• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 03:59
CET 09:59
KST 17:59
  • 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
TL.net Map Contest #21: Winners10Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
StarCraft, SC2, HotS, WC3, Returning to Blizzcon!42$5,000+ WardiTV 2025 Championship7[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win10
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" Mech is the composition that needs teleportation t StarCraft, SC2, HotS, WC3, Returning to Blizzcon! TL.net Map Contest #21: Winners Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win
Tourneys
Constellation Cup - Main Event - Stellar Fest $5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
BW General Discussion Where's CardinalAllin/Jukado the mapmaker? [ASL20] Ask the mapmakers — Drop your questions [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL20] Grand Finals [BSL21] RO32 Group A - Saturday 21:00 CET [Megathread] Daily Proleagues [BSL21] RO32 Group B - Sunday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Should offensive tower rushing be viable in RTS games? Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Learning my new SC2 hotkey…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1406 users

Changes for balance test map live - Page 49

Forum Index > SC2 General
1190 CommentsPost a Reply
Prev 1 47 48 49 50 51 60 Next
boxerfred
Profile Blog Joined December 2012
Germany8360 Posts
August 13 2013 23:18 GMT
#961
Sorry, no time left for a long answer. But I'm not saying that "all patches are bad". I repeat myself one last time: patching is okay. Patches are good. But just now, it feels like Blizz is patching way too often and way too careless. Good night everyone.
[PkF] Wire
Profile Joined March 2013
France24233 Posts
August 13 2013 23:25 GMT
#962
I'd like David Kim and his crew to let the game evolve more. Maybe (and I put emphasis on that maybe) something needs to be done about that 3 base constant marine mine flow, but I feel only because Zerg cannot safely take to hive while Terran can up to 3/3 without further ado. The overseer buff could adress this problem, I'd even make the overseer base speed higher.

The other changes seem strange. Why would the viper be the only caster to start with full energy ? It would feel really awkward since the unit is already really damn good and can gain energy on buildings, which is already an unique cool feature. Increasing the rate at which the viper gains energy from consume would be fine though. I'm really not sure about the mech upgrades things, it could turn out to be good and make Terran life easier in PvT since it'll make hellbat viking ghost easier to tech to but there was a reason why the change didn't make it to the game... I dunno, I don't feel it's the right time to make any move, I'd like to see koreans struggle with the game a bit more before we decide it's time to act.
Big J
Profile Joined March 2011
Austria16289 Posts
August 13 2013 23:25 GMT
#963
On August 14 2013 07:46 aZealot wrote:
Show nested quote +
On August 14 2013 07:36 Big J wrote:
On August 14 2013 06:47 boxerfred wrote:
In the beginning, Sc2:WoL was kinda Rock/Paper/Scissors, every unit had it's hard counter. Then, infestors broke lose. Since then, patches did not meet the right nerve on making the game completely (I'm on purpose not saying equal or balanced) un-abusable. Next thing that broke lose was that 2base Soultrain Protoss build in ZvP, which (imo) killed the whole matchup for some time. I'm not saying that builds do not come and go, a seemingly imba build may get hardcountered by another build within weeks. But those two builds came to mrs. balance and kind of raped her ass (Soultrain not as hard as BL/Inf). Now, things have changed, the game was not completely established newly ofc, but all matchups have changed. The sickest impacts imo:

- MSC
- Hydra speed
- Fungal change
- Widow Mines
- Viper

Now, we are still at the beginning of HotS, I would compare this to end of 2010/beginning of 2011 WoL. Now why the fuck is Blizzard trying to patch, patch, patch the hell out of this game? Seriously! Hellbat nerf. Warpprism buff. Banshee buff. All three changes affected several matchups HUGELY! Now, Blizzard goes on on the road of change with the changes proposed now.

I have some questions to the Blizzard Game Developer Team:

Why weren't you able to think deeply about the new expansion? I mean, in Beta, you saw what the Warhound did. So you took it out, completely eradicated a unit. Were you EVER able to see the impact of Hellbats on a mineral line? You were able to bring widow mines in a way that they do not have to be nerfed instantly.

Why are you kind of randoming changes? Like, nerf hellbat, and "for the sake of buffing something c'mon we have to omg omg" (that's what I call it), buff banshee? Or like, buff warpprism? There was absolutely no need for it. Now, you're thinking about buffing vipers in a kind of sick way - please, tell me your thoughts on this! Why is that necessary?

What plan do you have with HotS? In what way do you want to push the game? Faster? To a higher skill ceiling? Slower? More open to the masses that do not want to ladder 50 games a day to stay good?

When will you fix the current bugs in bnet? I mean, you patched something, and pretty much screwed bnet. How did you do that? I don't get it! It's not like I'm getting tired of re-logging in after playing a 4on4 with friends. No, I enjoy it.

When will you listen to the community's pleading for a re-boot of the bnet in general? Some call it whine, some call it "reasonable thoughts" - but there are pretty many people discussing it, so you should at least give a look at it.

But hell no! You rather go ahead and throw some more game changes into the arena. "It will work out, I'm pretty sure."


You Blizzard guys have your statistics. From what I heard, game stats differ in like 0.1 to a max of 2 percent in winrates. Well, even on a billion games, I wouldn't call a 2 percent winrate difference as "OMG SO IMBALANCED". Neither on pro level nor on everything below level. So stop throwing in a new change each month or two. Please. Just give the game half a year to develop. Listen to the community's thoughts in that time. Check long-term winrates, watch some pro level starcraft and check who's winning. But stop, please, stop mashing and mixing and changing.

So for the TL;DR-guys:

Blizzard, please stop changing the game every one or two months. Please take a look at the current state of the battle.net and decide, if you do want to change it.


Of course they should patch NOW if they feel there are problems. If they don't patch the game in the months after it has been released, when do you patch then. In 2years when everything has been figured out?
"Well, I guess we were wrong and there really were issues. We are going to patch them now, ok guys? Guys? Anybody here still playing?"

The way every (reasonable) game has ever been patched is that you
- design and alpha test it
- release a beta and balance the beta when the most unsatisfying stuff has been removed
- release the game and keep on watching whether the smaller problems go away and if not patch them
- keep on patching the game whenever issues come up for a few months or years

and if you have done a good job, the game should turn out balanced and no further patches will be needed

Of course we MUST discuss what is an issue and what is not. But I think it's quite blue-eyed to claim that everything will work out fine and the stats are in the game are better than the stats that are in the game after a patch. After all it's not like when designing and balancing the overseer they have measured 2.75 speed to be "the perfect value". They put some thought into it, but in the end it's just a number someone set at some point. And if the same person after some time comes in and states "guys, we think this number should be a little higher" I don't know what's so wrong about it. At least if they bring some good reasoning for it. Which we must discuss again, but that's something we have to do for each and every change on its own and not just discount it for the sake of not-wanting-to-change-the-game.


I think you are exaggerating here, Big J. What is a problem now, may not be a problem in a few months time. Besides what may or may not be a specific problem tends to vary depending on who you ask (strong correlation to race) and when. Moreover, the game may not be figured out in two years time (if you were serious!). That's a very long bow to play.

The main question should be are there enough tools for players to use to solve the problems that the game and other players present them? (A secondary questions is, can these problems also be fixed or looked at differently in ways that do not require changing or tweaking the rules of the game? I am looking at maps here in answering this latter question.) If the answer is: on balance and in overall terms, yes, then nothing further is required from Blizzard. It's all on the players (i.e. us).

That said, by and large, I've liked Blizzard's approach to patching in HOTS (a far cry from WOL). But, to me, this possible patch, with the exception of a number tweak to Overseer speed seems unnecessary.


The thing is, what you say may or may not come true.
Even more, I believe what makes you think differently goes back to
we MUST discuss what is an issue and what is not

E.g: Are we satisfyed that after a whole expansion focusing on factory, starport and stargate units in TvP, same are still not playable most of the time?
Or - balance aside which is by far not as bad as some make it sound - the state of ZvT is unsatisfying because - again, balance aside - the matchup has become much worse than it was (and therefore than we know how good it could be) in terms of variety.
I mean this community has discussed those things to death. But if we really want to have those things in the game in HotS, the clock is ticking. They should not and will not patch them in a year from now.

On August 14 2013 07:48 boxerfred wrote:
Show nested quote +
On August 14 2013 07:36 Big J wrote:
On August 14 2013 06:47 boxerfred wrote:
In the beginning, Sc2:WoL was kinda Rock/Paper/Scissors, every unit had it's hard counter. Then, infestors broke lose. Since then, patches did not meet the right nerve on making the game completely (I'm on purpose not saying equal or balanced) un-abusable. Next thing that broke lose was that 2base Soultrain Protoss build in ZvP, which (imo) killed the whole matchup for some time. I'm not saying that builds do not come and go, a seemingly imba build may get hardcountered by another build within weeks. But those two builds came to mrs. balance and kind of raped her ass (Soultrain not as hard as BL/Inf). Now, things have changed, the game was not completely established newly ofc, but all matchups have changed. The sickest impacts imo:

- MSC
- Hydra speed
- Fungal change
- Widow Mines
- Viper

Now, we are still at the beginning of HotS, I would compare this to end of 2010/beginning of 2011 WoL. Now why the fuck is Blizzard trying to patch, patch, patch the hell out of this game? Seriously! Hellbat nerf. Warpprism buff. Banshee buff. All three changes affected several matchups HUGELY! Now, Blizzard goes on on the road of change with the changes proposed now.

I have some questions to the Blizzard Game Developer Team:

Why weren't you able to think deeply about the new expansion? I mean, in Beta, you saw what the Warhound did. So you took it out, completely eradicated a unit. Were you EVER able to see the impact of Hellbats on a mineral line? You were able to bring widow mines in a way that they do not have to be nerfed instantly.

Why are you kind of randoming changes? Like, nerf hellbat, and "for the sake of buffing something c'mon we have to omg omg" (that's what I call it), buff banshee? Or like, buff warpprism? There was absolutely no need for it. Now, you're thinking about buffing vipers in a kind of sick way - please, tell me your thoughts on this! Why is that necessary?

What plan do you have with HotS? In what way do you want to push the game? Faster? To a higher skill ceiling? Slower? More open to the masses that do not want to ladder 50 games a day to stay good?

When will you fix the current bugs in bnet? I mean, you patched something, and pretty much screwed bnet. How did you do that? I don't get it! It's not like I'm getting tired of re-logging in after playing a 4on4 with friends. No, I enjoy it.

When will you listen to the community's pleading for a re-boot of the bnet in general? Some call it whine, some call it "reasonable thoughts" - but there are pretty many people discussing it, so you should at least give a look at it.

But hell no! You rather go ahead and throw some more game changes into the arena. "It will work out, I'm pretty sure."


You Blizzard guys have your statistics. From what I heard, game stats differ in like 0.1 to a max of 2 percent in winrates. Well, even on a billion games, I wouldn't call a 2 percent winrate difference as "OMG SO IMBALANCED". Neither on pro level nor on everything below level. So stop throwing in a new change each month or two. Please. Just give the game half a year to develop. Listen to the community's thoughts in that time. Check long-term winrates, watch some pro level starcraft and check who's winning. But stop, please, stop mashing and mixing and changing.

So for the TL;DR-guys:

Blizzard, please stop changing the game every one or two months. Please take a look at the current state of the battle.net and decide, if you do want to change it.


Of course they should patch NOW if they feel there are problems. If they don't patch the game in the months after it has been released, when do you patch then. In 2years when everything has been figured out?
"Well, I guess we were wrong and there really were issues. We are going to patch them now, ok guys? Guys? Anybody here still playing?"

The way every (reasonable) game has ever been patched is that you
- design and alpha test it
- release a beta and balance the beta when the most unsatisfying stuff has been removed
- release the game and keep on watching whether the smaller problems go away and if not patch them
- keep on patching the game whenever issues come up for a few months or years

and if you have done a good job, the game should turn out balanced and no further patches will be needed

Of course we MUST discuss what is an issue and what is not. But I think it's quite blue-eyed to claim that everything will work out fine and the stats are in the game are better than the stats that are in the game after a patch. After all it's not like when designing and balancing the overseer they have measured 2.75 speed to be "the perfect value". They put some thought into it, but in the end it's just a number someone set at some point. And if the same person after some time comes in and states "guys, we think this number should be a little higher" I don't know what's so wrong about it. At least if they bring some good reasoning for it. Which we must discuss again, but that's something we have to do for each and every change on its own and not just discount it for the sake of not-wanting-to-change-the-game.


Yep, you're right, though you're exaggerating the topic a little bit. But you're missreading me. I'm not saying "Just let the game develop and everything will be fine." (blue-eyed, as you call it). Also, I do want the game to change. I have my opinion to certain things. But I do not want to start a fire about balance issues or anything else/similar here. But at the time, the game is changed over and over again. And the only necessary change was the (as we all can agree I guess) big Hellbat issue.

How does Blizzard identify "problems", as you call it? They only can do it via two ways (point out more if you can. I can't see everything at once).

1) via overall winrates on ladder and pro tournaments, taking all regions in consideration. Those statistics can only say something true about the state of the game if there's at least a month (I would go so far and say 1-3 months) of continueing observation. A kind of good example might be the Soul Train after the immortal bust - I do not have proof, but I could imagine that the average PvZ gametime was shortened a bit.
2) via community/pro player feedback, best example: BL/Inf, and hellbats.

I can't imagine having a hundred guys in Paris at Blizzard EU headquarter playing 8h a day StarCraft II to find out things about balance issues, sorry.

As you pointed out, a "problem" was seen and instantly changed, with a kind-of-well-thought-out patch. It could have been better, but you are right: they couldn't wait any longer. But, and here comes the rest of the changes so far in HotS: if there is no hot problem, there should be given more time before making changes.

I hope you got me right now. Please take the time to read it, TL;DR makes me sad.

Edit: Regarding the "If you don't change now at the beginning, when do you patch then? In two years?": Well. Blizzard does bring out freaking Legacy of the Void. If you do not call that a change, I do not know what else could be a gamechanger for you. So, there goes your point, huh?


Sounds reasonable. I think it does come down to you having a different view about what is a problem and what isn't than I have. Because if we put balance first uncontested, I think you are very right.
But also I want to say that people fear patches breaking the (meta-)game way too much. We had such patches (and quite more than the one most people will think about when I write this). But most of the time the game turned out better when patched then before, as long as blizzard kept up with adjusting any new problem in reasonable time. (e.g. when they nerfed roaches to hell in WoL beta, and then gave them the +1range buff; when they hugely changed fungal - and then subsequentally nerfed NP, fungal and infestor movement speed; when they removed the Khaydarian Amulet, but gave charge a hit-guarantee instead --> the queen patch is the one and only patch where they did a patch, but did not balance out the follow up problems (infestor/broodlord lategame))


About LotV:
- it obviously would be best for LotV if HotS was already the best it can be:
I'm (once again) gonna point out Mech TvP as an example for something that isn't as good as it could be: Let's say blizzard changed the siege tank tomorrow and suddenly it would work out beautifully (maybe with the one or other follow up tweak). Then this would give them a hint that we don't need another Mech unit in LotV. Meanwhile if it doesn't work by the end of HotS... what unit(s) should LotV introduce? Should they try to make mech work with new units? Should they only patch it, like they did with the medivac? Should they declare it broken beyond repair? It would be much better for LotV to have a very good HotS!
- is it certain that LotV repair what HotS could not repair (or may even have destroyed)? E.g. do you think blizzard will make another expansion focusing on factory units against Protoss? I think the chances are quite slim. Like factory TvP is a prime example of what should be patched. Blizzard explicitly wanted it to work. The community explicitly wanted it to work. The only justification for it not getting patched is that it may shake up the game.
snozberry
Profile Joined May 2011
United States126 Posts
August 13 2013 23:28 GMT
#964
TvZ marine/tank vs ling bling muta was the most elegant match up to watch, cool to watch because you could see the skills of the players most transparently. Now it's gone to widow mines
Cloak
Profile Joined October 2009
United States816 Posts
August 13 2013 23:54 GMT
#965
On August 14 2013 07:17 boxerfred wrote:
That is why I do not think that any changes that are not totally freaking necessary should be done right now. The only thing that was changed and actually was necessary (in my opinion! I might be wrong there, too!) was the hellbat. And that kind of turned out in a good way, it did not remove the unit completely from the game - or, oh wait, I think it did. Usage reduced for like 90% oder so (at least it feels like that). Hellbat was designed as a harass unit, and designed as a possible buff for mech compositions. It now is - neither of both. afaik, it is used in TvP lategame.


It's because delaying the push ruins its timing window. The problem of Hellbat was its skewed risk/reward in comparison to other Terran strategies, but the Hellbat shouldn't be nerfed at all. As an army unit it's perfectly fine for Mech and Bio/Mech. It's the disproportionately valuable Medivac that is ruining TvX, every single matchup. It marries harass-control and army potency too well; too resource and supply efficient for what it grants. As a result, how well a unit synergizes with the Medivac determines its viability. Sorry Thor. Sorry BCs and Ravens. Sorry Reapers. Sorry Siege Tank. Zerg can now only counter Medivacs with Mutalisks. Terran too vulnerable to Templar. Protoss needing defense bandaids.

On August 14 2013 08:18 boxerfred wrote:
Sorry, no time left for a long answer. But I'm not saying that "all patches are bad". I repeat myself one last time: patching is okay. Patches are good. But just now, it feels like Blizz is patching way too often and way too careless. Good night everyone.


I definitely think we should wait 1-2 months but ain't nothing wrong with a testmap. I would say there are indications for patches even with perfect balance. There are always design considerations and unit dynamics to consider. Balance must be made for both spectatorship and playership. That is true balance.
The more you know, the less you understand.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2013-08-13 23:59:30
August 13 2013 23:56 GMT
#966
On August 14 2013 06:53 boxerfred wrote:
Show nested quote +
On August 14 2013 06:48 purakushi wrote:
On August 14 2013 06:40 Entirety wrote:
On August 14 2013 05:40 Jermstuddog wrote:
On August 14 2013 04:32 FabledIntegral wrote:
On August 14 2013 04:08 renaissanceMAN wrote:
On August 14 2013 03:47 Incognoto wrote:
On August 14 2013 01:41 Jermstuddog wrote:
On August 14 2013 01:26 andrewlt wrote:
On August 14 2013 00:50 Big J wrote:
[quote]

That's not true. If you count WoL beta, Zerg had roaches which were designed to counter marines and force marauders/tanks/air units instead. But they got nerfed because Protoss couldn't deal with them. (I wish they had stuck with 2armor roaches and had nerfed their HP instead, so that they would still be useful against marines)
And then in early 2011, Fungal got changed a few times, and suddenly you could shut down pure marine play in the midgame without going melee upgrades+banelings everygame.
And ultras have always been quite good against marines.
So Zerg had options.

Now in HotS, fungal got nerfed and the ultralisk buffed instead... which now means that zerg has one (really powerful: ultralisk) and a half (banelings; because they are a very wacky way to trade with marines) counters to marines - both on the melee upgrade path. Which has extinct all the midgame strategies (ling/infestor, roach into infestor, roach/hydra into infestors) that were blooming in WoL and that weren't ling/bling.
It's sad because there was a good dynamic in TvZ: Terrans going marine/tank, or bio or mech in the midgame, zerg having a lot of styles against it. And when the marine numbers got high, Zerg could transition into infestors and Terrans into more tanks (2-3factory transitions) against them. It's just that then the game flipped, because Infestor/Broodlord was too good against tank/viking and any form of Terran airtransition basically unreachable (unless it was a shit map or Terran had a big advantage). Which meant Zergs had a 5min window to win or cripple a Terran that had to rely on tanks to keep infestors back.

But from their comments, I'd say that blizzard has realized this "problem" (it's not a balance problem, but it means that zergs can only tech in one way if they want to play a macrogame). That's why they try to push the viper, as the viper is a unit that you can transition into from any composition as zerg. And a useful Viper against bioterran would give roach and roach/hydra based play a way to transition into a useful lategame, without falling behind because of transitioning into unupgraded units like Ultralisks or Broodlords.
The question is, how to change the viper so that it works against bioterran (and isn't broken against other races/playstyles).


I'm not sure how these would help. The problem is, your supposed counters to bio counter siege tanks and mech harder than they counter bio. Ultralisks counter marines but marauders do a good job against them. Blinding cloud and abduct are more powerful against siege tanks than they are against bio.

Let's go back to BW TvZ. The lurker is able to counter marines but is vulnerable to spider mines. It is outranged by siege tanks, even in tank mode. The defiler's dark swarm punishes ranged units but the siege tank's splash damage still works against units under the cloud. In order for a terran to counter lurkers and defilers, they have to wait until science vessels come out and irradiate to finish researching.

What is missing in the zerg arsenal in SC2 is a counter to bio that forces the terran to tech up to counter it. By tech up, I don't mean switching some marines to marauders or going 3/3. Ravens come out earlier than science vessels but don't have anything as powerful as irradiate against zerg. Roaches and ultralisks can be countered just by switching some marines to marauders. Brood lords in sufficient quantities force the terran to supplement their bio force with vikings but ultimately does little to change the dynamic of the matchup.


Ahh, the BW comparison. I love the BW comparison because 90% of the people here have no idea how awesome BW matches were.

Let's give a little example of oldskool TvZ.

Terran would defensively take his natural while Zerg went up to 3 base, there may or may not be a bunker rush involved, but these were easily held off with 1-3 sunken colonies (spine crawlers) so no biggie, just keeping Zerg honest really.

Once Terran has 3 barracks, he begins pumping out marines and medics while Zerg has rushed for his spire. Turrets were very cheap, but not incredibly effective, this means that 2-3 SCVs were running all over the Terran base building a ring of turrets while the M&Ms pushed out on the map. With no banelings, Zerglings died instantly, but Mutas could abuse their range and speed much better in BW, so marines were constantly getting picked off while they moved across the map. If things work well for the Zerg, he pops out 2 Lurkers RIGHT as the Terran is approaching his 3rd, this holds off the push.

The Terran would usually back up, make a few dropships, and go into 7marine, 1medic or just 8 marine drops around the map, dodging the muta swarm, and adding tanks and Science Vessels to his army. Meanwhile, Zerg put scourge in strategic locations to catch the drops, moves his lurkers around so Terran doesn't know where they're at, and tries to poke in to the Terrans base with his muta swarm. Irradiate (a science vessel ability) was a 1-shot kill to Lurkers, while 2 scourge would kill a science vessel, of course, marines can kill the scourge, and the lurkers kill marines, so you have these constant micro wars across the middle of the map while drop ships and mutas are flying all around the edges. This is about the time Zerg would hit hive. Meanwhile, the Terran is finishing up 3/3 and his marine/medic/tank/sci vessel army is hitting critical mass. Terran has 1 last major push to go before defilerss and ultralisks hit the field. This is where the majority of pro games would end, otherwise, Zerg gets their major T3 units and rampages across the map.

While this may sound somewhat similar to SC2, it was completely different in the sense that the fight didn't start at the edge of Zergs base, it started as soon as Terrans marines left HIS base, micro wars were constant and both sides had tricks to decimate the other side, if terrans army ever got wiped out, the game was basically over, while Zerg couldn't really wipe the army out, but it was REALLY hard for terran to push forward. Even the OP defiler/ultra/ling combo was awesome to watch. Dark Swarms would puff up everywhere and ultras, lings, and whatever lurkers Z had left over would rush forward. Terran would usually start including Firebats at this point to try to hold off the ultras, and they were decent, but it was a losing fight over time.

God, BW was so awesome to watch...


That does sound beautiful actually. q_q

So if Zerg could hold off that one late game doom push the game he had an advantage as very late game zerg is better than very late game terran in BW?


It wasn't as simple as holding off one push.


It wasn't even as he described. Zerg rarely went up to three base quick, this was only vs Protoss. Typical vs Terran was either 2 hatch muta or 3 hatch muta, with the 3rd hatch if the Zerg chose to go so being in the main. Zerg would have exactly 8 lings with speed and two sunken colonies when the Terran pushed out if it was going standard. Terran would push out with exactly two medics. Terran pushed out for the sole purpose of establishing a small amount of map presence and forcing the Zerg to build two sunken colonies, spending extra minerals. Zerg would sometimes build extra speedlings and try to flank from both sides the Marine/Medic squad that came out. However, some Terrans would build firebats instead of only marines, which would make this speedling play incredibly risky and result in having to build sunkens regardless, meaning less drones. Assuming things went standard, Zerg would have exactly 35 supply in a 3hatch scenario when the spire popped, in which Zerg would also have just had the third larvae pop from all 3 hatches, allowing exactly 9 mutas to be built. They'd eventually go up to 11 and force the Terran back into his base.

Drops were not a constant threat like you mentioned at this point in the game. Terran would then build up a MM force and defend with turrets while Zerg was taking the third. Two hydras would be put on the ramp, morphed into lurkers of the third, with the eggs preventing the terran from moving up the ramp and bum rushing it. Then, the lurkers would finish and burrow at the top of the ramp, making it nigh impossible for Terran to push up. What made Flash so distinguished from other Terran players was that his control was impeccable, he would move out with only 2/3 of 3/4 of the standard bio force at the time, and rely purely on control/micro to not get picked off by the mutas. This allowed him to pressure the third sooner, making Zergs drone up less in response and have a worse off economy.

Zerg would then attempt to contain Terran with lurkers. Terran could not push Zerg without a science vessel, and there was micro engagements (term used was leapfrogging) of tanks pushing forward to shoot lurkers, with the lurkers unburrowing and reburrowing just out of range. Constant micro engagements. Zerg could either stay on lurker/ling for a long time and try to go for a flank if Terran moved out too soon, Terran needed to actively scout the hive timing. Typically if Zerg did not go excessive lurker/ling, Terran would move out wiht 3 tanks 1 science vessel and a ton of MM. Sniping the vessel was a huge deal if Zerg could pull it off. If Terran could move across the map directly to Zerg, he would get stomped, so Zerg simply leapfrogged lurkers delaying as long as possible. Then, as he retreated to his base, Zerg would typically have 5+ sunken colonies which Terran sieged up as Zerg bought time.

The timings were on such an insanely thin wire. Savior rose to prominence for being known at holding at THE LAST SECOND. As in, the approaching Terran army would kill all the sunkens, kill like 60% of the lurkers, and AS the Terran was stimming in for a killing blow, the defilers would pop with consume ready and get a Dark Swarm off. 10 seconds later and each time he would have been killed.

At this point, Terran is taking a third and Zerg a fourth, Terran is retreating vs Zerg Dark swarms and building up a double starport fleet of mass vessels. Terran's priority is to irridiate all defilers that are available and take the Zerg on in a headon engagement. Zerg's priority is to consistently delay pushes, counter attack, etc. Zerg would have to clone scourge to kill vessels, try to get plagues off on the vessels, and now start drop play as Mutas were no longer a threat (usually dead by now). Micro engagements go on all across the map, with vessels wandering out in dangerous territory (remember there's plague, no fungal) to irridiate defilers/ultras/lurkers, while scourge try to pick off said vessels, with marines protecting the vessels. It was insane to watch the control on both sides, there's nothing comparable in SC2. Zerg would often build 1-2 mutas when a Sci Vessel cloud got plagued and use the bounce to three shot science vessels with a single attack. Terran would try to tech to mass amounts of tanks, as the splash still dealt damage, and shoot for a split map scenario which Terran would win almost every single time (Flash became also notorious for doing this ridiculously well, creating unbreakable situations). Zerg would attempt to mass expand and mine out the map and simply deny terran expansions. Cracklings vs supply depots were INSANE at how fast they took down buildings. In fact, if you haven't seen the insane damage output Zerglings wtih Adrenal had in BW, it was RIDICULOUS.

There were so many other scenarios that could play out, but the thing was, each scenario was so perfected, so exact. SC2 is just so volatile and due to the macro mechanics will never be able to achieve the exactly level of precision BW had.


You're filling in a lot more of the details, I just tried to give a quick view into what it was like and how different the dynamics were. That's why I glazed past the early and late game portions. Other options included vulture runbys, fortifying a position and isolating the 3rd, and plenty of other different strategies depending on the map architecture (remember cloaked wraiths?), which had much more meaning in BW IMO, it seems the only differences in SC2 architecture are good map vs non-playable.

Still, your examples highlight even more how amazing it was to watch BW. The top tier pros were so good it was unreal. In SC2, I feel like I could clean up a little bit of control and play with the pros. In BW, I don't even understand how these guys managed playing with perfect control in 3 different battles, some of which spanned multiple screen lengths. They really were on a completely different level.


SC2 is still quite young compared to Brood War... doesn't it make sense that not everything is refined perfectly? Especially since HotS just came out... then LotV will come out... then give it 10 years to reach that level of precision.


If you compare the amount of patches BW had versus SC2 has/will have, it is very difficult to defend SC2. The fact that LotV is not yet out is the only thing that sort of makes it tolerable. Kind of, but not really.

I do not mind, though. My expectations for SC2 were/are pretty low (but I still enjoy it overall), so I can wait 10 years for it to even dream of coming close to BW.


I'm wondering what would happen if Blizzard would give Brood War a graphical re-design and leave everything else as it is. Would it be a hipster game(as it kind of is nowadays)?


Assuming they updated the engine to allow for unlimited selection, multiple building selection, rally points, etc (the niceties of actually playing the game) I think we would have a dota2 situation. Blizzard had no need to completely revamp the StarCraft formula. Had they simply recreated the game with a 2010 graphics and processing power, it would crush the shit out of every other RTS out there.

Granted, it's nearly impossible to recreate the same engine to allow for things like muta stacking, patrol-attacking, etc, you could still end up with a very similar game.

Dota2 suffered from some of these minor differences as well, Earthshaker most notably was a BEAST on DotA, and is somewhat lackluster in DotA2 simply due to the underlying mechanics of his skills being affected by the new engine.
As it turns out, marines don't actually cost any money -Jinro
fenix404
Profile Joined May 2011
United States305 Posts
August 14 2013 00:00 GMT
#967
all i have to say, is: 9 minute hive
"think for yourself, question authority"
Qikz
Profile Blog Joined November 2009
United Kingdom12023 Posts
August 14 2013 00:06 GMT
#968
On August 14 2013 08:28 snozberry wrote:
TvZ marine/tank vs ling bling muta was the most elegant match up to watch, cool to watch because you could see the skills of the players most transparently. Now it's gone to widow mines


Has it really gone to widow mines? Or is it that now Bio has a more mobile unit to support it that we're finally seeing that Bio is too strong? :p
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Daralii
Profile Joined March 2010
United States16991 Posts
August 14 2013 00:14 GMT
#969
On August 14 2013 08:56 Jermstuddog wrote:
Show nested quote +
On August 14 2013 06:53 boxerfred wrote:
On August 14 2013 06:48 purakushi wrote:
On August 14 2013 06:40 Entirety wrote:
On August 14 2013 05:40 Jermstuddog wrote:
On August 14 2013 04:32 FabledIntegral wrote:
On August 14 2013 04:08 renaissanceMAN wrote:
On August 14 2013 03:47 Incognoto wrote:
On August 14 2013 01:41 Jermstuddog wrote:
On August 14 2013 01:26 andrewlt wrote:
[quote]

I'm not sure how these would help. The problem is, your supposed counters to bio counter siege tanks and mech harder than they counter bio. Ultralisks counter marines but marauders do a good job against them. Blinding cloud and abduct are more powerful against siege tanks than they are against bio.

Let's go back to BW TvZ. The lurker is able to counter marines but is vulnerable to spider mines. It is outranged by siege tanks, even in tank mode. The defiler's dark swarm punishes ranged units but the siege tank's splash damage still works against units under the cloud. In order for a terran to counter lurkers and defilers, they have to wait until science vessels come out and irradiate to finish researching.

What is missing in the zerg arsenal in SC2 is a counter to bio that forces the terran to tech up to counter it. By tech up, I don't mean switching some marines to marauders or going 3/3. Ravens come out earlier than science vessels but don't have anything as powerful as irradiate against zerg. Roaches and ultralisks can be countered just by switching some marines to marauders. Brood lords in sufficient quantities force the terran to supplement their bio force with vikings but ultimately does little to change the dynamic of the matchup.


Ahh, the BW comparison. I love the BW comparison because 90% of the people here have no idea how awesome BW matches were.

Let's give a little example of oldskool TvZ.

Terran would defensively take his natural while Zerg went up to 3 base, there may or may not be a bunker rush involved, but these were easily held off with 1-3 sunken colonies (spine crawlers) so no biggie, just keeping Zerg honest really.

Once Terran has 3 barracks, he begins pumping out marines and medics while Zerg has rushed for his spire. Turrets were very cheap, but not incredibly effective, this means that 2-3 SCVs were running all over the Terran base building a ring of turrets while the M&Ms pushed out on the map. With no banelings, Zerglings died instantly, but Mutas could abuse their range and speed much better in BW, so marines were constantly getting picked off while they moved across the map. If things work well for the Zerg, he pops out 2 Lurkers RIGHT as the Terran is approaching his 3rd, this holds off the push.

The Terran would usually back up, make a few dropships, and go into 7marine, 1medic or just 8 marine drops around the map, dodging the muta swarm, and adding tanks and Science Vessels to his army. Meanwhile, Zerg put scourge in strategic locations to catch the drops, moves his lurkers around so Terran doesn't know where they're at, and tries to poke in to the Terrans base with his muta swarm. Irradiate (a science vessel ability) was a 1-shot kill to Lurkers, while 2 scourge would kill a science vessel, of course, marines can kill the scourge, and the lurkers kill marines, so you have these constant micro wars across the middle of the map while drop ships and mutas are flying all around the edges. This is about the time Zerg would hit hive. Meanwhile, the Terran is finishing up 3/3 and his marine/medic/tank/sci vessel army is hitting critical mass. Terran has 1 last major push to go before defilerss and ultralisks hit the field. This is where the majority of pro games would end, otherwise, Zerg gets their major T3 units and rampages across the map.

While this may sound somewhat similar to SC2, it was completely different in the sense that the fight didn't start at the edge of Zergs base, it started as soon as Terrans marines left HIS base, micro wars were constant and both sides had tricks to decimate the other side, if terrans army ever got wiped out, the game was basically over, while Zerg couldn't really wipe the army out, but it was REALLY hard for terran to push forward. Even the OP defiler/ultra/ling combo was awesome to watch. Dark Swarms would puff up everywhere and ultras, lings, and whatever lurkers Z had left over would rush forward. Terran would usually start including Firebats at this point to try to hold off the ultras, and they were decent, but it was a losing fight over time.

God, BW was so awesome to watch...


That does sound beautiful actually. q_q

So if Zerg could hold off that one late game doom push the game he had an advantage as very late game zerg is better than very late game terran in BW?


It wasn't as simple as holding off one push.


It wasn't even as he described. Zerg rarely went up to three base quick, this was only vs Protoss. Typical vs Terran was either 2 hatch muta or 3 hatch muta, with the 3rd hatch if the Zerg chose to go so being in the main. Zerg would have exactly 8 lings with speed and two sunken colonies when the Terran pushed out if it was going standard. Terran would push out with exactly two medics. Terran pushed out for the sole purpose of establishing a small amount of map presence and forcing the Zerg to build two sunken colonies, spending extra minerals. Zerg would sometimes build extra speedlings and try to flank from both sides the Marine/Medic squad that came out. However, some Terrans would build firebats instead of only marines, which would make this speedling play incredibly risky and result in having to build sunkens regardless, meaning less drones. Assuming things went standard, Zerg would have exactly 35 supply in a 3hatch scenario when the spire popped, in which Zerg would also have just had the third larvae pop from all 3 hatches, allowing exactly 9 mutas to be built. They'd eventually go up to 11 and force the Terran back into his base.

Drops were not a constant threat like you mentioned at this point in the game. Terran would then build up a MM force and defend with turrets while Zerg was taking the third. Two hydras would be put on the ramp, morphed into lurkers of the third, with the eggs preventing the terran from moving up the ramp and bum rushing it. Then, the lurkers would finish and burrow at the top of the ramp, making it nigh impossible for Terran to push up. What made Flash so distinguished from other Terran players was that his control was impeccable, he would move out with only 2/3 of 3/4 of the standard bio force at the time, and rely purely on control/micro to not get picked off by the mutas. This allowed him to pressure the third sooner, making Zergs drone up less in response and have a worse off economy.

Zerg would then attempt to contain Terran with lurkers. Terran could not push Zerg without a science vessel, and there was micro engagements (term used was leapfrogging) of tanks pushing forward to shoot lurkers, with the lurkers unburrowing and reburrowing just out of range. Constant micro engagements. Zerg could either stay on lurker/ling for a long time and try to go for a flank if Terran moved out too soon, Terran needed to actively scout the hive timing. Typically if Zerg did not go excessive lurker/ling, Terran would move out wiht 3 tanks 1 science vessel and a ton of MM. Sniping the vessel was a huge deal if Zerg could pull it off. If Terran could move across the map directly to Zerg, he would get stomped, so Zerg simply leapfrogged lurkers delaying as long as possible. Then, as he retreated to his base, Zerg would typically have 5+ sunken colonies which Terran sieged up as Zerg bought time.

The timings were on such an insanely thin wire. Savior rose to prominence for being known at holding at THE LAST SECOND. As in, the approaching Terran army would kill all the sunkens, kill like 60% of the lurkers, and AS the Terran was stimming in for a killing blow, the defilers would pop with consume ready and get a Dark Swarm off. 10 seconds later and each time he would have been killed.

At this point, Terran is taking a third and Zerg a fourth, Terran is retreating vs Zerg Dark swarms and building up a double starport fleet of mass vessels. Terran's priority is to irridiate all defilers that are available and take the Zerg on in a headon engagement. Zerg's priority is to consistently delay pushes, counter attack, etc. Zerg would have to clone scourge to kill vessels, try to get plagues off on the vessels, and now start drop play as Mutas were no longer a threat (usually dead by now). Micro engagements go on all across the map, with vessels wandering out in dangerous territory (remember there's plague, no fungal) to irridiate defilers/ultras/lurkers, while scourge try to pick off said vessels, with marines protecting the vessels. It was insane to watch the control on both sides, there's nothing comparable in SC2. Zerg would often build 1-2 mutas when a Sci Vessel cloud got plagued and use the bounce to three shot science vessels with a single attack. Terran would try to tech to mass amounts of tanks, as the splash still dealt damage, and shoot for a split map scenario which Terran would win almost every single time (Flash became also notorious for doing this ridiculously well, creating unbreakable situations). Zerg would attempt to mass expand and mine out the map and simply deny terran expansions. Cracklings vs supply depots were INSANE at how fast they took down buildings. In fact, if you haven't seen the insane damage output Zerglings wtih Adrenal had in BW, it was RIDICULOUS.

There were so many other scenarios that could play out, but the thing was, each scenario was so perfected, so exact. SC2 is just so volatile and due to the macro mechanics will never be able to achieve the exactly level of precision BW had.


You're filling in a lot more of the details, I just tried to give a quick view into what it was like and how different the dynamics were. That's why I glazed past the early and late game portions. Other options included vulture runbys, fortifying a position and isolating the 3rd, and plenty of other different strategies depending on the map architecture (remember cloaked wraiths?), which had much more meaning in BW IMO, it seems the only differences in SC2 architecture are good map vs non-playable.

Still, your examples highlight even more how amazing it was to watch BW. The top tier pros were so good it was unreal. In SC2, I feel like I could clean up a little bit of control and play with the pros. In BW, I don't even understand how these guys managed playing with perfect control in 3 different battles, some of which spanned multiple screen lengths. They really were on a completely different level.


SC2 is still quite young compared to Brood War... doesn't it make sense that not everything is refined perfectly? Especially since HotS just came out... then LotV will come out... then give it 10 years to reach that level of precision.


If you compare the amount of patches BW had versus SC2 has/will have, it is very difficult to defend SC2. The fact that LotV is not yet out is the only thing that sort of makes it tolerable. Kind of, but not really.

I do not mind, though. My expectations for SC2 were/are pretty low (but I still enjoy it overall), so I can wait 10 years for it to even dream of coming close to BW.


I'm wondering what would happen if Blizzard would give Brood War a graphical re-design and leave everything else as it is. Would it be a hipster game(as it kind of is nowadays)?


Assuming they updated the engine to allow for unlimited selection, multiple building selection, rally points, etc (the niceties of actually playing the game) I think we would have a dota2 situation. Blizzard had no need to completely revamp the StarCraft formula. Had they simply recreated the game with a 2010 graphics and processing power, it would crush the shit out of every other RTS out there.

Granted, it's nearly impossible to recreate the same engine to allow for things like muta stacking, patrol-attacking, etc, you could still end up with a very similar game.

Dota2 suffered from some of these minor differences as well, Earthshaker most notably was a BEAST on DotA, and is somewhat lackluster in DotA2 simply due to the underlying mechanics of his skills being affected by the new engine.

At present, Dota2 has over 500 bugs and parity issues that absolutely break certain heroes, the first ones that come to mind are Earthshaker and Alchemist.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
RifleCow
Profile Joined February 2008
Canada637 Posts
August 14 2013 00:25 GMT
#970
I really like the overseer change, I think a lot of people are underestimating it. Because every time you have to wait for the overseer to arrive in order to snipe mines or put pressure on the Terran, Terran is able to push out earlier since the mutalisk harass isn't very annoying. Increased overseer speed accelerates mutalisk harassment.

Moreover, if you watch recent ZvT games you'll see that overseer's get sniped very often. If the speed buff saves 3 or 4 overseers from being sniped, guess what? You now have the money for hive.
hohoho
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2013-08-14 00:46:03
August 14 2013 00:38 GMT
#971
On August 14 2013 08:25 Big J wrote:
Show nested quote +
On August 14 2013 07:46 aZealot wrote:
On August 14 2013 07:36 Big J wrote:
On August 14 2013 06:47 boxerfred wrote:
In the beginning, Sc2:WoL was kinda Rock/Paper/Scissors, every unit had it's hard counter. Then, infestors broke lose. Since then, patches did not meet the right nerve on making the game completely (I'm on purpose not saying equal or balanced) un-abusable. Next thing that broke lose was that 2base Soultrain Protoss build in ZvP, which (imo) killed the whole matchup for some time. I'm not saying that builds do not come and go, a seemingly imba build may get hardcountered by another build within weeks. But those two builds came to mrs. balance and kind of raped her ass (Soultrain not as hard as BL/Inf). Now, things have changed, the game was not completely established newly ofc, but all matchups have changed. The sickest impacts imo:

- MSC
- Hydra speed
- Fungal change
- Widow Mines
- Viper

Now, we are still at the beginning of HotS, I would compare this to end of 2010/beginning of 2011 WoL. Now why the fuck is Blizzard trying to patch, patch, patch the hell out of this game? Seriously! Hellbat nerf. Warpprism buff. Banshee buff. All three changes affected several matchups HUGELY! Now, Blizzard goes on on the road of change with the changes proposed now.

I have some questions to the Blizzard Game Developer Team:

Why weren't you able to think deeply about the new expansion? I mean, in Beta, you saw what the Warhound did. So you took it out, completely eradicated a unit. Were you EVER able to see the impact of Hellbats on a mineral line? You were able to bring widow mines in a way that they do not have to be nerfed instantly.

Why are you kind of randoming changes? Like, nerf hellbat, and "for the sake of buffing something c'mon we have to omg omg" (that's what I call it), buff banshee? Or like, buff warpprism? There was absolutely no need for it. Now, you're thinking about buffing vipers in a kind of sick way - please, tell me your thoughts on this! Why is that necessary?

What plan do you have with HotS? In what way do you want to push the game? Faster? To a higher skill ceiling? Slower? More open to the masses that do not want to ladder 50 games a day to stay good?

When will you fix the current bugs in bnet? I mean, you patched something, and pretty much screwed bnet. How did you do that? I don't get it! It's not like I'm getting tired of re-logging in after playing a 4on4 with friends. No, I enjoy it.

When will you listen to the community's pleading for a re-boot of the bnet in general? Some call it whine, some call it "reasonable thoughts" - but there are pretty many people discussing it, so you should at least give a look at it.

But hell no! You rather go ahead and throw some more game changes into the arena. "It will work out, I'm pretty sure."


You Blizzard guys have your statistics. From what I heard, game stats differ in like 0.1 to a max of 2 percent in winrates. Well, even on a billion games, I wouldn't call a 2 percent winrate difference as "OMG SO IMBALANCED". Neither on pro level nor on everything below level. So stop throwing in a new change each month or two. Please. Just give the game half a year to develop. Listen to the community's thoughts in that time. Check long-term winrates, watch some pro level starcraft and check who's winning. But stop, please, stop mashing and mixing and changing.

So for the TL;DR-guys:

Blizzard, please stop changing the game every one or two months. Please take a look at the current state of the battle.net and decide, if you do want to change it.


Of course they should patch NOW if they feel there are problems. If they don't patch the game in the months after it has been released, when do you patch then. In 2years when everything has been figured out?
"Well, I guess we were wrong and there really were issues. We are going to patch them now, ok guys? Guys? Anybody here still playing?"

The way every (reasonable) game has ever been patched is that you
- design and alpha test it
- release a beta and balance the beta when the most unsatisfying stuff has been removed
- release the game and keep on watching whether the smaller problems go away and if not patch them
- keep on patching the game whenever issues come up for a few months or years

and if you have done a good job, the game should turn out balanced and no further patches will be needed

Of course we MUST discuss what is an issue and what is not. But I think it's quite blue-eyed to claim that everything will work out fine and the stats are in the game are better than the stats that are in the game after a patch. After all it's not like when designing and balancing the overseer they have measured 2.75 speed to be "the perfect value". They put some thought into it, but in the end it's just a number someone set at some point. And if the same person after some time comes in and states "guys, we think this number should be a little higher" I don't know what's so wrong about it. At least if they bring some good reasoning for it. Which we must discuss again, but that's something we have to do for each and every change on its own and not just discount it for the sake of not-wanting-to-change-the-game.


I think you are exaggerating here, Big J. What is a problem now, may not be a problem in a few months time. Besides what may or may not be a specific problem tends to vary depending on who you ask (strong correlation to race) and when. Moreover, the game may not be figured out in two years time (if you were serious!). That's a very long bow to play.

The main question should be are there enough tools for players to use to solve the problems that the game and other players present them? (A secondary questions is, can these problems also be fixed or looked at differently in ways that do not require changing or tweaking the rules of the game? I am looking at maps here in answering this latter question.) If the answer is: on balance and in overall terms, yes, then nothing further is required from Blizzard. It's all on the players (i.e. us).

That said, by and large, I've liked Blizzard's approach to patching in HOTS (a far cry from WOL). But, to me, this possible patch, with the exception of a number tweak to Overseer speed seems unnecessary.


The thing is, what you say may or may not come true.
Even more, I believe what makes you think differently goes back to
Show nested quote +
we MUST discuss what is an issue and what is not

E.g: Are we satisfyed that after a whole expansion focusing on factory, starport and stargate units in TvP, same are still not playable most of the time?
Or - balance aside which is by far not as bad as some make it sound - the state of ZvT is unsatisfying because - again, balance aside - the matchup has become much worse than it was (and therefore than we know how good it could be) in terms of variety.
I mean this community has discussed those things to death. But if we really want to have those things in the game in HotS, the clock is ticking. They should not and will not patch them in a year from now.

Show nested quote +
On August 14 2013 07:48 boxerfred wrote:
On August 14 2013 07:36 Big J wrote:
On August 14 2013 06:47 boxerfred wrote:
In the beginning, Sc2:WoL was kinda Rock/Paper/Scissors, every unit had it's hard counter. Then, infestors broke lose. Since then, patches did not meet the right nerve on making the game completely (I'm on purpose not saying equal or balanced) un-abusable. Next thing that broke lose was that 2base Soultrain Protoss build in ZvP, which (imo) killed the whole matchup for some time. I'm not saying that builds do not come and go, a seemingly imba build may get hardcountered by another build within weeks. But those two builds came to mrs. balance and kind of raped her ass (Soultrain not as hard as BL/Inf). Now, things have changed, the game was not completely established newly ofc, but all matchups have changed. The sickest impacts imo:

- MSC
- Hydra speed
- Fungal change
- Widow Mines
- Viper

Now, we are still at the beginning of HotS, I would compare this to end of 2010/beginning of 2011 WoL. Now why the fuck is Blizzard trying to patch, patch, patch the hell out of this game? Seriously! Hellbat nerf. Warpprism buff. Banshee buff. All three changes affected several matchups HUGELY! Now, Blizzard goes on on the road of change with the changes proposed now.

I have some questions to the Blizzard Game Developer Team:

Why weren't you able to think deeply about the new expansion? I mean, in Beta, you saw what the Warhound did. So you took it out, completely eradicated a unit. Were you EVER able to see the impact of Hellbats on a mineral line? You were able to bring widow mines in a way that they do not have to be nerfed instantly.

Why are you kind of randoming changes? Like, nerf hellbat, and "for the sake of buffing something c'mon we have to omg omg" (that's what I call it), buff banshee? Or like, buff warpprism? There was absolutely no need for it. Now, you're thinking about buffing vipers in a kind of sick way - please, tell me your thoughts on this! Why is that necessary?

What plan do you have with HotS? In what way do you want to push the game? Faster? To a higher skill ceiling? Slower? More open to the masses that do not want to ladder 50 games a day to stay good?

When will you fix the current bugs in bnet? I mean, you patched something, and pretty much screwed bnet. How did you do that? I don't get it! It's not like I'm getting tired of re-logging in after playing a 4on4 with friends. No, I enjoy it.

When will you listen to the community's pleading for a re-boot of the bnet in general? Some call it whine, some call it "reasonable thoughts" - but there are pretty many people discussing it, so you should at least give a look at it.

But hell no! You rather go ahead and throw some more game changes into the arena. "It will work out, I'm pretty sure."


You Blizzard guys have your statistics. From what I heard, game stats differ in like 0.1 to a max of 2 percent in winrates. Well, even on a billion games, I wouldn't call a 2 percent winrate difference as "OMG SO IMBALANCED". Neither on pro level nor on everything below level. So stop throwing in a new change each month or two. Please. Just give the game half a year to develop. Listen to the community's thoughts in that time. Check long-term winrates, watch some pro level starcraft and check who's winning. But stop, please, stop mashing and mixing and changing.

So for the TL;DR-guys:

Blizzard, please stop changing the game every one or two months. Please take a look at the current state of the battle.net and decide, if you do want to change it.


Of course they should patch NOW if they feel there are problems. If they don't patch the game in the months after it has been released, when do you patch then. In 2years when everything has been figured out?
"Well, I guess we were wrong and there really were issues. We are going to patch them now, ok guys? Guys? Anybody here still playing?"

The way every (reasonable) game has ever been patched is that you
- design and alpha test it
- release a beta and balance the beta when the most unsatisfying stuff has been removed
- release the game and keep on watching whether the smaller problems go away and if not patch them
- keep on patching the game whenever issues come up for a few months or years

and if you have done a good job, the game should turn out balanced and no further patches will be needed

Of course we MUST discuss what is an issue and what is not. But I think it's quite blue-eyed to claim that everything will work out fine and the stats are in the game are better than the stats that are in the game after a patch. After all it's not like when designing and balancing the overseer they have measured 2.75 speed to be "the perfect value". They put some thought into it, but in the end it's just a number someone set at some point. And if the same person after some time comes in and states "guys, we think this number should be a little higher" I don't know what's so wrong about it. At least if they bring some good reasoning for it. Which we must discuss again, but that's something we have to do for each and every change on its own and not just discount it for the sake of not-wanting-to-change-the-game.


Yep, you're right, though you're exaggerating the topic a little bit. But you're missreading me. I'm not saying "Just let the game develop and everything will be fine." (blue-eyed, as you call it). Also, I do want the game to change. I have my opinion to certain things. But I do not want to start a fire about balance issues or anything else/similar here. But at the time, the game is changed over and over again. And the only necessary change was the (as we all can agree I guess) big Hellbat issue.

How does Blizzard identify "problems", as you call it? They only can do it via two ways (point out more if you can. I can't see everything at once).

1) via overall winrates on ladder and pro tournaments, taking all regions in consideration. Those statistics can only say something true about the state of the game if there's at least a month (I would go so far and say 1-3 months) of continueing observation. A kind of good example might be the Soul Train after the immortal bust - I do not have proof, but I could imagine that the average PvZ gametime was shortened a bit.
2) via community/pro player feedback, best example: BL/Inf, and hellbats.

I can't imagine having a hundred guys in Paris at Blizzard EU headquarter playing 8h a day StarCraft II to find out things about balance issues, sorry.

As you pointed out, a "problem" was seen and instantly changed, with a kind-of-well-thought-out patch. It could have been better, but you are right: they couldn't wait any longer. But, and here comes the rest of the changes so far in HotS: if there is no hot problem, there should be given more time before making changes.

I hope you got me right now. Please take the time to read it, TL;DR makes me sad.

Edit: Regarding the "If you don't change now at the beginning, when do you patch then? In two years?": Well. Blizzard does bring out freaking Legacy of the Void. If you do not call that a change, I do not know what else could be a gamechanger for you. So, there goes your point, huh?


Sounds reasonable. I think it does come down to you having a different view about what is a problem and what isn't than I have. Because if we put balance first uncontested, I think you are very right.
But also I want to say that people fear patches breaking the (meta-)game way too much. We had such patches (and quite more than the one most people will think about when I write this). But most of the time the game turned out better when patched then before, as long as blizzard kept up with adjusting any new problem in reasonable time. (e.g. when they nerfed roaches to hell in WoL beta, and then gave them the +1range buff; when they hugely changed fungal - and then subsequentally nerfed NP, fungal and infestor movement speed; when they removed the Khaydarian Amulet, but gave charge a hit-guarantee instead --> the queen patch is the one and only patch where they did a patch, but did not balance out the follow up problems (infestor/broodlord lategame))


About LotV:
- it obviously would be best for LotV if HotS was already the best it can be:
I'm (once again) gonna point out Mech TvP as an example for something that isn't as good as it could be: Let's say blizzard changed the siege tank tomorrow and suddenly it would work out beautifully (maybe with the one or other follow up tweak). Then this would give them a hint that we don't need another Mech unit in LotV. Meanwhile if it doesn't work by the end of HotS... what unit(s) should LotV introduce? Should they try to make mech work with new units? Should they only patch it, like they did with the medivac? Should they declare it broken beyond repair? It would be much better for LotV to have a very good HotS!
- is it certain that LotV repair what HotS could not repair (or may even have destroyed)? E.g. do you think blizzard will make another expansion focusing on factory units against Protoss? I think the chances are quite slim. Like factory TvP is a prime example of what should be patched. Blizzard explicitly wanted it to work. The community explicitly wanted it to work. The only justification for it not getting patched is that it may shake up the game.


I've got no objection to the community discussing strategies and changes. In fact that discussion may be constructive in locating and devising solutions to the problems thrown up in the game. (Examples of threads I consider constructive are, for example, Q-Tip's old thread on how to beat the 1/1/1 which was a collaborative effort by a number of Protoss players). I do, however, object to the nature of a good number of recent discussion which, to my mind, has not been constructive and the belief that the discussion (especially as it escalates in volume) must necessarily end in a Blizzard balance patch.

As to stagnation and lack of variety these arguments are terribly overplayed. They usually indicate a stable game (which is inevitable once a new game beds itself down a little as HOTS is appearing to) and allows for more variations within that stable theme (and allows for an opposing theme). The other side of stagnation is a problem that cannot be solved, or in this instance may be unsolvable - as in the TvZ example you suggested. My response is that it is too early to tell, and I'd rather wait.

Let's be clear. I have no objection to rare and minor design tweaks/small balance patches (such as the Overseer change). It is a minimal adjustment that may give Z players the confidence (even the nudge?) to solve a problem. But, the rest seems unnecessary to me. And constant discussion of what may or may not make the game better is really in the end an exercise in navel gazing. Basically, you may or may not have a good idea for the game, but I'd rather Blizzard ignored you and carried on.
KT best KT ~ 2014
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
August 14 2013 00:42 GMT
#972
On August 14 2013 08:56 Jermstuddog wrote:
Show nested quote +
On August 14 2013 06:53 boxerfred wrote:
On August 14 2013 06:48 purakushi wrote:
On August 14 2013 06:40 Entirety wrote:
On August 14 2013 05:40 Jermstuddog wrote:
On August 14 2013 04:32 FabledIntegral wrote:
On August 14 2013 04:08 renaissanceMAN wrote:
On August 14 2013 03:47 Incognoto wrote:
On August 14 2013 01:41 Jermstuddog wrote:
On August 14 2013 01:26 andrewlt wrote:
[quote]

I'm not sure how these would help. The problem is, your supposed counters to bio counter siege tanks and mech harder than they counter bio. Ultralisks counter marines but marauders do a good job against them. Blinding cloud and abduct are more powerful against siege tanks than they are against bio.

Let's go back to BW TvZ. The lurker is able to counter marines but is vulnerable to spider mines. It is outranged by siege tanks, even in tank mode. The defiler's dark swarm punishes ranged units but the siege tank's splash damage still works against units under the cloud. In order for a terran to counter lurkers and defilers, they have to wait until science vessels come out and irradiate to finish researching.

What is missing in the zerg arsenal in SC2 is a counter to bio that forces the terran to tech up to counter it. By tech up, I don't mean switching some marines to marauders or going 3/3. Ravens come out earlier than science vessels but don't have anything as powerful as irradiate against zerg. Roaches and ultralisks can be countered just by switching some marines to marauders. Brood lords in sufficient quantities force the terran to supplement their bio force with vikings but ultimately does little to change the dynamic of the matchup.


Ahh, the BW comparison. I love the BW comparison because 90% of the people here have no idea how awesome BW matches were.

Let's give a little example of oldskool TvZ.

Terran would defensively take his natural while Zerg went up to 3 base, there may or may not be a bunker rush involved, but these were easily held off with 1-3 sunken colonies (spine crawlers) so no biggie, just keeping Zerg honest really.

Once Terran has 3 barracks, he begins pumping out marines and medics while Zerg has rushed for his spire. Turrets were very cheap, but not incredibly effective, this means that 2-3 SCVs were running all over the Terran base building a ring of turrets while the M&Ms pushed out on the map. With no banelings, Zerglings died instantly, but Mutas could abuse their range and speed much better in BW, so marines were constantly getting picked off while they moved across the map. If things work well for the Zerg, he pops out 2 Lurkers RIGHT as the Terran is approaching his 3rd, this holds off the push.

The Terran would usually back up, make a few dropships, and go into 7marine, 1medic or just 8 marine drops around the map, dodging the muta swarm, and adding tanks and Science Vessels to his army. Meanwhile, Zerg put scourge in strategic locations to catch the drops, moves his lurkers around so Terran doesn't know where they're at, and tries to poke in to the Terrans base with his muta swarm. Irradiate (a science vessel ability) was a 1-shot kill to Lurkers, while 2 scourge would kill a science vessel, of course, marines can kill the scourge, and the lurkers kill marines, so you have these constant micro wars across the middle of the map while drop ships and mutas are flying all around the edges. This is about the time Zerg would hit hive. Meanwhile, the Terran is finishing up 3/3 and his marine/medic/tank/sci vessel army is hitting critical mass. Terran has 1 last major push to go before defilerss and ultralisks hit the field. This is where the majority of pro games would end, otherwise, Zerg gets their major T3 units and rampages across the map.

While this may sound somewhat similar to SC2, it was completely different in the sense that the fight didn't start at the edge of Zergs base, it started as soon as Terrans marines left HIS base, micro wars were constant and both sides had tricks to decimate the other side, if terrans army ever got wiped out, the game was basically over, while Zerg couldn't really wipe the army out, but it was REALLY hard for terran to push forward. Even the OP defiler/ultra/ling combo was awesome to watch. Dark Swarms would puff up everywhere and ultras, lings, and whatever lurkers Z had left over would rush forward. Terran would usually start including Firebats at this point to try to hold off the ultras, and they were decent, but it was a losing fight over time.

God, BW was so awesome to watch...


That does sound beautiful actually. q_q

So if Zerg could hold off that one late game doom push the game he had an advantage as very late game zerg is better than very late game terran in BW?


It wasn't as simple as holding off one push.


It wasn't even as he described. Zerg rarely went up to three base quick, this was only vs Protoss. Typical vs Terran was either 2 hatch muta or 3 hatch muta, with the 3rd hatch if the Zerg chose to go so being in the main. Zerg would have exactly 8 lings with speed and two sunken colonies when the Terran pushed out if it was going standard. Terran would push out with exactly two medics. Terran pushed out for the sole purpose of establishing a small amount of map presence and forcing the Zerg to build two sunken colonies, spending extra minerals. Zerg would sometimes build extra speedlings and try to flank from both sides the Marine/Medic squad that came out. However, some Terrans would build firebats instead of only marines, which would make this speedling play incredibly risky and result in having to build sunkens regardless, meaning less drones. Assuming things went standard, Zerg would have exactly 35 supply in a 3hatch scenario when the spire popped, in which Zerg would also have just had the third larvae pop from all 3 hatches, allowing exactly 9 mutas to be built. They'd eventually go up to 11 and force the Terran back into his base.

Drops were not a constant threat like you mentioned at this point in the game. Terran would then build up a MM force and defend with turrets while Zerg was taking the third. Two hydras would be put on the ramp, morphed into lurkers of the third, with the eggs preventing the terran from moving up the ramp and bum rushing it. Then, the lurkers would finish and burrow at the top of the ramp, making it nigh impossible for Terran to push up. What made Flash so distinguished from other Terran players was that his control was impeccable, he would move out with only 2/3 of 3/4 of the standard bio force at the time, and rely purely on control/micro to not get picked off by the mutas. This allowed him to pressure the third sooner, making Zergs drone up less in response and have a worse off economy.

Zerg would then attempt to contain Terran with lurkers. Terran could not push Zerg without a science vessel, and there was micro engagements (term used was leapfrogging) of tanks pushing forward to shoot lurkers, with the lurkers unburrowing and reburrowing just out of range. Constant micro engagements. Zerg could either stay on lurker/ling for a long time and try to go for a flank if Terran moved out too soon, Terran needed to actively scout the hive timing. Typically if Zerg did not go excessive lurker/ling, Terran would move out wiht 3 tanks 1 science vessel and a ton of MM. Sniping the vessel was a huge deal if Zerg could pull it off. If Terran could move across the map directly to Zerg, he would get stomped, so Zerg simply leapfrogged lurkers delaying as long as possible. Then, as he retreated to his base, Zerg would typically have 5+ sunken colonies which Terran sieged up as Zerg bought time.

The timings were on such an insanely thin wire. Savior rose to prominence for being known at holding at THE LAST SECOND. As in, the approaching Terran army would kill all the sunkens, kill like 60% of the lurkers, and AS the Terran was stimming in for a killing blow, the defilers would pop with consume ready and get a Dark Swarm off. 10 seconds later and each time he would have been killed.

At this point, Terran is taking a third and Zerg a fourth, Terran is retreating vs Zerg Dark swarms and building up a double starport fleet of mass vessels. Terran's priority is to irridiate all defilers that are available and take the Zerg on in a headon engagement. Zerg's priority is to consistently delay pushes, counter attack, etc. Zerg would have to clone scourge to kill vessels, try to get plagues off on the vessels, and now start drop play as Mutas were no longer a threat (usually dead by now). Micro engagements go on all across the map, with vessels wandering out in dangerous territory (remember there's plague, no fungal) to irridiate defilers/ultras/lurkers, while scourge try to pick off said vessels, with marines protecting the vessels. It was insane to watch the control on both sides, there's nothing comparable in SC2. Zerg would often build 1-2 mutas when a Sci Vessel cloud got plagued and use the bounce to three shot science vessels with a single attack. Terran would try to tech to mass amounts of tanks, as the splash still dealt damage, and shoot for a split map scenario which Terran would win almost every single time (Flash became also notorious for doing this ridiculously well, creating unbreakable situations). Zerg would attempt to mass expand and mine out the map and simply deny terran expansions. Cracklings vs supply depots were INSANE at how fast they took down buildings. In fact, if you haven't seen the insane damage output Zerglings wtih Adrenal had in BW, it was RIDICULOUS.

There were so many other scenarios that could play out, but the thing was, each scenario was so perfected, so exact. SC2 is just so volatile and due to the macro mechanics will never be able to achieve the exactly level of precision BW had.


You're filling in a lot more of the details, I just tried to give a quick view into what it was like and how different the dynamics were. That's why I glazed past the early and late game portions. Other options included vulture runbys, fortifying a position and isolating the 3rd, and plenty of other different strategies depending on the map architecture (remember cloaked wraiths?), which had much more meaning in BW IMO, it seems the only differences in SC2 architecture are good map vs non-playable.

Still, your examples highlight even more how amazing it was to watch BW. The top tier pros were so good it was unreal. In SC2, I feel like I could clean up a little bit of control and play with the pros. In BW, I don't even understand how these guys managed playing with perfect control in 3 different battles, some of which spanned multiple screen lengths. They really were on a completely different level.


SC2 is still quite young compared to Brood War... doesn't it make sense that not everything is refined perfectly? Especially since HotS just came out... then LotV will come out... then give it 10 years to reach that level of precision.


If you compare the amount of patches BW had versus SC2 has/will have, it is very difficult to defend SC2. The fact that LotV is not yet out is the only thing that sort of makes it tolerable. Kind of, but not really.

I do not mind, though. My expectations for SC2 were/are pretty low (but I still enjoy it overall), so I can wait 10 years for it to even dream of coming close to BW.


I'm wondering what would happen if Blizzard would give Brood War a graphical re-design and leave everything else as it is. Would it be a hipster game(as it kind of is nowadays)?


Assuming they updated the engine to allow for unlimited selection, multiple building selection, rally points, etc (the niceties of actually playing the game) I think we would have a dota2 situation. Blizzard had no need to completely revamp the StarCraft formula. Had they simply recreated the game with a 2010 graphics and processing power, it would crush the shit out of every other RTS out there.

Granted, it's nearly impossible to recreate the same engine to allow for things like muta stacking, patrol-attacking, etc, you could still end up with a very similar game.

Dota2 suffered from some of these minor differences as well, Earthshaker most notably was a BEAST on DotA, and is somewhat lackluster in DotA2 simply due to the underlying mechanics of his skills being affected by the new engine.


To be honest, I'd never have purchased that game. (And I played BW between 1998 - 2000/2001.)

Say what you like about Blizzard's mistake, but not taking the timid step of recreating BW was the right step to take.
KT best KT ~ 2014
Limniscate
Profile Joined October 2010
United States84 Posts
August 14 2013 00:55 GMT
#973
I still think they should buff Oracle acceleration. It's a fairly bad unit right now.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
August 14 2013 01:03 GMT
#974
On August 14 2013 09:42 aZealot wrote:
Show nested quote +
On August 14 2013 08:56 Jermstuddog wrote:
On August 14 2013 06:53 boxerfred wrote:
On August 14 2013 06:48 purakushi wrote:
On August 14 2013 06:40 Entirety wrote:
On August 14 2013 05:40 Jermstuddog wrote:
On August 14 2013 04:32 FabledIntegral wrote:
On August 14 2013 04:08 renaissanceMAN wrote:
On August 14 2013 03:47 Incognoto wrote:
On August 14 2013 01:41 Jermstuddog wrote:
[quote]

Ahh, the BW comparison. I love the BW comparison because 90% of the people here have no idea how awesome BW matches were.

Let's give a little example of oldskool TvZ.

Terran would defensively take his natural while Zerg went up to 3 base, there may or may not be a bunker rush involved, but these were easily held off with 1-3 sunken colonies (spine crawlers) so no biggie, just keeping Zerg honest really.

Once Terran has 3 barracks, he begins pumping out marines and medics while Zerg has rushed for his spire. Turrets were very cheap, but not incredibly effective, this means that 2-3 SCVs were running all over the Terran base building a ring of turrets while the M&Ms pushed out on the map. With no banelings, Zerglings died instantly, but Mutas could abuse their range and speed much better in BW, so marines were constantly getting picked off while they moved across the map. If things work well for the Zerg, he pops out 2 Lurkers RIGHT as the Terran is approaching his 3rd, this holds off the push.

The Terran would usually back up, make a few dropships, and go into 7marine, 1medic or just 8 marine drops around the map, dodging the muta swarm, and adding tanks and Science Vessels to his army. Meanwhile, Zerg put scourge in strategic locations to catch the drops, moves his lurkers around so Terran doesn't know where they're at, and tries to poke in to the Terrans base with his muta swarm. Irradiate (a science vessel ability) was a 1-shot kill to Lurkers, while 2 scourge would kill a science vessel, of course, marines can kill the scourge, and the lurkers kill marines, so you have these constant micro wars across the middle of the map while drop ships and mutas are flying all around the edges. This is about the time Zerg would hit hive. Meanwhile, the Terran is finishing up 3/3 and his marine/medic/tank/sci vessel army is hitting critical mass. Terran has 1 last major push to go before defilerss and ultralisks hit the field. This is where the majority of pro games would end, otherwise, Zerg gets their major T3 units and rampages across the map.

While this may sound somewhat similar to SC2, it was completely different in the sense that the fight didn't start at the edge of Zergs base, it started as soon as Terrans marines left HIS base, micro wars were constant and both sides had tricks to decimate the other side, if terrans army ever got wiped out, the game was basically over, while Zerg couldn't really wipe the army out, but it was REALLY hard for terran to push forward. Even the OP defiler/ultra/ling combo was awesome to watch. Dark Swarms would puff up everywhere and ultras, lings, and whatever lurkers Z had left over would rush forward. Terran would usually start including Firebats at this point to try to hold off the ultras, and they were decent, but it was a losing fight over time.

God, BW was so awesome to watch...


That does sound beautiful actually. q_q

So if Zerg could hold off that one late game doom push the game he had an advantage as very late game zerg is better than very late game terran in BW?


It wasn't as simple as holding off one push.


It wasn't even as he described. Zerg rarely went up to three base quick, this was only vs Protoss. Typical vs Terran was either 2 hatch muta or 3 hatch muta, with the 3rd hatch if the Zerg chose to go so being in the main. Zerg would have exactly 8 lings with speed and two sunken colonies when the Terran pushed out if it was going standard. Terran would push out with exactly two medics. Terran pushed out for the sole purpose of establishing a small amount of map presence and forcing the Zerg to build two sunken colonies, spending extra minerals. Zerg would sometimes build extra speedlings and try to flank from both sides the Marine/Medic squad that came out. However, some Terrans would build firebats instead of only marines, which would make this speedling play incredibly risky and result in having to build sunkens regardless, meaning less drones. Assuming things went standard, Zerg would have exactly 35 supply in a 3hatch scenario when the spire popped, in which Zerg would also have just had the third larvae pop from all 3 hatches, allowing exactly 9 mutas to be built. They'd eventually go up to 11 and force the Terran back into his base.

Drops were not a constant threat like you mentioned at this point in the game. Terran would then build up a MM force and defend with turrets while Zerg was taking the third. Two hydras would be put on the ramp, morphed into lurkers of the third, with the eggs preventing the terran from moving up the ramp and bum rushing it. Then, the lurkers would finish and burrow at the top of the ramp, making it nigh impossible for Terran to push up. What made Flash so distinguished from other Terran players was that his control was impeccable, he would move out with only 2/3 of 3/4 of the standard bio force at the time, and rely purely on control/micro to not get picked off by the mutas. This allowed him to pressure the third sooner, making Zergs drone up less in response and have a worse off economy.

Zerg would then attempt to contain Terran with lurkers. Terran could not push Zerg without a science vessel, and there was micro engagements (term used was leapfrogging) of tanks pushing forward to shoot lurkers, with the lurkers unburrowing and reburrowing just out of range. Constant micro engagements. Zerg could either stay on lurker/ling for a long time and try to go for a flank if Terran moved out too soon, Terran needed to actively scout the hive timing. Typically if Zerg did not go excessive lurker/ling, Terran would move out wiht 3 tanks 1 science vessel and a ton of MM. Sniping the vessel was a huge deal if Zerg could pull it off. If Terran could move across the map directly to Zerg, he would get stomped, so Zerg simply leapfrogged lurkers delaying as long as possible. Then, as he retreated to his base, Zerg would typically have 5+ sunken colonies which Terran sieged up as Zerg bought time.

The timings were on such an insanely thin wire. Savior rose to prominence for being known at holding at THE LAST SECOND. As in, the approaching Terran army would kill all the sunkens, kill like 60% of the lurkers, and AS the Terran was stimming in for a killing blow, the defilers would pop with consume ready and get a Dark Swarm off. 10 seconds later and each time he would have been killed.

At this point, Terran is taking a third and Zerg a fourth, Terran is retreating vs Zerg Dark swarms and building up a double starport fleet of mass vessels. Terran's priority is to irridiate all defilers that are available and take the Zerg on in a headon engagement. Zerg's priority is to consistently delay pushes, counter attack, etc. Zerg would have to clone scourge to kill vessels, try to get plagues off on the vessels, and now start drop play as Mutas were no longer a threat (usually dead by now). Micro engagements go on all across the map, with vessels wandering out in dangerous territory (remember there's plague, no fungal) to irridiate defilers/ultras/lurkers, while scourge try to pick off said vessels, with marines protecting the vessels. It was insane to watch the control on both sides, there's nothing comparable in SC2. Zerg would often build 1-2 mutas when a Sci Vessel cloud got plagued and use the bounce to three shot science vessels with a single attack. Terran would try to tech to mass amounts of tanks, as the splash still dealt damage, and shoot for a split map scenario which Terran would win almost every single time (Flash became also notorious for doing this ridiculously well, creating unbreakable situations). Zerg would attempt to mass expand and mine out the map and simply deny terran expansions. Cracklings vs supply depots were INSANE at how fast they took down buildings. In fact, if you haven't seen the insane damage output Zerglings wtih Adrenal had in BW, it was RIDICULOUS.

There were so many other scenarios that could play out, but the thing was, each scenario was so perfected, so exact. SC2 is just so volatile and due to the macro mechanics will never be able to achieve the exactly level of precision BW had.


You're filling in a lot more of the details, I just tried to give a quick view into what it was like and how different the dynamics were. That's why I glazed past the early and late game portions. Other options included vulture runbys, fortifying a position and isolating the 3rd, and plenty of other different strategies depending on the map architecture (remember cloaked wraiths?), which had much more meaning in BW IMO, it seems the only differences in SC2 architecture are good map vs non-playable.

Still, your examples highlight even more how amazing it was to watch BW. The top tier pros were so good it was unreal. In SC2, I feel like I could clean up a little bit of control and play with the pros. In BW, I don't even understand how these guys managed playing with perfect control in 3 different battles, some of which spanned multiple screen lengths. They really were on a completely different level.


SC2 is still quite young compared to Brood War... doesn't it make sense that not everything is refined perfectly? Especially since HotS just came out... then LotV will come out... then give it 10 years to reach that level of precision.


If you compare the amount of patches BW had versus SC2 has/will have, it is very difficult to defend SC2. The fact that LotV is not yet out is the only thing that sort of makes it tolerable. Kind of, but not really.

I do not mind, though. My expectations for SC2 were/are pretty low (but I still enjoy it overall), so I can wait 10 years for it to even dream of coming close to BW.


I'm wondering what would happen if Blizzard would give Brood War a graphical re-design and leave everything else as it is. Would it be a hipster game(as it kind of is nowadays)?


Assuming they updated the engine to allow for unlimited selection, multiple building selection, rally points, etc (the niceties of actually playing the game) I think we would have a dota2 situation. Blizzard had no need to completely revamp the StarCraft formula. Had they simply recreated the game with a 2010 graphics and processing power, it would crush the shit out of every other RTS out there.

Granted, it's nearly impossible to recreate the same engine to allow for things like muta stacking, patrol-attacking, etc, you could still end up with a very similar game.

Dota2 suffered from some of these minor differences as well, Earthshaker most notably was a BEAST on DotA, and is somewhat lackluster in DotA2 simply due to the underlying mechanics of his skills being affected by the new engine.


To be honest, I'd never have purchased that game. (And I played BW between 1998 - 2000/2001.)

Say what you like about Blizzard's mistake, but not taking the timid step of recreating BW was the right step to take.

If it was only an HD update of Brood War they could have made it F2P probably, so chances are you wouldn't have to purchase it.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Serpico
Profile Joined May 2010
4285 Posts
Last Edited: 2013-08-14 01:21:18
August 14 2013 01:20 GMT
#975
On August 14 2013 09:42 aZealot wrote:
Show nested quote +
On August 14 2013 08:56 Jermstuddog wrote:
On August 14 2013 06:53 boxerfred wrote:
On August 14 2013 06:48 purakushi wrote:
On August 14 2013 06:40 Entirety wrote:
On August 14 2013 05:40 Jermstuddog wrote:
On August 14 2013 04:32 FabledIntegral wrote:
On August 14 2013 04:08 renaissanceMAN wrote:
On August 14 2013 03:47 Incognoto wrote:
On August 14 2013 01:41 Jermstuddog wrote:
[quote]

Ahh, the BW comparison. I love the BW comparison because 90% of the people here have no idea how awesome BW matches were.

Let's give a little example of oldskool TvZ.

Terran would defensively take his natural while Zerg went up to 3 base, there may or may not be a bunker rush involved, but these were easily held off with 1-3 sunken colonies (spine crawlers) so no biggie, just keeping Zerg honest really.

Once Terran has 3 barracks, he begins pumping out marines and medics while Zerg has rushed for his spire. Turrets were very cheap, but not incredibly effective, this means that 2-3 SCVs were running all over the Terran base building a ring of turrets while the M&Ms pushed out on the map. With no banelings, Zerglings died instantly, but Mutas could abuse their range and speed much better in BW, so marines were constantly getting picked off while they moved across the map. If things work well for the Zerg, he pops out 2 Lurkers RIGHT as the Terran is approaching his 3rd, this holds off the push.

The Terran would usually back up, make a few dropships, and go into 7marine, 1medic or just 8 marine drops around the map, dodging the muta swarm, and adding tanks and Science Vessels to his army. Meanwhile, Zerg put scourge in strategic locations to catch the drops, moves his lurkers around so Terran doesn't know where they're at, and tries to poke in to the Terrans base with his muta swarm. Irradiate (a science vessel ability) was a 1-shot kill to Lurkers, while 2 scourge would kill a science vessel, of course, marines can kill the scourge, and the lurkers kill marines, so you have these constant micro wars across the middle of the map while drop ships and mutas are flying all around the edges. This is about the time Zerg would hit hive. Meanwhile, the Terran is finishing up 3/3 and his marine/medic/tank/sci vessel army is hitting critical mass. Terran has 1 last major push to go before defilerss and ultralisks hit the field. This is where the majority of pro games would end, otherwise, Zerg gets their major T3 units and rampages across the map.

While this may sound somewhat similar to SC2, it was completely different in the sense that the fight didn't start at the edge of Zergs base, it started as soon as Terrans marines left HIS base, micro wars were constant and both sides had tricks to decimate the other side, if terrans army ever got wiped out, the game was basically over, while Zerg couldn't really wipe the army out, but it was REALLY hard for terran to push forward. Even the OP defiler/ultra/ling combo was awesome to watch. Dark Swarms would puff up everywhere and ultras, lings, and whatever lurkers Z had left over would rush forward. Terran would usually start including Firebats at this point to try to hold off the ultras, and they were decent, but it was a losing fight over time.

God, BW was so awesome to watch...


That does sound beautiful actually. q_q

So if Zerg could hold off that one late game doom push the game he had an advantage as very late game zerg is better than very late game terran in BW?


It wasn't as simple as holding off one push.


It wasn't even as he described. Zerg rarely went up to three base quick, this was only vs Protoss. Typical vs Terran was either 2 hatch muta or 3 hatch muta, with the 3rd hatch if the Zerg chose to go so being in the main. Zerg would have exactly 8 lings with speed and two sunken colonies when the Terran pushed out if it was going standard. Terran would push out with exactly two medics. Terran pushed out for the sole purpose of establishing a small amount of map presence and forcing the Zerg to build two sunken colonies, spending extra minerals. Zerg would sometimes build extra speedlings and try to flank from both sides the Marine/Medic squad that came out. However, some Terrans would build firebats instead of only marines, which would make this speedling play incredibly risky and result in having to build sunkens regardless, meaning less drones. Assuming things went standard, Zerg would have exactly 35 supply in a 3hatch scenario when the spire popped, in which Zerg would also have just had the third larvae pop from all 3 hatches, allowing exactly 9 mutas to be built. They'd eventually go up to 11 and force the Terran back into his base.

Drops were not a constant threat like you mentioned at this point in the game. Terran would then build up a MM force and defend with turrets while Zerg was taking the third. Two hydras would be put on the ramp, morphed into lurkers of the third, with the eggs preventing the terran from moving up the ramp and bum rushing it. Then, the lurkers would finish and burrow at the top of the ramp, making it nigh impossible for Terran to push up. What made Flash so distinguished from other Terran players was that his control was impeccable, he would move out with only 2/3 of 3/4 of the standard bio force at the time, and rely purely on control/micro to not get picked off by the mutas. This allowed him to pressure the third sooner, making Zergs drone up less in response and have a worse off economy.

Zerg would then attempt to contain Terran with lurkers. Terran could not push Zerg without a science vessel, and there was micro engagements (term used was leapfrogging) of tanks pushing forward to shoot lurkers, with the lurkers unburrowing and reburrowing just out of range. Constant micro engagements. Zerg could either stay on lurker/ling for a long time and try to go for a flank if Terran moved out too soon, Terran needed to actively scout the hive timing. Typically if Zerg did not go excessive lurker/ling, Terran would move out wiht 3 tanks 1 science vessel and a ton of MM. Sniping the vessel was a huge deal if Zerg could pull it off. If Terran could move across the map directly to Zerg, he would get stomped, so Zerg simply leapfrogged lurkers delaying as long as possible. Then, as he retreated to his base, Zerg would typically have 5+ sunken colonies which Terran sieged up as Zerg bought time.

The timings were on such an insanely thin wire. Savior rose to prominence for being known at holding at THE LAST SECOND. As in, the approaching Terran army would kill all the sunkens, kill like 60% of the lurkers, and AS the Terran was stimming in for a killing blow, the defilers would pop with consume ready and get a Dark Swarm off. 10 seconds later and each time he would have been killed.

At this point, Terran is taking a third and Zerg a fourth, Terran is retreating vs Zerg Dark swarms and building up a double starport fleet of mass vessels. Terran's priority is to irridiate all defilers that are available and take the Zerg on in a headon engagement. Zerg's priority is to consistently delay pushes, counter attack, etc. Zerg would have to clone scourge to kill vessels, try to get plagues off on the vessels, and now start drop play as Mutas were no longer a threat (usually dead by now). Micro engagements go on all across the map, with vessels wandering out in dangerous territory (remember there's plague, no fungal) to irridiate defilers/ultras/lurkers, while scourge try to pick off said vessels, with marines protecting the vessels. It was insane to watch the control on both sides, there's nothing comparable in SC2. Zerg would often build 1-2 mutas when a Sci Vessel cloud got plagued and use the bounce to three shot science vessels with a single attack. Terran would try to tech to mass amounts of tanks, as the splash still dealt damage, and shoot for a split map scenario which Terran would win almost every single time (Flash became also notorious for doing this ridiculously well, creating unbreakable situations). Zerg would attempt to mass expand and mine out the map and simply deny terran expansions. Cracklings vs supply depots were INSANE at how fast they took down buildings. In fact, if you haven't seen the insane damage output Zerglings wtih Adrenal had in BW, it was RIDICULOUS.

There were so many other scenarios that could play out, but the thing was, each scenario was so perfected, so exact. SC2 is just so volatile and due to the macro mechanics will never be able to achieve the exactly level of precision BW had.


You're filling in a lot more of the details, I just tried to give a quick view into what it was like and how different the dynamics were. That's why I glazed past the early and late game portions. Other options included vulture runbys, fortifying a position and isolating the 3rd, and plenty of other different strategies depending on the map architecture (remember cloaked wraiths?), which had much more meaning in BW IMO, it seems the only differences in SC2 architecture are good map vs non-playable.

Still, your examples highlight even more how amazing it was to watch BW. The top tier pros were so good it was unreal. In SC2, I feel like I could clean up a little bit of control and play with the pros. In BW, I don't even understand how these guys managed playing with perfect control in 3 different battles, some of which spanned multiple screen lengths. They really were on a completely different level.


SC2 is still quite young compared to Brood War... doesn't it make sense that not everything is refined perfectly? Especially since HotS just came out... then LotV will come out... then give it 10 years to reach that level of precision.


If you compare the amount of patches BW had versus SC2 has/will have, it is very difficult to defend SC2. The fact that LotV is not yet out is the only thing that sort of makes it tolerable. Kind of, but not really.

I do not mind, though. My expectations for SC2 were/are pretty low (but I still enjoy it overall), so I can wait 10 years for it to even dream of coming close to BW.


I'm wondering what would happen if Blizzard would give Brood War a graphical re-design and leave everything else as it is. Would it be a hipster game(as it kind of is nowadays)?


Assuming they updated the engine to allow for unlimited selection, multiple building selection, rally points, etc (the niceties of actually playing the game) I think we would have a dota2 situation. Blizzard had no need to completely revamp the StarCraft formula. Had they simply recreated the game with a 2010 graphics and processing power, it would crush the shit out of every other RTS out there.

Granted, it's nearly impossible to recreate the same engine to allow for things like muta stacking, patrol-attacking, etc, you could still end up with a very similar game.

Dota2 suffered from some of these minor differences as well, Earthshaker most notably was a BEAST on DotA, and is somewhat lackluster in DotA2 simply due to the underlying mechanics of his skills being affected by the new engine.


To be honest, I'd never have purchased that game. (And I played BW between 1998 - 2000/2001.)

Say what you like about Blizzard's mistake, but not taking the timid step of recreating BW was the right step to take.

Simply changing the most well received competitive RTS ever is far from brave, unless you think you're good enough to make it better, which is incredibly unlikely for any game or developer regardless of talent or tools.
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
August 14 2013 01:57 GMT
#976
I still don't know why they wont build upon BW (using the formula that made this game awesome) instead of trying to make a whole new game where action is preferred over strategy. I hate beating the dead horse but.. its a horse I cannot literally let go of due to how great SC1:BW was. Mind you SC1 was horrible!

With regards to warhound.. I really wished they tested the warhound as a one half of a thor with weak ground attack. So something along 2~3 supply, 150min/100gas, gives you splash AA at range 8~9 (with an upgrade to an anti armoured attack) etc. Instead of "destroy anything mechanical" 1A unit that it was.

ftm
Profile Joined August 2013
Australia47 Posts
August 14 2013 02:37 GMT
#977
On August 14 2013 10:57 YyapSsap wrote:
I still don't know why they wont build upon BW (using the formula that made this game awesome) instead of trying to make a whole new game where action is preferred over strategy. I hate beating the dead horse but.. its a horse I cannot literally let go of due to how great SC1:BW was. Mind you SC1 was horrible!

With regards to warhound.. I really wished they tested the warhound as a one half of a thor with weak ground attack. So something along 2~3 supply, 150min/100gas, gives you splash AA at range 8~9 (with an upgrade to an anti armoured attack) etc. Instead of "destroy anything mechanical" 1A unit that it was.



I like your thinking. Making everything happen quicker isn't really fun to play or watch necessarily. Although, kudos to blizzard with the faster economy in sc2, as it creates so many more openings and build orders than BW.

Re: warhound, wouldn't it be cool if the terran massive ground unit was a mech warrior? Not the slow sluggish thor, but like, a giant goliath? I would f*** love that. Someone plz make a mechwarrior mod in arcade.
"Hell...ain't a man of 'em could catch you on a vulture Jimmy"
Whitewing
Profile Joined October 2010
United States7483 Posts
August 14 2013 03:13 GMT
#978
On August 14 2013 08:28 snozberry wrote:
TvZ marine/tank vs ling bling muta was the most elegant match up to watch, cool to watch because you could see the skills of the players most transparently. Now it's gone to widow mines


The mutalisk buff made tank/marine a lot weaker, bio/mine is the alternative. You'd have to nerf mutas or give tanks a pretty big buff of some kind to make tank/marine viable again in TvZ, it's just too easy for mutas to snipe tanks now or slow the push down.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
usethis2
Profile Joined December 2010
2164 Posts
August 14 2013 04:20 GMT
#979
Vipers starting with full energy will NOT happen under any circumstance. DK is trolling and hoping the false hope will encourage Z players to experiment more with Vipers.

But I could see Vipers starting with more energy or some tweak, because as of now "Consume" ability is kind of lame. Instead of skill-showcasing or game-changing, consume is simply performed by Z players as a matter of course when vipers hatch. There is no special skill required or choices to make, they simply do it. And it occurs mostly at Z's bases, so viewers don't get to see them and get excited. There were some efforts to utilize "walking" spores or spines, but those are not practical. It's one of those abilities that blizzard thought to be "cool" but turned out to be dumb, showing how incompetent and unimaginative they are.
dohgg
Profile Joined February 2011
310 Posts
August 14 2013 05:11 GMT
#980
Whats the huge deal behind viper change? seriously... so it does save zergs abit of secs and apm.

Comparing vipers to a different spell casters (Hell, even someone mentioned amulet) is a total nonsense, because every spell caster has its own supporting casts, and priority mana usage and availability is a diffrent case and an issue.
Prev 1 47 48 49 50 51 60 Next
Please log in or register to reply.
Live Events Refresh
Next event in 1h 2m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Zeus 537
Larva 367
actioN 243
PianO 109
Sharp 61
Soma 25
NotJumperer 23
Noble 11
NaDa 10
Dota 2
Gorgc4108
NeuroSwarm95
League of Legends
JimRising 1136
Counter-Strike
fl0m2453
Stewie2K586
Heroes of the Storm
Khaldor145
Other Games
summit1g11719
Happy223
XaKoH 75
goatrope42
Organizations
Counter-Strike
PGL92
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH176
• LUISG 13
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota231
League of Legends
• Lourlo4006
• Jankos3121
Upcoming Events
Sparkling Tuna Cup
1h 2m
WardiTV Korean Royale
3h 2m
LAN Event
6h 2m
ByuN vs Zoun
TBD vs TriGGeR
Clem vs TBD
IPSL
9h 2m
JDConan vs WIZARD
WolFix vs Cross
BSL 21
11h 2m
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
1d
Wardi Open
1d 3h
WardiTV Korean Royale
2 days
Replay Cast
3 days
Kung Fu Cup
3 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
[ Show More ]
Tenacious Turtle Tussle
3 days
The PondCast
4 days
RSL Revival
4 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
4 days
WardiTV Korean Royale
4 days
RSL Revival
5 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
5 days
CranKy Ducklings
6 days
RSL Revival
6 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
6 days
BSL 21
6 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 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.