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StarCraft 2: What's The Problem - Page 88

Forum Index > SC2 General
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BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
October 15 2013 23:07 GMT
#1741
On October 15 2013 20:18 lolfail9001 wrote:
Show nested quote +
On October 15 2013 19:43 Rabiator wrote:

If you ever get a Protoss warping in lots of units in your own base you will know what is meant with "too much volatility". As a professional you can deal with it, but casuals wont be.

If you call that volatility, then BW is about as volatile. Ever experienced arbiter's recall in your own base :D?

Not sure how you are comparing the two. Arbiter's recall is a spell and it's limited as in once the arbiter gets the recall, that's all the units that are in. With warping units, if you can't deal with the units fast enough to prevent the second wave which chronoboost can help get them warping in faster, you get overrun. Also, spider mines and lots of turrets prevented a lot of arbiter recalls, not to mention emps. I guess putting vikings is the best deterrent for late game warping ins.
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
October 15 2013 23:29 GMT
#1742
On October 16 2013 08:07 BigFan wrote:
Show nested quote +
On October 15 2013 20:18 lolfail9001 wrote:
On October 15 2013 19:43 Rabiator wrote:

If you ever get a Protoss warping in lots of units in your own base you will know what is meant with "too much volatility". As a professional you can deal with it, but casuals wont be.

If you call that volatility, then BW is about as volatile. Ever experienced arbiter's recall in your own base :D?

Not sure how you are comparing the two. Arbiter's recall is a spell and it's limited as in once the arbiter gets the recall, that's all the units that are in. With warping units, if you can't deal with the units fast enough to prevent the second wave which chronoboost can help get them warping in faster, you get overrun. Also, spider mines and lots of turrets prevented a lot of arbiter recalls, not to mention emps. I guess putting vikings is the best deterrent for late game warping ins.


I prefer games where Terran can do drop play and Protoss can threaten warp prism play forcing a dynamic back and forth scouting wise as both sides keep preventing the other from unzipping their base's pants.
Hark, what baseball through yonder window breaks?
FinalForm
Profile Joined August 2010
United States450 Posts
October 15 2013 23:53 GMT
#1743
i liked destiny's thread better
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
October 16 2013 00:08 GMT
#1744
On October 16 2013 08:29 Thieving Magpie wrote:
Show nested quote +
On October 16 2013 08:07 BigFan wrote:
On October 15 2013 20:18 lolfail9001 wrote:
On October 15 2013 19:43 Rabiator wrote:

If you ever get a Protoss warping in lots of units in your own base you will know what is meant with "too much volatility". As a professional you can deal with it, but casuals wont be.

If you call that volatility, then BW is about as volatile. Ever experienced arbiter's recall in your own base :D?

Not sure how you are comparing the two. Arbiter's recall is a spell and it's limited as in once the arbiter gets the recall, that's all the units that are in. With warping units, if you can't deal with the units fast enough to prevent the second wave which chronoboost can help get them warping in faster, you get overrun. Also, spider mines and lots of turrets prevented a lot of arbiter recalls, not to mention emps. I guess putting vikings is the best deterrent for late game warping ins.


I prefer games where Terran can do drop play and Protoss can threaten warp prism play forcing a dynamic back and forth scouting wise as both sides keep preventing the other from unzipping their base's pants.

your post makes it sound like dropships and shuttles didn't exist in broodwar and that they weren't used when that was not the case at all. You should watch some of fantasy's game, would help you see what I mean.
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
Falling
Profile Blog Joined June 2009
Canada11349 Posts
October 16 2013 00:23 GMT
#1745
On October 15 2013 20:39 lolfail9001 wrote:
Show nested quote +
On October 15 2013 20:25 gTank wrote:
On October 15 2013 20:18 lolfail9001 wrote:
On October 15 2013 19:43 Rabiator wrote:

If you ever get a Protoss warping in lots of units in your own base you will know what is meant with "too much volatility". As a professional you can deal with it, but casuals wont be.

If you call that volatility, then BW is about as volatile. Ever experienced arbiter's recall in your own base :D?


This is absolutely not the same.

They are not the same but do essentially the same thing: ALL MY BASE ARE BELONG TO HIM.

Not exactly. Arbiter recalls require the army to already be produced. Warp in- any pylon can instantly transport your gateway production to anywhere on a map. That is if you have a bad double recall of your army on top of a ton of mines, Terran have a window to exploit as the Protoss has to remacro up. With warp-gate, the Protoss is on 200/200, but if he if he has a stockpile of minerals and 20 gateways, he essentially has an additional 40 supply waiting for the first Protoss units to fall to instantly remax. Not very similar at all.

But in the sense that you have have units instantly in your base from across the map, then yes they are the same.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
Cream)Muffin
Profile Joined October 2013
Sweden9 Posts
October 16 2013 00:24 GMT
#1746
I think the drop-play in SC2 is not as exciting as it was in BW.
Because of BW's lower army and lesser producing capabilities, a drop in BW was done at a higher risk. A bad drop, and there goes a part of your army which would take much longer time to replace in BW compared to SC2.

Plays with high risks appeal the audience, I think.
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
October 16 2013 00:30 GMT
#1747
On October 16 2013 09:24 Cream)Muffin wrote:
I think the drop-play in SC2 is not as exciting as it was in BW.
Because of BW's lower army and lesser producing capabilities, a drop in BW was done at a higher risk. A bad drop, and there goes a part of your army which would take much longer time to replace in BW compared to SC2.

Plays with high risks appeal the audience, I think.


Aww be more confident in your words!
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
Last Edited: 2013-10-16 00:47:40
October 16 2013 00:46 GMT
#1748
On October 16 2013 09:23 Falling wrote:
Show nested quote +
On October 15 2013 20:39 lolfail9001 wrote:
On October 15 2013 20:25 gTank wrote:
On October 15 2013 20:18 lolfail9001 wrote:
On October 15 2013 19:43 Rabiator wrote:

If you ever get a Protoss warping in lots of units in your own base you will know what is meant with "too much volatility". As a professional you can deal with it, but casuals wont be.

If you call that volatility, then BW is about as volatile. Ever experienced arbiter's recall in your own base :D?


This is absolutely not the same.

They are not the same but do essentially the same thing: ALL MY BASE ARE BELONG TO HIM.

Not exactly. Arbiter recalls require the army to already be produced. Warp in- any pylon can instantly transport your gateway production to anywhere on a map. That is if you have a bad double recall of your army on top of a ton of mines, Terran have a window to exploit as the Protoss has to remacro up. With warp-gate, the Protoss is on 200/200, but if he if he has a stockpile of minerals and 20 gateways, he essentially has an additional 40 supply waiting for the first Protoss units to fall to instantly remax. Not very similar at all.

But in the sense that you have have units instantly in your base from across the map, then yes they are the same.

pretty much this. Good explanation Falling, better than mine lol. I think if Blizzard changes WG to work with pylon distance so more time for a longer distance across the map, then you can have WG still remain viable but also using normal gatways so protoss players can macro like terran without having to go to a pylon placement(aside for an offensive). Would bring back some defenders advantage due your opponent having units 'there' and would add so much to the game that it disappoints me that Blizzard isn't even considering it lol.
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
October 16 2013 00:56 GMT
#1749
It took a while, but we finally got there: Warpgate.

*Golf Clap*
KT best KT ~ 2014
RampancyTW
Profile Joined August 2010
United States577 Posts
October 16 2013 00:59 GMT
#1750
On October 16 2013 09:56 aZealot wrote:
It took a while, but we finally got there: Warpgate.

*Golf Clap*
Made extra funny because a 2nd Arbiter can just recall the next production round or two of units in if it seems advantageous. Or recall the first units out it gets too ugly.

But clearly warp prisms are evil, while multiple cheap, fast motherships rolling around the map are completely fine.
WombaT
Profile Blog Joined May 2010
Northern Ireland25071 Posts
October 16 2013 02:26 GMT
#1751
Yeah, warpgate is kinda dumb.

I've long, long wanted Protoss to produce from rallied gates, or at least get SOME advantage for doing so. I.e unwarped gates > warpgates for speed of production, with the tradeoff being reinforcement potential. That or make warpins only available to warp prisms in phase mode, or something along those lines.

Jesus Blizzard, get on it! Hell, there have been plenty of non-remove tweaks to warpgate mentioned over the last three years. Yeah it'll be painful, but a re-examination will make Protoss so much potentially cooler to play and observe.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
ETisME
Profile Blog Joined April 2011
12385 Posts
October 16 2013 02:48 GMT
#1752
I don't know, I feel like warp gate is actually at quite a good position now, being able to instantly choose what kind of unit to warp in is quite important
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
October 16 2013 03:11 GMT
#1753
On October 16 2013 09:23 Falling wrote:
Show nested quote +
On October 15 2013 20:39 lolfail9001 wrote:
On October 15 2013 20:25 gTank wrote:
On October 15 2013 20:18 lolfail9001 wrote:
On October 15 2013 19:43 Rabiator wrote:

If you ever get a Protoss warping in lots of units in your own base you will know what is meant with "too much volatility". As a professional you can deal with it, but casuals wont be.

If you call that volatility, then BW is about as volatile. Ever experienced arbiter's recall in your own base :D?


This is absolutely not the same.

They are not the same but do essentially the same thing: ALL MY BASE ARE BELONG TO HIM.

Not exactly. Arbiter recalls require the army to already be produced. Warp in- any pylon can instantly transport your gateway production to anywhere on a map. That is if you have a bad double recall of your army on top of a ton of mines, Terran have a window to exploit as the Protoss has to remacro up. With warp-gate, the Protoss is on 200/200, but if he if he has a stockpile of minerals and 20 gateways, he essentially has an additional 40 supply waiting for the first Protoss units to fall to instantly remax. Not very similar at all.

But in the sense that you have have units instantly in your base from across the map, then yes they are the same.

I meant the exact last line. If one can call warp-in from prism volatile, then recall is just as volatile in that sense. Not to mention that turret rings work against prisms even better than against arbiters :3, but nobody builds them cause mineral-heavy.
DeMoN pulls off a Miracle and Flies to the Moon
midnight999
Profile Blog Joined December 2012
United States257 Posts
October 16 2013 03:32 GMT
#1754
I don't know, all accelerated macro mechanics in the game(warp gate, chronoboost, larva inject, mules, reactors, etc.) seem like a bad idea.
Witten
Profile Joined January 2011
United States2094 Posts
October 16 2013 03:34 GMT
#1755
I think the problem is that the game just really isn't all that fun to play.
Brood War Forever / NA's premiere Shadow Shaman player / Courier Collector / Bot Game Champion / Highly amateur Mystical Ninja Goemon Speedrunner
SpeghettiJoe
Profile Joined July 2011
21 Posts
October 16 2013 05:04 GMT
#1756
On October 16 2013 12:34 Witten wrote:
I think the problem is that the game just really isn't all that fun to play.


Yeah it really feels like it's doing work rather than playing a game. And after a hard day's work, the last thing I want is more stress and work.
Rabiator
Profile Joined March 2010
Germany3948 Posts
October 16 2013 06:39 GMT
#1757
On October 15 2013 20:18 lolfail9001 wrote:
Show nested quote +
On October 15 2013 19:43 Rabiator wrote:

If you ever get a Protoss warping in lots of units in your own base you will know what is meant with "too much volatility". As a professional you can deal with it, but casuals wont be.

If you call that volatility, then BW is about as volatile. Ever experienced arbiter's recall in your own base :D?

One is "end game high gas cost" that I can defend against with turrets AND which takes skill to use and the other is "basic early MUST-HAVE production speed increase upgrade" which requires no skill and which I cant defend against. Sure enough keep on comparing them if you must and apples and oranges are the same too because you can eat both of them, right?
If you cant say what you're meaning, you can never mean what you're saying.
cenk_unger
Profile Joined October 2013
49 Posts
October 16 2013 07:20 GMT
#1758
On October 15 2013 06:30 Xiphos wrote:
Show nested quote +
On October 15 2013 06:26 darkness wrote:
On October 15 2013 05:36 BigFan wrote:
On October 15 2013 05:32 JustPassingBy wrote:
On September 21 2013 03:40 Xeris wrote:
What's the problem: Battle.net isn't as much about community and interaction as it was in Brood War. There's too much emphasis on laddering and it doesn't appeal to casuals.


Am I the only one who thinks that the improper implementation of community channels in Bnet is not the only issue why Starcraft 2 is unappealing to casuals? Is it just me, or are there other people who find Starcraft 2 relatively unforgiving, compared to other rts like Starcraft 1, Warcraft 3, Age of Empires 2?

I mean, I don't pay attention to the right spot for a few seconds and I am so far behind that it takes a small miracle for me to get back into the game. Whether it be banelings hitting my clumped marines, an oracle or a couple of hellbats left unchecked for several seconds in my mineral line, templars landing a couple of money storms before I can emp. Now, this is nothing about balance as this goes both ways. But is sc2 really that unforgiving compared to the other rts I played, or was I just not invested enough in the other games to notice it?

I agree. I think it's also unforgiving. My thoughts on that is tat its due to the changes that Blizzard implemented. For ex, taking the templars storming. With smart casting, you can easily select the control group and spam storm. In BW, you had to manually use each templar otherwise they'll all storm that same location and storms don't add so you lost x amount of storms. This means that your opponent can't just mass storm and you still have a chance to spread your units and emp. This also works in reverse with terran having his ghost together in SCII and mass emp etc... Banelings are kinda like lurkers in BW so I think that was on the same level(lurkers shred marines). Can't say much for hellbats.


As far as I remember, there was a trick with high templars in BW where you can select several but storm different places at the same time.


Magic Box.





Haha, that video brings back so many memories. Anyone else remember when Nada had awesome vulture micro even before the patrol-key trick was discovered!?
Any feminist who doesn't support safe, legal prostitution is a dumb b*tch!
Twiggs
Profile Joined January 2011
United States600 Posts
Last Edited: 2013-10-16 11:27:48
October 16 2013 07:44 GMT
#1759
On October 15 2013 16:04 KeksX wrote:
Show nested quote +
On October 15 2013 02:07 a176 wrote:
When was the last time a player switched to SC2?

SelecT!


Show nested quote +
On October 15 2013 15:33 Aiobhill wrote:
On October 15 2013 14:19 flashimba wrote:
On October 15 2013 10:37 imBLIND wrote:
Magic boxing was also the reason why ground units clumped up and did stupid shit. It was an unintended glitch of the engine that created a limiting factor on how big of an army you're allowed to have; if you didn't micro all your control groups properly, your army wouldn't be any stronger than a well micro'd force smaller than yours.

Seeing pros move a giant army doesn't make you look in awe in SC2; what I see is "pfft I can do that too." And then people say "oh he's got a bunch of units," and everyone I know goes "he just does it 10 seconds quicker." Now I'm not inferring that there is no skill involved in SC2; what I'm saying is that there is no note-worthy skill in SC2 that is worth watching.


What about larva inject, creep spread, chronoboost?

Nothing like watching a good pro juggle these while pumping out a gazillion units.


This - I'm afraid - is the heart of the problem of SC2 as an e-sport. How many current SC2 viewers, current viewers of other e-sports and not-yet e-sports consumers really wanna watch for hours a game where building worker units marginally quicker often decides the match?

Many times we have or had "top 10 moments" videos after tournaments. These strangely showed fighting unproportionally more often than creepspreading, muledropping or chronoboosting. Wierd isn't it?


Apparently almost 100k for IEM NY, 100k+ for WCS EU and thousands of other for other tournaments.


I can only repeat myself so many times:
Stop making up stuff.

"There's no micro in SC2"
"Nobody wants to watch this"
What is this, 2009?!


You guys have to stick your heads out of your arse. If SC2 really was only about "making workers slightly faster" then we wouldn't have consistent winners, and as countless posts already pointed out, we do in fact have consistent winners! We also have consistent losers, and we also have former winners that are now losers (and thus leavers).

There ARE comebacks(we had a few this weekend at IEM NY). We HAVE micro. We HAVE skill in SC2.

It's different from BW, it's different from, it's different from DotA2 and might not attract 300k viewers.
But thats still OKAY.


Yeah, its different... The problem is the players and viewers have been given the choice to adapt to these differences or leave and most are choosing to leave. We don't like the differences blizzard gave us. The grace period is over, we have played and watched the hell out of SC 2 and if legacy of the void doesn't revolutionize the game like BW did then sadly the scene will only get smaller and smaller.

Just speaking from a very small sample size (me) I watch Starcraft 2 much much less than I did this time last year and I play it even less.

I feel this is the problem of Starcraft 2 and why we continue to make these threads.

There is something missing from our beloved game that we feel we were promised (the epicness of BW promised that its sequel would be even more epic).

My life for Auir | FLASH . JD . BISU . HERO . Nony . Incontrol . FIGHTING
cenk_unger
Profile Joined October 2013
49 Posts
October 16 2013 08:33 GMT
#1760
On October 16 2013 16:44 Twiggs wrote:
Show nested quote +
On October 15 2013 16:04 KeksX wrote:
On October 15 2013 02:07 a176 wrote:
When was the last time a player switched to SC2?

SelecT!


On October 15 2013 15:33 Aiobhill wrote:
On October 15 2013 14:19 flashimba wrote:
On October 15 2013 10:37 imBLIND wrote:
Magic boxing was also the reason why ground units clumped up and did stupid shit. It was an unintended glitch of the engine that created a limiting factor on how big of an army you're allowed to have; if you didn't micro all your control groups properly, your army wouldn't be any stronger than a well micro'd force smaller than yours.

Seeing pros move a giant army doesn't make you look in awe in SC2; what I see is "pfft I can do that too." And then people say "oh he's got a bunch of units," and everyone I know goes "he just does it 10 seconds quicker." Now I'm not inferring that there is no skill involved in SC2; what I'm saying is that there is no note-worthy skill in SC2 that is worth watching.


What about larva inject, creep spread, chronoboost?

Nothing like watching a good pro juggle these while pumping out a gazillion units.


This - I'm afraid - is the heart of the problem of SC2 as an e-sport. How many current SC2 viewers, current viewers of other e-sports and not-yet e-sports consumers really wanna watch for hours a game where building worker units marginally quicker often decides the match?

Many times we have or had "top 10 moments" videos after tournaments. These strangely showed fighting unproportionally more often than creepspreading, muledropping or chronoboosting. Wierd isn't it?


Apparently almost 100k for IEM NY, 100k+ for WCS EU and thousands of other for other tournaments.


I can only repeat myself so many times:
Stop making up stuff.

"There's no micro in SC2"
"Nobody wants to watch this"
What is this, 2009?!


You guys have to stick your heads out of your arse. If SC2 really was only about "making workers slightly faster" then we wouldn't have consistent winners, and as countless posts already pointed out, we do in fact have consistent winners! We also have consistent losers, and we also have former winners that are now losers (and thus leavers).

There ARE comebacks(we had a few this weekend at IEM NY). We HAVE micro. We HAVE skill in SC2.

It's different from BW, it's different from, it's different from DotA2 and might not attract 300k viewers.
But thats still OKAY.


Yeah, its different... The problem is the players and viewers have given the choice to adapt to these differences or leave and most are choosing to leave. We don't like the differences blizzard gave us. The grace period is over, we have played and watched the hell out of SC 2 and if legacy of the void doesn't revolutionize the game like BW did then sadly the scene will only get smaller and smaller.

Just speaking from a very small sample size (me) I watch Starcraft 2 much much less than I did this time last year and I play it even less.

I feel this is the problem of Starcraft 2 and why we continue to make these threads.

There is something missing from our beloved game that we feel we were promised (the epicness of BW promised that its sequel would be even more epic).



Sadly I agree. My stubborn loyalty Starcraft broodwar (the game and the vods) are the only reasons I have any loyalty to SC2. SC2 is a great game, but it's not an examplary game. As much as I want to force myself to be as captivated and enthralled by SC2 as I was back in 2005-2009 to brood war, there's just not any further way for me to rationalize it any longer.

Do you remember during Avaretec-Intel Classic (2009) and the TG. Sambo tournament (2008) when tasteless said that SC2 will be just a "face lift" and will retain most of the glory of SC1. He also said that SC1 would be the starting point of SC2 rather than a whole new game (mentioning things like mutalisk micro would definitely be kept).

Depressed because I'm thinking back in 2009, it was before my neighbor's gf got pregnant with some other dude's baby and the resulting shitstorm in 2010. (she was stalking him and would send cars to drive by their house at 3am and throw firecrackers on their porch which woke up the whole f*cking neighborhood!! Ugh!)
Any feminist who doesn't support safe, legal prostitution is a dumb b*tch!
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