder to grab a templar and drop a storm because of lack of smart casting. I think it is hard because of the pathing of friendly units. The jerky pathing and bulkier units make it harder to get that templar into position to storm, where as in sc2 it's a much more fluid process.
Do or do not; there is no try.
mcdrewbie
Profile Joined September 2012
8 Posts
November 27 2012 13:52 GMT
#212
I thought casting force fields and Fungal Growths and targeting infestors and sentries was micro? Like focused manipulation of units/abilities to gain an advantage that might not otherwise exist?
netherh
Profile Blog Joined November 2011
United Kingdom333 Posts
November 27 2012 14:15 GMT
#213
On November 26 2012 10:40 Falling wrote:
You selected all the casters and told them all to cast a spell. But the UI holds your hand and does the splitting for you so you don't need to learn how to grab your casters individually to cast. The UI disallows you from telling all selected casters to fire both when it would be a bad thing (overlap) or a really good thing (magic box.) The UI is making the decision for you and doing it for you.


But that's not what happened. I selected all the casters, and told the nearest one to cast a spell. That's just how spells work in SC2. You're saying the interface should do something completely different by default, then pretending like that's already the default and the UI is doing something else.

It's designed to have "smart-casting". Yes, you could design it not to, but that's never going to happen as it would be hideously counter-intuitive , and involve so much more apm that you'd never see any caster use at lower levels.

If spells are so much of a problem, why not just nerf / change the spells. Make storm have a slightly smaller area and do less damage, but over a longer period of time, so it can be used for zoning, for example. I don't think completely changing the way the interface works is ever going to be a practical solution.
Falling
Profile Blog Joined June 2009
Canada11349 Posts
Last Edited: 2012-11-27 23:40:07
November 27 2012 18:42 GMT
#214
On November 27 2012 23:15 netherh wrote:
Show nested quote +
On November 26 2012 10:40 Falling wrote:
You selected all the casters and told them all to cast a spell. But the UI holds your hand and does the splitting for you so you don't need to learn how to grab your casters individually to cast. The UI disallows you from telling all selected casters to fire both when it would be a bad thing (overlap) or a really good thing (magic box.) The UI is making the decision for you and doing it for you.


But that's not what happened. I selected all the casters, and told the nearest one to cast a spell. That's just how spells work in SC2. You're saying the interface should do something completely different by default, then pretending like that's already the default and the UI is doing something else.

It's designed to have "smart-casting". Yes, you could design it not to, but that's never going to happen as it would be hideously counter-intuitive , and involve so much more apm that you'd never see any caster use at lower levels.

This argument amounts to SC2 is not designed this way, therefore it is counter-intuitive. SC2 is not the gold standard for intuition and just because something can be designed differently doesn't make it inherently unintuitive. Different is not unintuitive necessarily.

To me, intuitive and unintuitive have specifically to do with the relation between action and result. Is what you are doing (action) make sense with what results. So as an extreme example to cast you had to select the high-templar, then click on every single Nexus, and then hit storm. That is unintuitive because what does clicking on Nexus having anything to do with with casting storm from high templar. Or to cast storm you had to cast it behind the templar and the storm will actually cast in its mirror opposite. That doesn't make much sense and is unintuitive. Where you click should be where it storms.

But BW casting has its own logic to it. You select 5 templar, 5 templar are selected. You tell 5 templar to move to location A, 5 templar go to location A. You tell 5 templar to storm location B, 5 templar storm location B. It is very straight forward and very easy to understand.

So then there is a skill to learn how to storm not just location B, but also C, D, E, and F. That is harder, but not unintuitive. It is different, but not unintuitive. Unintuitive gets thrown around a lot by a lot of people in these debates and


On November 27 2012 23:15 netherh wrote:
If spells are so much of a problem, why not just nerf / change the spells. Make storm have a slightly smaller area and do less damage, but over a longer period of time, so it can be used for zoning, for example.

That's rather the point. When spells dominate too much, the immediate push is to nerf the spell so it sucks individually. We just dilute the spells so we can have a lot of them all the time. I'd rather see it require a lot of skill and speed to get out a lot of spells so that the spells can remain really powerful, but not dominate the gameplay so much, and let spells remain in a support role and remain a spectacle rather turn it mundane.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
R3DT1D3
Profile Joined January 2012
285 Posts
November 27 2012 20:50 GMT
#215
There's a lot of good stuff in the OP but I can't get past some of the premises.

I want to like you ideas Falling but they're so wrapped up in assuming BW was the only good RTS and dismissing anything else any other RTS has tried since it's release. Much as you have been quick to point out that SC2's design is not the golden standard, BW is not the golden standard of design either.

Ok so I have two things hopefully you can clarify:

1) I'm struggling with understanding is how you keep saying how casters are in the game to make the game harder or less simplistic at least. I disagree whole-heartedly (particularly with Terran). Most spellcasters in SC2 are easier to use to than the T1/T2 armies that they "support." You want to tell me that it's harder to fungal groups of units and/or spam infested terrans than it is to properly control ling/bane/muta? That it's more complicated to storm or vortex units than it is to properly use phoenixes or blink stalkers? Is anything a Raven or Ghost can pull off harder than properly controlling a MMM, Marine-Tank, or pure mech army?

When it comes right down to it, spellcasters would be the easiest to use units in the game if the poorly designed group of SC2's massive units didn't exist.

2) It is NOT intuitive to magic box or clone or do any micro trick that was exclusive to Brood War. You can argue until you're blue in the face but I can guarantee no one at Blizzard designed the game with all of the many things that were discovered in mind. The average RTS player who didn't play BW is never going to find any of that intuitive. Heck, the reaver was only supposed to be used for defense according to Blizzard but I digress...
Falling
Profile Blog Joined June 2009
Canada11349 Posts
Last Edited: 2012-11-28 00:37:04
November 27 2012 23:39 GMT
#216
Good questions.

BW may not be the gold standard, but that's irrelevant. The point isn't that it should be one way or the other because it is in one game or the other. The point is what one game does, doesn't make alternate ways of doing things 'unintuitive.' Different from status quo doesn't equal "unintuitive." Harder to accomplish doesn't equal "unintuitive." Something can be very, very hard to accomplish and yet be very intuitive as to what you must do.


re: 1)
No I am not saying spell-casting is harder than controlling marines splits for instance.
If you take a look how RTS units can be designed, generally speaking you could put them into three categories. (Maybe more, but that's all I can think of right now.)

1) Basic a-move units. This is especially true for units that have really sluggish handling- SupCom2, Battle for Middle Earth 2, or Empire at War 2. All you really do is direct the right units to attack at the other right units and maybe click a special ability like cover fire or something. Yeah cavalry can over-run archers, but by and large the units are very unresponsive and not given to micro. You select your units and move them in.

A variant on this are units whose rate of fire is so fast that the tiny cooldown makes the unit difficult to micro without losing damage. Collosus being an example.

2) This is where spell-casting comes in. Spell-casting is deliberately more difficult than a-move units. It's more than directing the right composition to attack the right units in rock paper scissors. The unit does not rely on auto attack to be effective, but relies on manual control.

3) Rapid response unit command. Attack-retreat micro, moving shot, patrol micro. Take your pick, this sort of micro relies on burst damage, (usually) cooldown in-between, and speed. And if they are not speedy, they rely on another unit that compensates for it- some sort of transport ship. The best version of this has very little delay in the transition between attacking and then moving again. This is where your ling/bane/muta control kinda comes in (although there is a slight sluggishness either due to Battlenet latency, unit design or both.) No, I don't think spell-casting is necessarily harder than this. But it is difficult to do both at the same time, but we have more time to do so due to MBS (at least in theory.)

The behind the scenes argument, is we need more of 3). 3) doesn't clutter the screen with information and giant light show. 3) is very spectator friendly. 3) requires tremendous amounts of skill and rewards better players. 3) doesn't get in the way of newbies that don't want to learn micro tricks. But because we have less of 3) overall, Blizzard is compensating by adding more of 2) and making 2) easier. This is negatively impacting the gameplay in a variety of ways. But 3) is where we need to see more, much, much more.

re: 2)
You misunderstand what I am arguing, but that's partly my fault because I wanted to avoid using "non-smart-casting." I'll change that to be more clear. I'm not saying cloning/magic boxing itself is necessarily the intuitive part. Though I'm not sure what makes it un-intuitive. They're just techniques to separate your casters. That could be any technique.

But BW casting has its own logic to it. You select 5 templar, 5 templar are selected. You tell 5 templar to move to location A, 5 templar go to location A. You tell 5 templar to storm location B, 5 templar storm location B. It is very straight forward and very easy to understand.

THIS is the part that I am arguing is just as intuitive as smart-casting. It's a very clear, logical outcome based on the commands you gave. It's different than SC2, but not 'counter-intuitive.'
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2012-11-28 09:55:37
November 28 2012 09:53 GMT
#217
With a little bit of mucking around in the editor, I've come to discover that the magical "smart casting" is actually a flag set in the data editor. It's the Stats > Flags > Best Unit checkbox. When "Best Unit" is checked, only the closest caster with sufficient requirements (enough energy, no cooldown) will go to cast the spell. When disabled, all selected spell casters that meet the spell requirements will go to the target to cast.

This also means that smart casting can be enabled/disabled on a case by case basis, rather than the idea of a fundamentally hard-coded AI mechanic being stripped out of the game. You can still have your smart casting for things like infested terrans, feedback and snipe, but disabled for storm, EMP and fungal. :0

I made this little "discovery" (I'm sure a number of people in the business of mucking in the data editor already knew about it) because I wondered how Blizzard had abilities like stim and blink affect all selected units, but not these AoE spells. Anywho, if anyone wants to test what it's like to have smart casting removed from some of the more powerful abilities in SC2, that's how you go about doing it. You could also go about buffing the strength of said abilities in compensation for the loss of smart casting while you're at it, since you'd be in the data editor anyway.

EDIT: I'm going to bed, but I might make a video or something demonstrating the thing in action tomorrow, if someone doesn't beat me to the punch.
Twitter: @iamcaustic
Falling
Profile Blog Joined June 2009
Canada11349 Posts
November 28 2012 15:43 GMT
#218
Huh. I didn't think it would be that simple as enable/disable nor that it would be so precise to have it for some and not for others. I personally would want to combine it some of the SC2 modified movements that people have developed. I'm not sure if anyone has expanded the range of ground magic box though.

Nice find.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
netherh
Profile Blog Joined November 2011
United Kingdom333 Posts
Last Edited: 2012-11-28 16:15:15
November 28 2012 16:10 GMT
#219

On November 28 2012 03:42 Falling wrote:
This argument amounts to SC2 is not designed this way, therefore it is counter-intuitive. SC2 is not the gold standard for intuition and just because something can be designed differently doesn't make it inherently unintuitive. Different is not unintuitive necessarily.

To me, intuitive and unintuitive have specifically to do with the relation between action and result. Is what you are doing (action) make sense with what results. So as an extreme example to cast you had to select the high-templar, then click on every single Nexus, and then hit storm. That is unintuitive because what does clicking on Nexus having anything to do with with casting storm from high templar. Or to cast storm you had to cast it behind the templar and the storm will actually cast in its mirror opposite. That doesn't make much sense and is unintuitive. Where you click should be where it storms.


Exactly. You never, ever, ever want to cast every single storm at once. Ever. Because storm doesn't stack. It would be inconceivable (...) for the UI to work that way. Idiotic. Madness. Unintuitive.

SC2 is much easier to understand (i.e. intuitive) than BW then, in this regard, because it actually does what you want to do when casting spells. Select spellcasters, cast a spell.
Treehead
Profile Blog Joined November 2010
999 Posts
November 28 2012 16:56 GMT
#220
I can appreciate why the lack of smartcasting made for a better experience in BW, but I have difficulty imagining that this would be a good add to SC2. The main reason is also something a lot of people want to be rid of (but Blizzard seems not to want to do it): Forcefield. I just can't imagine needing sentries to FF a ramp in PvP (in order to hold back early gateway aggression) without smartcasting. Heck, it wasn't all that long ago that no one was able to properly hold off the 12-minute maxxed roach push with smartcasting in the game. I'm sure you would mean to simultaneously remove things like fungal/FF if it were your game to design, but as they've said they are not removing FF, I can't see how making it harder to use would be beneficial.

I can understand and appreciate why blanketting storms and FF clutters things up, makes it harder to spectate and harder to actually be good at it (since the mechanics of it are simpler), and I accept your basic premise that without the need a lot of simultaneous spells for defense, smartcasting makes things harder to watch and easier to execute. I just don't think SC2 is ever going to be a game of scattered small numbers of spells (if only because of the resource differences between SC2 and BW) - and therefore, I doubt the removal of smartcasting would be good for SC2.

Now, if you were to add difficulty another way for a type of ability which was less mandatory and more powerful, I'd be all for it being harder to use. But when it's necessary to use forcefield every 15 seconds to hold off a 4-gater, I can't say that I'm for making the act of casting FF mechanically harder.

Here's one potential method of arguing the case for smartcasting: If you have a spell that you know you will need to use 3 times over the course of the early game, and you can execute it properly 80% of the time individually - over the course of the game, you know that you can execute properly a little more than half the time (51.2%). But change that 3 times to 5 times (32.8%) or 8 times (16.8%), and your chance to complete a game properly dwindles. This means one of two things:

1. You get better execution; or
2. The spell gets easier to cast.

If we're moving from 3 executions to 8, you'd need to up your execution from 80% to 92% (a drastic reduction in failure rate). Especially when someone else is trying to mess you up, this very well might be close to impossible to accomplish. But in general, the theory is just that when you have to do a larger number of things (or in this case, cast a larger number of spells), they need to be easier to cast.

Whether more spells is better or not, you may have a point - but there are more spells being used. So, they kind of do need to be easier to use.
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