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Fungals, FF, Storms, and Smart-casting - Page 13

Forum Index > SC2 General
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iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2012-11-30 00:04:09
November 29 2012 23:11 GMT
#241
On November 29 2012 13:43 Resistentialism wrote:
Show nested quote +
On November 29 2012 13:31 iamcaustic wrote:
It's almost like you can accidentally over-stim and waste a tonne of health when you didn't really want to. Why does the game let me stim units that are still under the influence of stim? Aaahhhh! We wouldn't want mis-clicks that can have a huge impact on a game, now would we?

Mistakes are part of any competitive game. If we're talking about direction, I don't think a game that fool-proofs things for you is what a competitive game needs.


There are actually situations where you want to stim 40 marines and not 5, though. There aren't situations where you want 7 identically placed and simultaneous storms or forcefields. I'm saying it's not the same thing. The game can't read your mind, but that doesn't mean the game designers can't make the minimum effort to anticipate your intentions. Especially when that minimum effort simply involves not programing in a useless pitfall they already removed. If a smartcastless-like gameplay would happen to improve the gameplay, find another way to get to the same end result. There are lots of them being discussed, most of them are balance or engine (not negative UI) tweaks.

Not sure if you're accidentally or deliberately misunderstanding what I said. I'm talking about when you accidentally stim more than once in quick succession, wasting the health on the units you wanted to stim. There is not a single situation when you actually want to do that. These "negative UI" aspects, as you call them, are still in SC2. Allowing for mistakes to happen is a key part of what makes the game great.

On November 29 2012 13:43 Resistentialism wrote:
Show nested quote +
On November 29 2012 13:31 iamcaustic wrote:
You mean binding the abilities to a scroll wheel, which most people don't do and is banned from professional play in any premiere tournament? Yeah, okay.

Show nested quote +
On November 29 2012 12:47 Resistentialism wrote:
And of course there are going to be people who say, "well what we really need to do is get rid of custom keymappings and make pros play on standardized mice".

Show nested quote +
On November 29 2012 13:31 iamcaustic wrote:
If you can find these people, I'd be intrigued.
no comment

Not sure if you're trying to accuse me as one of these people you're talking about, but if you are you're being disingenuous. I was stating simple realities, not personal opinion. Furthermore, disallowing a particular key mapping exploit isn't even close to the same as getting rid of custom key mappings altogether, nor is it the same as forcing pros to play on standardized mice -- in fact, it's completely unrelated.

I'll say it again: if you can find the people that would say such a thing, I'd be intrigued.

On November 29 2012 13:43 Resistentialism wrote:
Show nested quote +
On November 29 2012 13:31 iamcaustic wrote:
We're talking about a checkbox in the data editor, in a game where the developers are considering altering an ability like fungal growth to be a dodge-able projectile, rather than instant cast. Why is turning off a checkbox off the table, but fundamentally altering the ability's design is a-okay? Instead of pretending like you are the decision maker over at Blizzard, why not find something more productive to do?


What I meant is that the maps actually mattered, because terrain ignoring units and mechanics were generally less powerful. Except for mutas, which gave you BW's only commonly maligned matchup: ZvZ.

Maps also matter in SC2. That's also not what you meant at all, and you know it. You specifically said "the ship has sailed on this one". You and I both know you were saying that removing smart casting from SC2 AoE spells is out of the question. Instead of being nothing but dishonest in your entire response, make an argument worth posting.

----------------------------


On November 30 2012 01:54 Treehead wrote:
+ Show Spoiler +
On November 29 2012 10:28 iamcaustic wrote:
When asking whether it's a good idea from a standpoint of game design to make some spells cast some ways and other spells cast differently, this reality is already present in StarCraft II. Compare abilities like stim, blink, burrow, baneling detonate, etc. to abilities like storm, forcefield, snipe, etc.


For the record, I agree that removing smartcasting for some units and not other has definite potential (hence why I started my reply with "absolutely"). I would point out that the comparison of blink to stim only ever adds one more click (plus movement of the mouse) regardless of the number of marines and stalkers involved. In comparison, removal of smartcasting for AE casters adds additional commands per number of casters. In theory, I think you have something with different smartcasting for different units, though.

On November 29 2012 10:28 iamcaustic wrote:
I'm also not buying your response to the second point. The entire premise of the OP is making changes to the game. Your argument revolved around giving examples in the current game why smart casting needs to remain. In other words, your argument is assuming a lack of change -- or rather, the only change being made would be having smart cast removed from these examples. Trying to paint this point as a philosophical cop out isn't very convincing, because the real issue is you making arguments on a micro level to an idea that's more macro in scale.

Putting it in simpler terms: adding or removing smart casting is a matter of altering AI execution to adjust the skill ceiling of the game, not a matter of number tweaking to make sure the game's balanced. You're focusing too much on "how would these spells, with their current numbers/stats, possibly be any good/balanced without smart casting? I'd have to have the execution of a god just to stay alive in early game PvP, for example!"

With smart casting added to the powerful AoE spells in SC2, we've seen the balance numbers tweaked to accommodate the lowered skill ceiling -- namely, the nerfing of these abilities. Since everyone can storm like Jangbi, storm can't be as powerful as it was. It also puts a damper on the spectator value of the game, since now Jangbi-quality storms are no longer impressive to see. If you're super concerned about force fielding in PvP, there are plenty of answers:

1. Adjust the balance numbers of FF
2. Alter the design of FF
3. Adjust other aspects of Protoss to reduce reliance on FF to defend 4gate and other scenarios
4. Simply keep FF as a smart cast spell

Any one of those options could be picked while still and removing smart casting from and adjusting the stats of the powerful AoE spells of all the races.


My argument wasn't that we need smartcasting, and that any RTS without smartcasting is terrible because of sentries. My argument was that this is a different game with different balance and you can't just change things as large as smartcasting without doing a ton of work. Sure you can find a way to balance non-smartcasting and FF(or you can leave it as smartcasting) but that doing so changes the balance of a lot of things (FF placement and storming effectiveness effects all matchups FWIW - not just pvp). On the theory end, making these or other changes regarding the way in which spells are cast mechanically *may* result in a better end - but as long as we're talking theory, we'd need to first define "better" to know if this were true ("rewarding skill" is great as a concept, unless a person needs skill so high they'd never achieve it in order to see the reward - some amount of flaw in play must be acceptable - where is the line?).

On the practical end of things, it presses a big reset button on game balance. Have you seen the way matchups change with roaches (and later immortals) got +1 range added - or what about when fungal got changed to deal damage? The changes you're describing are vastly more game-impacting than the ones we've seen so far. Is EMP worth anything when casters are split up? Without a big group of infestors with smartcasting, does zerg have any options for moving into the lategame (it sure didn't feel like it before)? What about pheonixes - what the heck do we do about them? And for all AE casters, if the AE is harder to use, how much more damage should it deal (it still can't be BW storm for much the same reason siege tanks are weaker in WoL)? I'd be willing to bet that removal of smartcasting would be the largest game change we've seen since some point early in the design phase - is it worth rebalancing everything with this notion in mind? Will people be patient enough to see it through? Is it something we can even convince Blizzard is a good change?

My point had nothing to do with specific circumstances in specific matchups and everything to do with changing from a theory mindset to one of practicality. A lot of testing went into getting this game as good as it is - and if we're going to give that up - even just for some units - I personally think we should have a really gamebreakingly good reason for doing so.

On the constructive end of things, if we're looking to add more potential for skill - why is everyone looking to change what we have instead of trying to come up with something new that we don't have yet? Why change sentries (and all the balance implications that go along with that), when you can add a new type of unit, a new type of spell or resource or action or something? Is this not the point of expansions (even if HotS is closed to new units, which is unconfirmed, there's still LotV if an idea has enough support)?

Of course the removal of smart casting from certain abilities causes change in balance. That was one of the core points in the OP: because of smart casting, these powerful AoE spells have had to be nerfed significantly to compensate. If smart casting was removed from them, then we'd be looking at re-buffing them to their former strength (or whatever balance numbers make sense).

In terms of defining "better", I think the difference has already been clarified, but let's summarize it here:

The relationship between spell strength and landing perfect spells is an intertwined one.

With smart casting on AoE/area-target spells, anyone can cast perfect spells (e.g. Jangbi-level) with minimal effort. As a result, these spells have had to be nerfed accordingly. These necessary nerfs also mean that you need perfect casting for these spells to have the kind of impact necessary to make them useful (e.g. missed FFs = GG yo). It also makes it very hard for pros to differentiate themselves from an average player in this area.

Without smart casting on AoE/area-target spells, it becomes very hard to get a perfect result. Consequently, the spells can be more powerful because most people won't have 100% efficiency. It also means you don't need perfect casting, because the damage you do manage to inflict will still generally be sufficient enough thanks to the increased strength. This also opens a huge opportunity for pros to differentiate themselves from an average player, as their spell casting will be much more efficient.

What the OP (and myself) consider "better" is the one that allows for a greater range of skill. In this case, it would be the latter of the two. Now, targeting some specific quotes:

On November 30 2012 01:54 Treehead wrote:
Is EMP worth anything when casters are split up?

Yes. It's still an incredibly valuable spell in TvP regardless. As for ghosts vs. casters in general, against a clumped group of casters you might want to EMP, while against a split up number of them, snipe would be more useful. It's situational, but the ghost has answers to both.

On November 30 2012 01:54 Treehead wrote:
Without a big group of infestors with smartcasting, does zerg have any options for moving into the lategame (it sure didn't feel like it before)?

Blizzard never designed the game for Zerg to mass infestors. This style of play is exactly why Blizz is looking to nerf fungal growth -- something they might not have to look at if they instead just removed smart casting from the ability. The best of the best Zergs might still be able to get a similar result that any random ladder player can currently get today, but for most people the ability would be appropriately "nerfed" without actually having to muck with the balance numbers and/or design.

On November 30 2012 01:54 Treehead wrote:
What about pheonixes - what the heck do we do about them?

What about them? Graviton beam is fine as a smart cast ability. I don't think single-target abilities should lack smart casting -- it'd be too much to try and select a single caster then try and select a single target as well. There should be a good balance between precise and imprecise selection, I think.

On November 30 2012 01:54 Treehead wrote:
And for all AE casters, if the AE is harder to use, how much more damage should it deal (it still can't be BW storm for much the same reason siege tanks are weaker in WoL)?

This question is a clear lack of understanding of the game. Siege tanks don't do as much damage because of some changes to the AI. In Brood War, siege tanks would waste their shots on units that were already killed by another tank; that doesn't happen in SC2, making tank damage much more efficient. Due to increased efficiency, the damage had to be reduced. Sound similar to what I was just saying regarding AoE spells? If you reduce the ease of efficiency with AoE spells, then their strength can very well be returned to BW levels (theoretically).

Browder on why they can't remove tank overkill: "To help with perfomance, units do not fire all at once. There is a tiny offset between different units firing their weapons. From the users perspective it is almost simultaenous, but the shots are actually 1/8-1/16th of a second apart. Since units cannot target units that are already dead and since Siege Tanks hit their targets instantly, this creates the situation you are describing, where Siege Tanks waste fewer shots."

Source: http://www.teamliquid.net/forum/viewmessage.php?topic_id=132653

On November 30 2012 01:54 Treehead wrote:
I'd be willing to bet that removal of smartcasting would be the largest game change we've seen since some point early in the design phase - is it worth rebalancing everything with this notion in mind? Will people be patient enough to see it through? Is it something we can even convince Blizzard is a good change?

Heart of the Swarm and Legacy of the Void. I bring them up because they are, by their very nature, rebalancing everything. Blizzard has also mentioned that they'll be looking at WoL units for the sake of redesigning/rebalancing them to be better during the HotS beta. And, finally, in terms of the community convincing Blizzard to implement changes through discussion and implementation, look no further than the new unbuildable rocks/debris in HotS. They're the result of the community discussing the ramp block strategy (namely, how to get rid of it because it's stupid) and implementing a band-aid solution in the form of neutral supply depots.

On November 30 2012 01:54 Treehead wrote:
A lot of testing went into getting this game as good as it is - and if we're going to give that up - even just for some units - I personally think we should have a really gamebreakingly good reason for doing so.

A much more powerful and skill-oriented spell casting experience, which opens opportunities to have much cooler/more powerful spells and a better professional scene where top level players have another outlet to differentiate themselves from the pack. I think that's a pretty good reason.

On November 30 2012 01:54 Treehead wrote:
On the constructive end of things, if we're looking to add more potential for skill - why is everyone looking to change what we have instead of trying to come up with something new that we don't have yet?

This is simple: without addressing how AoE spells work in SC2, even if you add new units and spells, they'll still be restricted from a balance standpoint in terms of what they can do. It really hinders the "cool"-factor that spells could have, as well as the professional scene to a lesser degree. At the end of the day, it's all about wanting SC2 to be the most awesome game it can be. Nothing more, nothing less.
Twitter: @iamcaustic
Ultravisitor2
Profile Joined June 2011
United States9 Posts
November 29 2012 23:47 GMT
#242
Fitzy's max was interesting and very difficult if you ever tried it. The fungals had to be cast, then the ultras un-retarded, and then everything had to be transfused and fungals refreshed. I really like that sort of thing, and I think the idea of multiple casters in one comp is great at raising the skill cap and creating an effective army, while not being neccessary.
"He the Easter bunny." -Meatwad
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
Last Edited: 2012-11-30 02:34:25
November 30 2012 02:25 GMT
#243

Not sure if you're accidentally or deliberately misunderstanding what I said. I'm talking about when you accidentally stim more than once in quick succession, wasting the health on the units you wanted to stim. There is not a single situation when you actually want to do that. These "negative UI" aspects, as you call them, are still in SC2. Allowing for mistakes to happen is a key part of what makes the game great.

You can double tap storm too, that's already in the game. If you cast stim before it's finished it refreshes the duration. If you cast a storm, wait two seconds, and then cast another storm in the same spot, it also refreshes the duration. There are logical reasons for performing both of these actions.* It's just that stimming is a one press hotkey so it's easier to cock up with stim. What might be more comparable would be if you selected 40 marines and 8 of them stimmed 5 times. Wholly nonsensical! Just like seven storms from seven templar right on the same spot.

But apparently everything I say is disingenuous, so you know.


*Well, a logical reason for imperfect humans. Robots can restim and restorm exactly as the duration ends, I imagine.
dUTtrOACh
Profile Joined December 2010
Canada2339 Posts
Last Edited: 2012-11-30 03:24:37
November 30 2012 02:53 GMT
#244
Blizzard might rationalize this by arguing that there is no benefit to having spells all hit one place if they don't stack, so why make the interface less new player friendly, or slow player friendly? AoE abilities just need to be toned down a bit (possibly in damage, but preferably in radius - EMP is one AoE that doesn't feel too strong; then again, EMP can't kill), but then there are always units like colossus, that just rain down AoE and lack any element of finesse. I'm still convinced that AoE on certain units has room for improvement. I'd be interested to see how a radius reduction of .5 would affect storms' and fungals' killing potential.

EDIT[OT]: I'd also love to see colossus' attack & animation modified to 3-4 weaker attacks in a "Y" or "X" formation respectably, with a concentric 2x2 center from which the range of the attack (and total of beam damage) is calculated. The desired effect would be something like a siege tank shot, where units on the perimeter of the attack take slightly less damage that those in the centre. The way colossus work right now, they erase rows of units in a very uninteresting, way, and this is why colossus count seems to be so impactful in such matchups as PvP, negating positional and supply advantages in many situations where the majority of engagements are fought in that "colossus beam deathstrip".[/OT]

2nd EDIT: Something was missing.
twitch.tv/duttroach
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
November 30 2012 05:27 GMT
#245
On November 30 2012 11:25 Resistentialism wrote:
Show nested quote +

Not sure if you're accidentally or deliberately misunderstanding what I said. I'm talking about when you accidentally stim more than once in quick succession, wasting the health on the units you wanted to stim. There is not a single situation when you actually want to do that. These "negative UI" aspects, as you call them, are still in SC2. Allowing for mistakes to happen is a key part of what makes the game great.

You can double tap storm too, that's already in the game. If you cast stim before it's finished it refreshes the duration. If you cast a storm, wait two seconds, and then cast another storm in the same spot, it also refreshes the duration. There are logical reasons for performing both of these actions.* It's just that stimming is a one press hotkey so it's easier to cock up with stim. What might be more comparable would be if you selected 40 marines and 8 of them stimmed 5 times. Wholly nonsensical! Just like seven storms from seven templar right on the same spot.

But apparently everything I say is disingenuous, so you know.


*Well, a logical reason for imperfect humans. Robots can restim and restorm exactly as the duration ends, I imagine.

And the bolded part emphasizes the moment I could no longer take you seriously. Have a nice life.
Twitter: @iamcaustic
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
November 30 2012 05:50 GMT
#246
Hey thanks, I guess you're wrong or something then? Feel free to try and correct me.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2012-11-30 07:56:29
November 30 2012 07:54 GMT
#247
On November 30 2012 14:50 Resistentialism wrote:
Hey thanks, I guess you're wrong or something then? Feel free to try and correct me.

All right, just this once but then I'm done. I have no interest in having a discussion with someone that likes to say dumb things for the sake of arguing instead of trying to advance rational thought.

You said:

What might be more comparable would be if you selected 40 marines and 8 of them stimmed 5 times. Wholly nonsensical! Just like seven storms from seven templar right on the same spot.

This is utterly nonsensical and unintuitive, with no relation to what was being discussed before. Why would 8 random marines out of a group of 40 stim 5 times when you only issued the command once? That doesn't make sense.

Then let's look at selecting 7 high templar and commanding them to cast storm. If they all go toward the location and storm, this is simply the most pure result of that commend: you told 7 templar to storm that spot, so they stormed it. There is no randomness, there is no unknown or unexplained result. Rather, it's incredibly simple and straightforward. Trying to tell me that your ridiculous example is "more comparable" to this is beyond ludicrous.

What's even more despicable is that you'd take my refusal to continue dealing with an unreasonable person like yourself as some sort of cheap "victory", as evidence that I was somehow incorrect. Shame on you. Find a better hobby.
Twitter: @iamcaustic
dUTtrOACh
Profile Joined December 2010
Canada2339 Posts
Last Edited: 2012-11-30 09:58:26
November 30 2012 09:57 GMT
#248
Is it safe to come out yet?

Does reduced radius make AoE more entertaining?

What happened to imaginative AoE abilities like Dark Swarm? That was always entertaining.
twitch.tv/duttroach
VTJRaen
Profile Blog Joined July 2011
United Kingdom238 Posts
November 30 2012 10:54 GMT
#249
Here's a question I haven't seen answered so far (Apologies if it has, my eyes aren't what they used to be): while this would undoubtedly add a higher level of skill into the game, could this also be another facet pushing casual players away from the game and into other venues like LoL?

It seems to me that a lot of the great UI changes for HotS have come as a way to try and get more casuals to continually play Starcraft (and the bigger the player base the better for the sport) and I'm worried making the game harder for them will instead thin the player base.
Multiplay eSports Co-Ordinator
iNfeRnaL *
Profile Blog Joined August 2005
Germany1908 Posts
November 30 2012 11:07 GMT
#250
while this is one of the best threads i've read on this issue, i'm not very inclined to believe blizzard will change / erase smart casting thus it's kind of more wishful thinking than anything else
Eluadyl
Profile Joined May 2010
Turkey364 Posts
November 30 2012 12:24 GMT
#251
Put a toggle on smartcast, add a short cooldown between two smartcasted spells. Non-smartcasted (magicbox casted) spells don't have the cooldown.

Now buff the spells, balance the AoE etc.

Voila
Not enough energy
-Celestial-
Profile Joined September 2011
United Kingdom3867 Posts
November 30 2012 12:39 GMT
#252
Lot of arguing about what is more intuitive here. I'd like to make the case that you're actually both right. Technically you can argue both ways are "intuitive".


The argument against smartcasting is well summarised just above here, so I'll quote:

On November 30 2012 16:54 iamcaustic wrote:
Then let's look at selecting 7 high templar and commanding them to cast storm. If they all go toward the location and storm, this is simply the most pure result of that commend: you told 7 templar to storm that spot, so they stormed it. There is no randomness, there is no unknown or unexplained result. Rather, it's incredibly simple and straightforward.



I would like, however, to point out the exact opposite argument can also be made (in perhaps overly-emphasised language):

- I have my High Templar selected. I want ONE High Templar to storm ONCE. So I click ONCE and it storms ONCE. Good.

- I have my Stalkers selected. I want to blink ONE forward to scout ahead of my army. I click ONCE on Blink. But ALL of my Stalkers blinked forward at once. What the hell? I clicked once, not lots!

- I have my Infestors selected. I want LOTS of Infested Terrans so I click LOTS. Excellent.

- I have my Marines selected. I want LOTS of Marines to stim so I click LOTS. WHAT JUST HAPPENED TO MY MARINES? They've got no health!


The point is that its a little subjective which is more "obvious" of these two things depending on whether you take the view that selecting the units you want to cast should be more important or that clicking the number of times you want to cast should be more important. Both views are essentially equally valid. If anything I'd argue that the latter is the more intuitive of the two (i.e. one click = one instance of the ability on one unit) because there will never be a time you want to put down 10 storms or fungals at exactly the same time in exactly the same spot, but there are significantly more times when you'll want a handful of marines from a group to stim and rush ahead. Not practical, but more "intuitive".


For the record I think the current hybrid setup is the most intuitive and practical for the game; units with abilities that you most likely want to use all at once do so, units with abilities that you most likely will NOT want to use at once do not do so. Whether or not this intuitive and smart behaviour is a good thing for the game is debatable, but changing it means you're likely going to be delving back into the realms of fighting the interface rather than the opposing player.
"Protoss simultaneously feels unbeatably strong and unwinnably weak." - kcdc
Rabiator
Profile Joined March 2010
Germany3948 Posts
November 30 2012 14:26 GMT
#253
On November 30 2012 18:57 dUTtrOACh wrote:
Does reduced radius make AoE more entertaining?

Nope ... it makes it "single target" and not AoE anymore. Just remember how big some units are ...

On November 30 2012 18:57 dUTtrOACh wrote:
What happened to imaginative AoE abilities like Dark Swarm? That was always entertaining.

It gets reintroduced in HotS, but is far from fair in SC2 due to the fact that it has to be nerfed (reduced radius) to stop from killing entire armies. "Tight unit movement" is all that needs to be said here.
If you cant say what you're meaning, you can never mean what you're saying.
NightElf
Profile Joined July 2012
Bangladesh117 Posts
November 30 2012 15:42 GMT
#254
I started playing sc and sc2 almost at the same time...
But somehow I like SC more..I am good with built..But i fail often to maintain defiler in SC..Its so hard to use..But when I pull of some good swarm or plague..It feels so great..
LOL...I remember when I selected 8 defiler and used swarm..And it all casted in same place..
I prefer not to have auto casting.
I want pro level players doing some amazing work with support unit..
And i want support unit to be strong like defiler,HT of SC..
None excites me more than jaedong...
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
November 30 2012 16:28 GMT
#255
On November 30 2012 16:54 iamcaustic wrote:
Show nested quote +
On November 30 2012 14:50 Resistentialism wrote:
Hey thanks, I guess you're wrong or something then? Feel free to try and correct me.

What's even more despicable is that you'd take my refusal to continue dealing with an unreasonable person like yourself as some sort of cheap "victory", as evidence that I was somehow incorrect. Shame on you. Find a better hobby.


Well, only as far it was a summary note to your inability to respond to one of my posts without insulting me. The people who try to unilaterally end a discussion on the internet are usually the ones that lost the most. Another axiom is that no one actually ever wins, despite there definitely being losers.
Falling
Profile Blog Joined June 2009
Canada11349 Posts
November 30 2012 16:47 GMT
#256
On November 30 2012 21:39 Lightspeaker wrote:
Lot of arguing about what is more intuitive here. I'd like to make the case that you're actually both right. Technically you can argue both ways are "intuitive".

I actually do agree with that. My argument isn't that simultameous casting is intuitive to the exclusion of forced single-casting. Forced single-casting has its own logic to it. But so does simultameous casting. I simply disagree with the notion that simultameous casting is unintuitive. I think the intuitive argument is actually a personal like/dislike with little to do with 'intuition' and is a bit of a distraction as the argument never touches on any the effects on gameplay that was originally raised.


Also, keep it reasonable in here people. This conversation has been level-headed throughout and we don't need it boiling up at the end.
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...
HeavenResign
Profile Joined April 2011
United States702 Posts
Last Edited: 2012-11-30 17:01:46
November 30 2012 17:00 GMT
#257
I did want to write a longer response, but for now I just have a few questions/sort of statements:

What is the balance between your ideas that (I've read you once say it is indeed a factor of both) the nerfing of spells like storm is from both 'smart-casting' and from unit clumping? AKA, how much stronger could you make storm if unit movement wasn't touched? I'm actually not sure on that and would be interested to know your thoughts.

I do think specifically in this case as compared to your other blog posts ("a-move unit", "Leveling the playing field", etc) that this wouldn't automatically result in a 'better game'. It really does feel like different design changes and balance changes could make spells less prominent but I understand why casters being easier to use in some ways sort of promotes that. If a storm goes off on a huge clump of units, that usually does bring about some excitement from the crowd. I know in response people will say "dude THESE GIRLS ARE SCREAMING FOR JANGBI'S STORMS", but we all know BW/SC2 are much less popular now in Korea than when that video was taken, I don't think storm is missing out on that viewership factor quite as much as implied. That was a really awesome time in Korean culture for Starcraft that I don't think BW casting would reinvigorate.

I guess spreading out fungals over an entire army would be harder than it is now, but the spell IMHO still would need a rebalance/redesign, as it really wouldn't be any harder at the pro level to catch that clump of vikings, wait out the root, send in another fungal, etc.

Just sort of initial thoughts I had when reading this a week ago.
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
November 30 2012 17:09 GMT
#258
Well it's sort of using "unintuitive" in two different contexts, one of which smacks of lawyer-ly-speak. You can say, "yes I did select a big group of templar and tell them to storm one spot, so I got 12 storms and 11 of them were useless duplicates, but strictly speaking I got an effect that resembled the input I put in". This is more of a causal intuitive, where you go: "Boy that was dumb (but yes, I understand how it happened)". Any kind of computer program ought to be shooting for reasonable intuitiveness.

The crux of wanting BW-style casting is that it stratifies player skill by making spells OP, but hard to use, so a better player that can use them effectively can crush a player that can't. Blizzard North never really designed the spells to be OP, and they absolutely never designed them to be hard to use. It's all a matter of a rushed production cycle that happened to luck into a well balanced game back in the golden age of PC gaming. With the help of Korean map makers later on.

There are other ways to make spells stronger but more powered and mitigated by player skill. Like say, increasing collision size on units and giving protoss a non-forcefield dependent early game.
Flopjack
Profile Joined July 2009
United States51 Posts
November 30 2012 23:12 GMT
#259
I think the question we should be asking is: What is the role of Fungal Growth? An easy way to answer it is to remove it (or not use it). Can Zergs still win? If so, it's been a crutch. If not, what attribute of the spell is necessary for Zerg? Is it the damage? Is it the slow? If Zerg's damage becomes too low without Fungal Growth then I would add damage to other areas of Zerg to compensate. (example, changing Hyrdalisks to BW style) If the snare element was the critical piece, they could transform Fungal Growth into an Ensnare type ability adjusting the reduced speed until a sweet spot is found.

The more powerful the spell, the more sharp the counters must be, which just isn't the case as we all know, with Fungal Growth. Reducing potency of the spell gives more flexibility to change other things, but nerfing it any which-way because we see a lot of Fungal Growth is bad thinking in my opinion.

Again, the question here I believe is: What is the role of Fungal Growth?
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2012-12-01 01:31:31
December 01 2012 01:28 GMT
#260
On December 01 2012 01:28 Resistentialism wrote:
Show nested quote +
On November 30 2012 16:54 iamcaustic wrote:
On November 30 2012 14:50 Resistentialism wrote:
Hey thanks, I guess you're wrong or something then? Feel free to try and correct me.

What's even more despicable is that you'd take my refusal to continue dealing with an unreasonable person like yourself as some sort of cheap "victory", as evidence that I was somehow incorrect. Shame on you. Find a better hobby.


Well, only as far it was a summary note to your inability to respond to one of my posts without insulting me. The people who try to unilaterally end a discussion on the internet are usually the ones that lost the most. Another axiom is that no one actually ever wins, despite there definitely being losers.

It wasn't a personal insult, it was a statement that it had become impossible to treat your argument as something legitimate, for reasons that should have been fairly obvious. It's also not cool to make up things to try and justify your reprehensible response. There's simply no point in continuing when every response I could make would have "that's completely ridiculous" in it.

-------------------------

On December 01 2012 01:47 Falling wrote:
Show nested quote +
On November 30 2012 21:39 Lightspeaker wrote:
Lot of arguing about what is more intuitive here. I'd like to make the case that you're actually both right. Technically you can argue both ways are "intuitive".

I actually do agree with that. My argument isn't that simultameous casting is intuitive to the exclusion of forced single-casting. Forced single-casting has its own logic to it. But so does simultameous casting. I simply disagree with the notion that simultameous casting is unintuitive. I think the intuitive argument is actually a personal like/dislike with little to do with 'intuition' and is a bit of a distraction as the argument never touches on any the effects on gameplay that was originally raised.


Also, keep it reasonable in here people. This conversation has been level-headed throughout and we don't need it boiling up at the end.

Exactly as Falling said, it is all about dispelling the notion that the removal of smart casting would somehow be unintuitive. I've also stated that smart casting makes a lot of sense for certain spells. I just don't feel like it is the best option for the AoE spells in SC2.

--------------------------


On December 01 2012 02:00 DrowSwordsman wrote:
I did want to write a longer response, but for now I just have a few questions/sort of statements:

What is the balance between your ideas that (I've read you once say it is indeed a factor of both) the nerfing of spells like storm is from both 'smart-casting' and from unit clumping? AKA, how much stronger could you make storm if unit movement wasn't touched? I'm actually not sure on that and would be interested to know your thoughts.

I do think specifically in this case as compared to your other blog posts ("a-move unit", "Leveling the playing field", etc) that this wouldn't automatically result in a 'better game'. It really does feel like different design changes and balance changes could make spells less prominent but I understand why casters being easier to use in some ways sort of promotes that. If a storm goes off on a huge clump of units, that usually does bring about some excitement from the crowd. I know in response people will say "dude THESE GIRLS ARE SCREAMING FOR JANGBI'S STORMS", but we all know BW/SC2 are much less popular now in Korea than when that video was taken, I don't think storm is missing out on that viewership factor quite as much as implied. That was a really awesome time in Korean culture for Starcraft that I don't think BW casting would reinvigorate.

I guess spreading out fungals over an entire army would be harder than it is now, but the spell IMHO still would need a rebalance/redesign, as it really wouldn't be any harder at the pro level to catch that clump of vikings, wait out the root, send in another fungal, etc.

Just sort of initial thoughts I had when reading this a week ago.

I actually think the pathing AI (unit clumping) has little effect overall. Good players still split their units well against storm; it's more the fact that it is so easy for the storming player to cast a bunch of perfectly spread storms, getting insane efficiency even when the splitting player performs well. The issue is compounded in lower leagues when players aren't very good at splitting, making the easy execution and high efficiency of AoE spells hold an incredible amount of weight.

I think going the popularity route isn't a very solid argument. There are a lot of factors surrounding StarCraft in Korea, and even if we take the notion that it isn't/will never be as popular as it was, that still doesn't affect the underlying argument regarding spell casting in SC2. One could even point to competitive StarCraft in the West and its explosive growth as a counter-balance to its perceived decline in Korea, if you really wanted.

As far as fungals on vikings is concerned, note how you said "clump" of vikings. Split, yo! Besides, it certainly would be harder to pull off in the middle of a battle than it currently is, which is when it really counts. Happening to catch some vikings with an infestor outside of a major engagement is one of those "whoops" moments.
Twitter: @iamcaustic
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