• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:29
CEST 08:29
KST 15:29
  • 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
Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
GSTL Returns in 2026!38Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-611
StarCraft 2
General
GSTL Returns in 2026! Balance hotfix patch 5.0.16b (July 16) SC4ALL: II Talent Announcement! Protoss AoE skill expression Weekly Cups (Aug 3-9): Protoss get shut out
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement Sea Duckling Open (Global, Bronze-Diamond) 2026 KungFu Cup Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 538 Media Blackout The PondCast: SC2 News & Results Mutation # 537 Hostile Territory Mutation # 536 Railroad Switch
Brood War
General
Best Games Kespa era BCA KCU TANGERANG Telp:08218200233 Your past clans BW General Discussion ASL22 General Discussion
Tourneys
CSLAN 4 is Coming! Small VOD Thread 2.0 Escore Tournament - Season 3 BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread European Politico-economics QA Mega-thread Artificial Intelligence Thread The Letting Off Steam Thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
MLB/Baseball 2023 Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
LOCKPICKING NOOB
LUCKY_NOOB
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7761 users

StarCraft 2: What's The Problem - Page 93

Forum Index > SC2 General
Post a Reply
Prev 1 91 92 93 94 95 103 Next
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
October 18 2013 18:55 GMT
#1841
On October 19 2013 03:43 ReMinD_ wrote:
Show nested quote +
On October 18 2013 12:41 Ioannis wrote:
I will agree with Duran the OP is saying for everything.

I want to add that SC2 is certainly fun for the newcomers but for us old dudes who were playing years of BW, there is just something missing from the game, which there is no way to get it back, unless they redo the engine or whatnot, which will not happen.


I'm a newcomer, having played this game for only 3 months and I've already had enough of it. Pretty much every game I pick up these days is more fun than SC2 and I have Dota 2 for all my 'competitive' needs, a game which I've been playing on and off for past 7 years.

This game lives only thanks to the ladder system. Us humans are competitive by nature and SC2 ladder is one way to entertain those needs. I think without the ladder, no one would even play this game. The illusion of progression via ladder system is the only thing that keeps people hooked to this game

'I did not like this game, therefore game must be bad except for $(something_related_to_something_in_SC2_that_is_good)''. Uhem, did i shorten it right?
DeMoN pulls off a Miracle and Flies to the Moon
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
October 18 2013 18:56 GMT
#1842
On October 19 2013 03:54 skiersteve wrote:
Show nested quote +
On October 19 2013 03:43 ReMinD_ wrote:
On October 18 2013 12:41 Ioannis wrote:
I will agree with Duran the OP is saying for everything.

I want to add that SC2 is certainly fun for the newcomers but for us old dudes who were playing years of BW, there is just something missing from the game, which there is no way to get it back, unless they redo the engine or whatnot, which will not happen.


I'm a newcomer, having played this game for only 3 months and I've already had enough of it. Pretty much every game I pick up these days is more fun than SC2 and I have Dota 2 for all my 'competitive' needs, a game which I've been playing on and off for past 7 years.

This game lives only thanks to the ladder system. Us humans are competitive by nature and SC2 ladder is one way to entertain those needs. I think without the ladder, no one would even play this game. The illusion of progression via ladder system is the only thing that keeps people hooked to this game


^^^^^^ This, dont play anymore but do watch from time to time, the problem with sc2 is its simply boring

Play zerg, and get into area of ladder where there are only ZvZs. All varieties of early pools, greedy openers, mass banelings and other kinds of madness. You may like it, never ever going to be bored.
DeMoN pulls off a Miracle and Flies to the Moon
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
October 18 2013 19:04 GMT
#1843
On October 19 2013 03:56 lolfail9001 wrote:
Show nested quote +
On October 19 2013 03:54 skiersteve wrote:
On October 19 2013 03:43 ReMinD_ wrote:
On October 18 2013 12:41 Ioannis wrote:
I will agree with Duran the OP is saying for everything.

I want to add that SC2 is certainly fun for the newcomers but for us old dudes who were playing years of BW, there is just something missing from the game, which there is no way to get it back, unless they redo the engine or whatnot, which will not happen.


I'm a newcomer, having played this game for only 3 months and I've already had enough of it. Pretty much every game I pick up these days is more fun than SC2 and I have Dota 2 for all my 'competitive' needs, a game which I've been playing on and off for past 7 years.

This game lives only thanks to the ladder system. Us humans are competitive by nature and SC2 ladder is one way to entertain those needs. I think without the ladder, no one would even play this game. The illusion of progression via ladder system is the only thing that keeps people hooked to this game


^^^^^^ This, dont play anymore but do watch from time to time, the problem with sc2 is its simply boring

Play zerg, and get into area of ladder where there are only ZvZs. All varieties of early pools, greedy openers, mass banelings and other kinds of madness. You may like it, never ever going to be bored.


No matter what race I play Zerg is always my worse matchup...

TvZ
PvZ
ZvZ

ZvZ is never boring to play and always more kinetic than any of the other matchups, to play.
Hark, what baseball through yonder window breaks?
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
October 18 2013 19:59 GMT
#1844
On October 18 2013 17:31 lolfail9001 wrote:
Show nested quote +
On October 18 2013 15:46 BigFan wrote:
On October 17 2013 21:42 lolfail9001 wrote:
On October 17 2013 21:38 Velr wrote:
On October 17 2013 21:32 lolfail9001 wrote:
On October 17 2013 21:28 Rabiator wrote:
On October 17 2013 21:22 lolfail9001 wrote:
On October 17 2013 21:21 Rabiator wrote:
On October 17 2013 01:29 Thieving Magpie wrote:
On October 17 2013 01:18 Big J wrote:
[quote]

Wrong. The difference was just as drastic.


Clumps of marines DESTROY dragoons. Small numbers of marines get kited by small numbers of dragoons.

Then Reaver/Storm shows up and the entire barracks tech tree is rendered null and void.


The problem is that it wasnt that easy to create "clumps of Marines" in BW. In SC2 you just drag a box around all of them and they go wherever you click them to go, but how was it in BW? When the second and third group of Marines arrives you frantically click them to get into range an while they are wiggling through the first group they push them around and to the side which interrupts their fire. Sure you could get a dense clump of Marines, but it wasnt as dense as it is in SC2 AND it was work instead of automatic. All those things add TIME for the defender - the Protoss in this case - to react to the situation and this time is not available in SC2.

Serious question: did you ever play SC2 at level, higher than 'Did not play, but criticizing'.

BW ... dps (of Marines) slowly rises over a few seconds while they get close enough to shoot.
SC2 ... dps (of Marines) is maximized nearly instantly because they dont need to rearrange their positioning as much.

This much is OBVIOUS and the "very low reaction time for the defender" is one of the key problems of SC2. I dont need to play the game to figure it out because I have enough brainpower and some common sense.

You did not answer the question. Also, if you a-move 100500 marines into 100500 roaches in a choke, marines won't maximize their DPS, so your information is outdated.



Ahm... All Marines that actually can get in firing range will still maximise their DPS and be as effective as possible?

Whats your point?

Point is that maximizing DPS of ALL marines won't be done automatically. It will be done for 1-2 (at most 3, assuming serious range difference) lines marines, rest will just bunch up behind. Hence the concaves, because it is the real way to maximize DPS.
Oh, noticed your answer. Cute, so you do not play the game and thus compare 2 different units with completely different roles. Makes sense, yes.

SCII's AI will automatically spread marines pretty fast as long as they aren't at a choke which in turn maximizes damage output. His point was actually right: SC2 ... dps (of Marines) is maximized nearly instantly because they dont need to rearrange their positioning as much. In BW, the AI was slower so you had to 'help' it with the spread to try to maximize dps and due to unit and their model(collision model its called I believe), you won't get anywhere near the dps of marines in SCII.
Btw, last part of your post. For someone like you who also isn't that familiar with BW(you mentioned several games with AI in another thread if I recall), you shouldn't be comparing the games either ^^ Just saying lol.

1st. Nearly instantly only works in open space And even then they will probably bunch up actually spreading out, since SC2 is only calculating pathing only once before actually giving a path to each unit, so spreading out helps, maybe not as much as clumping up marines helps storm in BW but close. Also yes, in BW marines won't ever get close to DPS of SC2 marines, but saying that they maximize their DPS nearly instantly is BS.
+ Show Spoiler +
2nd. Not few games with AI, but ~50 games on Iccup, before i got fed up with mouse behavior and what not. But yeah, that's not much to compare.
3rd. I do not compare unit behaviors in games to begin with, i compare the 'feel' of them without pretending to be objective, aka purely subjective thing that is downright stupid to be criticized.

In my point, I was taking it as open space and not choke(bolded). Of course, at choke, dps is minimized and they take longer to spread but at the same time, SCII's AI packs them faster than BW's AI. It might not be instantly maximized but dps is still pretty damn high and the AI makes a big difference in SCII in comparison to BW.

ps mouse behaviour? I've never had issues with my mouse and I'm using a laptop. You need to pay more before just giving up lol. Either way, to each his own ^^
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
October 18 2013 20:05 GMT
#1845
On October 19 2013 04:59 BigFan wrote:
Show nested quote +
On October 18 2013 17:31 lolfail9001 wrote:
On October 18 2013 15:46 BigFan wrote:
On October 17 2013 21:42 lolfail9001 wrote:
On October 17 2013 21:38 Velr wrote:
On October 17 2013 21:32 lolfail9001 wrote:
On October 17 2013 21:28 Rabiator wrote:
On October 17 2013 21:22 lolfail9001 wrote:
On October 17 2013 21:21 Rabiator wrote:
On October 17 2013 01:29 Thieving Magpie wrote:
[quote]

Clumps of marines DESTROY dragoons. Small numbers of marines get kited by small numbers of dragoons.

Then Reaver/Storm shows up and the entire barracks tech tree is rendered null and void.


The problem is that it wasnt that easy to create "clumps of Marines" in BW. In SC2 you just drag a box around all of them and they go wherever you click them to go, but how was it in BW? When the second and third group of Marines arrives you frantically click them to get into range an while they are wiggling through the first group they push them around and to the side which interrupts their fire. Sure you could get a dense clump of Marines, but it wasnt as dense as it is in SC2 AND it was work instead of automatic. All those things add TIME for the defender - the Protoss in this case - to react to the situation and this time is not available in SC2.

Serious question: did you ever play SC2 at level, higher than 'Did not play, but criticizing'.

BW ... dps (of Marines) slowly rises over a few seconds while they get close enough to shoot.
SC2 ... dps (of Marines) is maximized nearly instantly because they dont need to rearrange their positioning as much.

This much is OBVIOUS and the "very low reaction time for the defender" is one of the key problems of SC2. I dont need to play the game to figure it out because I have enough brainpower and some common sense.

You did not answer the question. Also, if you a-move 100500 marines into 100500 roaches in a choke, marines won't maximize their DPS, so your information is outdated.



Ahm... All Marines that actually can get in firing range will still maximise their DPS and be as effective as possible?

Whats your point?

Point is that maximizing DPS of ALL marines won't be done automatically. It will be done for 1-2 (at most 3, assuming serious range difference) lines marines, rest will just bunch up behind. Hence the concaves, because it is the real way to maximize DPS.
Oh, noticed your answer. Cute, so you do not play the game and thus compare 2 different units with completely different roles. Makes sense, yes.

SCII's AI will automatically spread marines pretty fast as long as they aren't at a choke which in turn maximizes damage output. His point was actually right: SC2 ... dps (of Marines) is maximized nearly instantly because they dont need to rearrange their positioning as much. In BW, the AI was slower so you had to 'help' it with the spread to try to maximize dps and due to unit and their model(collision model its called I believe), you won't get anywhere near the dps of marines in SCII.
Btw, last part of your post. For someone like you who also isn't that familiar with BW(you mentioned several games with AI in another thread if I recall), you shouldn't be comparing the games either ^^ Just saying lol.

1st. Nearly instantly only works in open space And even then they will probably bunch up actually spreading out, since SC2 is only calculating pathing only once before actually giving a path to each unit, so spreading out helps, maybe not as much as clumping up marines helps storm in BW but close. Also yes, in BW marines won't ever get close to DPS of SC2 marines, but saying that they maximize their DPS nearly instantly is BS.
+ Show Spoiler +
2nd. Not few games with AI, but ~50 games on Iccup, before i got fed up with mouse behavior and what not. But yeah, that's not much to compare.
3rd. I do not compare unit behaviors in games to begin with, i compare the 'feel' of them without pretending to be objective, aka purely subjective thing that is downright stupid to be criticized.

In my point, I was taking it as open space and not choke(bolded). Of course, at choke, dps is minimized and they take longer to spread but at the same time, SCII's AI packs them faster than BW's AI. It might not be instantly maximized but dps is still pretty damn high and the AI makes a big difference in SCII in comparison to BW.

ps mouse behaviour? I've never had issues with my mouse and I'm using a laptop. You need to pay more before just giving up lol. Either way, to each his own ^^

1st: yes, in open space they will auto spread out, and will do so at the very least faster in SC2 than in BW. But then again, this is example from vacuum in this case.
2nd: mouse behaviour called the fact that version of wine (i am using Linux after all) i was using when used to play BW did not support locking in mouse in BW's window (w-mode <3), so my mouse was getting out of it all the time. And no, full screen did not work correctly either. IIRC they have fixed it already, so thanks for that, but kinda too late. But yeah, on part i've bolded, we can finish our pointless, but cute thisthreadbumpfest
DeMoN pulls off a Miracle and Flies to the Moon
Specialist
Profile Blog Joined April 2007
United States803 Posts
October 18 2013 21:22 GMT
#1846
The game is not dead
But the glory we had for this game is gone, forever
It did not
Luppy1
Profile Joined June 2011
Singapore177 Posts
October 19 2013 05:03 GMT
#1847
Actually, the tournaments are already helping out SC2 a great deal. Without the current tournaments, the game would be in an even worse position.

Look at the no. of viewers on twitch now, hearthstone has 7-8k more viewers than SC2.
Zadien
Profile Joined August 2009
Canada77 Posts
October 19 2013 16:39 GMT
#1848
On October 19 2013 06:22 SpecialistSc wrote:
The game is not dead
But the glory we had for this game is gone, forever
It did not


Ah my friend, it is not. As the U.S. figures it self out so will SC2 when the big players straighten up. (companies ie: TL)
Dota 2
Blacklizard
Profile Joined May 2007
United States1194 Posts
October 21 2013 16:06 GMT
#1849
The biggest part I think needs to be addressed is the following (from OP) and I don't think it is impossible given the games design. I think tweaks are very possible, if difficult.

quote:
What's the problem: I feel like SC2's gameplay is inherently less fun to watch than Brood War, aside from the graphics. Matches feel stale and anticlimactic.

There was a really great article HERE that discusses the issue of why Brood War and StarCraft 2 are different games. It hinges on Day9's analysis of 'frisbee vs baseball'. Unfortunately for StarCraft 2, the 'frisbee' is more fun and exciting to watch. What I mean by this is, using the information provided in the aforementioned article, battles in StarCraft 2 are much less interesting than in Brood War. The game aspects that make StarCraft 2 insanely difficult to master and challenging go largely unappreciated by viewers.

For example: the positioning and posturing of two armies prior to a battle are absolutely key in StarCraft 2, because once the battle starts, little can be done to change the outcome. This posturing however is incredibly hard to translate into excitement on the part of the viewer. StarCraft 2 battles feature things blowing up, and blobs disappearing. There is much less micro and "play" potential in StarCraft 2 because of how its pathing and units are designed.

In Brood War, actual battles are much more exciting, and I feel as if these are the lynchpin of the viewer experience. Seeing an intensely micro'd battle, or a player with a smaller force taking down a player with a bigger force because of superior unit control and micro is exciting. Knowing that Brood War is more difficult to execute gives the viewer more appreciation for incredible marine splits, storms, and multi-tasking in battle. It is easy to see the impact of the player directly on the battlefield because you know that every action is manually performed by the user, while StarCraft 2's battles are essentially simulations: there is comparatively little the player can do to impact the outcome of a battle in StarCraft 2.

I don't really see how this problem can be fixed since it is part of the game design.
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
October 22 2013 07:52 GMT
#1850
The fundamental flaw with professional SC2 (I'm not discussing casuals here) i the simple fact that while it works great as a sport, it fails miserably as a spectator sport.

Nothing in the way a SC2 match plays out caters to the spectators. Battles and exiting moments are short and usually determined beforehand and everything happens too fast for the audience to enjoy and appreciate it.

Compare BW to Football (Soccer for you North Americans). Both games have fairly slow paced action that is easy to follow, and is prevalent during most of the game. Sure there are quiet periods, but action can always pick up at any moment in the game, and when it does you can clearly see the skill of the players performing. You rarely see slow motion footage of extraordenary plays, mainly due to the pace allowing spectators to appreciate whats happening without the need to slow things down.

I would have loved to compare SC2 to Handegg (Football to our American friends), but that comparison simply doesn't work. Handegg is also a great spectator sport, mainly due to the fact that while the exitement is short and fairly messy, the pause before new exitement is short and quite forgivable. Imagine if the pause between each play in Handegg was 20-30 minutes, and you had to watch the whole thing due to the important strategy that happens during this setup time.
Instead I would like to compare it to professional Tug-of-war - Yeah thats actually a thing. For someone not familiar with this sport, its hard to see anything more than a bunch of muscle men pulling a rope and hoping that they happen to be the stronger side. There is no doubt more depth and strategy to this sport, but its hidden from the spectators, and most of it happens before the contest anyways. Thse men (and women I imagine) enjoy their sport, but never expect it to be a spectator phenomenon. It might get some focus from a sports channel looking for non-mainstream sports every once in a while, but never more than that.

How could Blizzard fix this problem? Do they even want to fix it?

There really are quite a few things that can be done to make this game better:

Make battles slower.
Give units more scaling with micro.
Make units more extreme (stronger with more weaknesses)
Make units counters less extreme.
Reward early agression more
Increase defenders advantage.

Not all of them needs to be done, but all of them would improve the game as a spectator experience.
The reason unit pathing gets mentioned so much is because that was how BW achieved these things. BW was enjoyable to watch because the pathing slowed down the game in the right places for spectators to enjoy it, while promoting the type of plays that kept the game exiting throughout.

BW pathing is not nessesary to do the same things in SC2, but the game needs to be better at displaying the skills of the players, and promote individualism in their plays in some other way.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
saddaromma
Profile Joined April 2013
1129 Posts
October 22 2013 08:06 GMT
#1851
On October 22 2013 16:52 Zaphod Beeblebrox wrote:
+ Show Spoiler +
The fundamental flaw with professional SC2 (I'm not discussing casuals here) i the simple fact that while it works great as a sport, it fails miserably as a spectator sport.

Nothing in the way a SC2 match plays out caters to the spectators. Battles and exiting moments are short and usually determined beforehand and everything happens too fast for the audience to enjoy and appreciate it.

Compare BW to Football (Soccer for you North Americans). Both games have fairly slow paced action that is easy to follow, and is prevalent during most of the game. Sure there are quiet periods, but action can always pick up at any moment in the game, and when it does you can clearly see the skill of the players performing. You rarely see slow motion footage of extraordenary plays, mainly due to the pace allowing spectators to appreciate whats happening without the need to slow things down.

I would have loved to compare SC2 to Handegg (Football to our American friends), but that comparison simply doesn't work. Handegg is also a great spectator sport, mainly due to the fact that while the exitement is short and fairly messy, the pause before new exitement is short and quite forgivable. Imagine if the pause between each play in Handegg was 20-30 minutes, and you had to watch the whole thing due to the important strategy that happens during this setup time.
Instead I would like to compare it to professional Tug-of-war - Yeah thats actually a thing. For someone not familiar with this sport, its hard to see anything more than a bunch of muscle men pulling a rope and hoping that they happen to be the stronger side. There is no doubt more depth and strategy to this sport, but its hidden from the spectators, and most of it happens before the contest anyways. Thse men (and women I imagine) enjoy their sport, but never expect it to be a spectator phenomenon. It might get some focus from a sports channel looking for non-mainstream sports every once in a while, but never more than that.

How could Blizzard fix this problem? Do they even want to fix it?

There really are quite a few things that can be done to make this game better:

Make battles slower.
Give units more scaling with micro.
Make units more extreme (stronger with more weaknesses)
Make units counters less extreme.
Reward early agression more
Increase defenders advantage.

Not all of them needs to be done, but all of them would improve the game as a spectator experience.
The reason unit pathing gets mentioned so much is because that was how BW achieved these things. BW was enjoyable to watch because the pathing slowed down the game in the right places for spectators to enjoy it, while promoting the type of plays that kept the game exiting throughout.

BW pathing is not nessesary to do the same things in SC2, but the game needs to be better at displaying the skills of the players, and promote individualism in their plays in some other way.

Those things you suggested, I'm trying to implement them in custom mod. Please PM if you have time to help.
So far I had negative feedback, its understandable though, the MOD is not properly tested/polished yet. But with some help from people I feel it could be done.

Sabu113
Profile Blog Joined August 2009
United States11095 Posts
October 22 2013 08:07 GMT
#1852
On October 18 2013 16:32 Xiphos wrote:
Show nested quote +
On October 18 2013 16:03 Big J wrote:
On October 18 2013 10:28 Twiggs wrote:
On October 16 2013 21:18 Big J wrote:
On October 16 2013 20:45 Twiggs wrote:
On October 16 2013 20:19 Big J wrote:
On October 16 2013 20:03 zimms wrote:
On October 16 2013 19:34 Rabiator wrote:
Warp Gate is a NECESSITY due to the inefficiency of the Protoss units by themselves.[...]


The inefficiency of the Protoss units by themselves is a NECESSITY due to Warp Gates.
Wich came first, the chicken or the egg? I think in this case Blizzard first wanted to add those cool Warp Gates and later had to weaken the Protoss units.


The chicken. And in this case, the inefficiency of the gateway units. Zealots and Stalkers have essentially the same stats as Zealots and Dragoons in BW. They are kind of a 1to1 port.

I htink Warpgate is actually a great idea for Protoss, because Protoss units are so immobile by design and warpgate is actually a good way to give protoss some harass tool, without completely having to replace Zealot/Dragoon/Templar/Archon with faster/more fragile units. Though the ones that Protoss has are still too beefy/low dps imo, which causes this whole deathball turtle in many games.

Can we stop calling warped in units harass tools? Its a gimmick because its a coin flip, 1 to 1 relationship of attack did crucial damage and paid for the warp in or attack got smashed and resources are wasted.

Then don't use them blindly.

You are literally taking your production buildings and putting them into the enemy's territory, with really no way of retrieving those units once the attack commences.

And you can't retrieve a zealot or dragoon either once it's in the enemy territory. That's not warp gates fault, but warp gate at least allows to deliever them against more mobile enemy compositions.

Harassment revolves around highly positional and mobile tactics and more importantly it has a better chance of retaining its value and being useful throughout the whole game, especially in the hands of a professional (ex: drops can be retained and retreated and used later on, air units, mobile units etc.)

a) Completely arbitrary statement. As can be seen by any form of runby harass which you hardly ever retain.
b) Having your pylons in place/using a warp prism revolves around having certain positions/mobility and the opponent being out of position.

Warping in "harassment armies" is the same damn thing as walking them over there and attacking except it takes less time to reach the attack position once the player decides to attack.

Exactly. And it is also the exact same thing as having more mobile armies that reach the attack position faster because of their speed, even though they have to be built at home.

More importantly the warped in units that we typically have to use as protoss are not mirco intensive so these attacks are more strategic decisions rather than micro wars and IMO that makes it completely boring to watch and execute when compared to the latter.

Neither are many Zerg or Terran units that are used to harass.

PS: if I ever had the choice between instant reinforcements or just all around stronger units I'd take the stronger units any day of the week. Instant reinforcing can mostly be mimicked by strong game sense and predicting where reinforcements will be needed in the future, i.e. pro players shouldn't really need instant reinforcements.

Yeah. Everyone would take more power over more mobility. Makes the game pretty easy if the best strategy is to headbutt with a strong army.

Look, all I meant was I think warping in units across the map for harassment is a boring way to approach a potentially very exciting, skill based, fun game design. If I can be as straightforward as I can: I would like a unit/composition I can drop out of the warp prism that does great damage vs workers that is accessible early enough that I could use it to set the pace of the game early on. Being aggressive but somewhat safe at the same time. *Cough* Reaver drops kill workers fast and are a core to Protoss mid game armies *Cough* (Before you say "BW is different game", "Nostalgia noob", etc Im using this as an example because Its the god damn best example I got).

Purpose to my response on this subject? ---> I would gladly trade warp gate in its entirety for the above mentioned example.

Would you?


Well, I have no problem with having a reaver in the game (assuming it can be balanced). I doubt you need to remove warpgate for that. or want to.


No you don't need to remove Warpgate BUT you do need to buff up Gateway units to a certain extend in order to fill Protoss's mantra of being a bastion of impenetrable force. Zealots and Stalkers at this place in time are way too weak in order to fulfill that status quo. In BW you had those Zealot running around kamikaze the entire battleground fearlessly. Its something that SC2's Zealot certain lack in spirit.

The idea is this, gateway units should retain accordingly to its lore in terms of durability. You can keep the WG mechanics HOWEVER when units are warped in, they lose their Shields (the magnitude is argumentative) in order to make it up for the ability. Sort of they themselves utilized psi energy in order to summon themselves. This way players have a CHOICE of being ubiquitous but without endurance or endurance but more time is required to come in.

Blizzard in a sense tried to do a 1/2 ass version of both by not really committing fully to one idea but attempt to "balance" it out. Sometime you need to mitigate the powerfulness of one unit by counterbalance with another one. And making a unit that can turn the tide of a battle, THAT is what makes the audience wet their panties.



That's fantastic idea. At first I was going to complain that "Hey! That leaves toss up to getting their ass handed to in a defensive situation" but then I realised that we might be onto a reason to switch between gateway and warpgate modes. Faster reinforcements or more durable ones?
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
drkcid
Profile Joined October 2012
Spain196 Posts
October 22 2013 08:35 GMT
#1853
On October 22 2013 16:52 Zaphod Beeblebrox wrote:

........

How could Blizzard fix this problem? Do they even want to fix it?

There really are quite a few things that can be done to make this game better:

Make battles slower.
Give units more scaling with micro.
Make units more extreme (stronger with more weaknesses)
Make units counters less extreme.
Reward early agression more
Increase defenders advantage.


..........



Sorry, but make units more extreme and make counter less extreme are not contradictory?

I agree that SC2 need more continuous action instead one or two big battles. Also I agree that some units need to be stronger and that units needs to be hard countered, nowadays, in SC2 you can mass some units and beat the supposed counter just by numbers.
Increase defender advantage right now is a bad idea because we will have more macro games with 200/200 battles.
Just for fun
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
October 22 2013 09:06 GMT
#1854
On October 22 2013 17:35 drkcid wrote:
Show nested quote +
On October 22 2013 16:52 Zaphod Beeblebrox wrote:

........

How could Blizzard fix this problem? Do they even want to fix it?

There really are quite a few things that can be done to make this game better:

Make battles slower.
Give units more scaling with micro.
Make units more extreme (stronger with more weaknesses)
Make units counters less extreme.
Reward early agression more
Increase defenders advantage.


..........



Sorry, but make units more extreme and make counter less extreme are not contradictory?

I agree that SC2 need more continuous action instead one or two big battles. Also I agree that some units need to be stronger and that units needs to be hard countered, nowadays, in SC2 you can mass some units and beat the supposed counter just by numbers.
Increase defender advantage right now is a bad idea because we will have more macro games with 200/200 battles.


No contradictions.

Units should be countered by tactics, not other units. Siege tanks are naturally countered by getting close and abusing friendly fire. Zealots happens to be great at this, but they are not specifically designed to counter Siege tanks as other units can do the same thing. Immortals are designed to counter Siege tanks, and do so in a way no other units can imitate.

If units are more extreme, they can be countered by most other units as long as you abuse the weaknesses. Units designed to counter other units leads to rock/paper/scissors.


I agree that stronger defenders advantage on its own is a bad idea, but combined with stronger rewards for agression, it can lead to more agression not intended to kill.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
October 22 2013 13:47 GMT
#1855
On October 22 2013 17:07 Sabu113 wrote:
Show nested quote +
On October 18 2013 16:32 Xiphos wrote:
On October 18 2013 16:03 Big J wrote:
On October 18 2013 10:28 Twiggs wrote:
On October 16 2013 21:18 Big J wrote:
On October 16 2013 20:45 Twiggs wrote:
On October 16 2013 20:19 Big J wrote:
On October 16 2013 20:03 zimms wrote:
On October 16 2013 19:34 Rabiator wrote:
Warp Gate is a NECESSITY due to the inefficiency of the Protoss units by themselves.[...]


The inefficiency of the Protoss units by themselves is a NECESSITY due to Warp Gates.
Wich came first, the chicken or the egg? I think in this case Blizzard first wanted to add those cool Warp Gates and later had to weaken the Protoss units.


The chicken. And in this case, the inefficiency of the gateway units. Zealots and Stalkers have essentially the same stats as Zealots and Dragoons in BW. They are kind of a 1to1 port.

I htink Warpgate is actually a great idea for Protoss, because Protoss units are so immobile by design and warpgate is actually a good way to give protoss some harass tool, without completely having to replace Zealot/Dragoon/Templar/Archon with faster/more fragile units. Though the ones that Protoss has are still too beefy/low dps imo, which causes this whole deathball turtle in many games.

Can we stop calling warped in units harass tools? Its a gimmick because its a coin flip, 1 to 1 relationship of attack did crucial damage and paid for the warp in or attack got smashed and resources are wasted.

Then don't use them blindly.

You are literally taking your production buildings and putting them into the enemy's territory, with really no way of retrieving those units once the attack commences.

And you can't retrieve a zealot or dragoon either once it's in the enemy territory. That's not warp gates fault, but warp gate at least allows to deliever them against more mobile enemy compositions.

Harassment revolves around highly positional and mobile tactics and more importantly it has a better chance of retaining its value and being useful throughout the whole game, especially in the hands of a professional (ex: drops can be retained and retreated and used later on, air units, mobile units etc.)

a) Completely arbitrary statement. As can be seen by any form of runby harass which you hardly ever retain.
b) Having your pylons in place/using a warp prism revolves around having certain positions/mobility and the opponent being out of position.

Warping in "harassment armies" is the same damn thing as walking them over there and attacking except it takes less time to reach the attack position once the player decides to attack.

Exactly. And it is also the exact same thing as having more mobile armies that reach the attack position faster because of their speed, even though they have to be built at home.

More importantly the warped in units that we typically have to use as protoss are not mirco intensive so these attacks are more strategic decisions rather than micro wars and IMO that makes it completely boring to watch and execute when compared to the latter.

Neither are many Zerg or Terran units that are used to harass.

PS: if I ever had the choice between instant reinforcements or just all around stronger units I'd take the stronger units any day of the week. Instant reinforcing can mostly be mimicked by strong game sense and predicting where reinforcements will be needed in the future, i.e. pro players shouldn't really need instant reinforcements.

Yeah. Everyone would take more power over more mobility. Makes the game pretty easy if the best strategy is to headbutt with a strong army.

Look, all I meant was I think warping in units across the map for harassment is a boring way to approach a potentially very exciting, skill based, fun game design. If I can be as straightforward as I can: I would like a unit/composition I can drop out of the warp prism that does great damage vs workers that is accessible early enough that I could use it to set the pace of the game early on. Being aggressive but somewhat safe at the same time. *Cough* Reaver drops kill workers fast and are a core to Protoss mid game armies *Cough* (Before you say "BW is different game", "Nostalgia noob", etc Im using this as an example because Its the god damn best example I got).

Purpose to my response on this subject? ---> I would gladly trade warp gate in its entirety for the above mentioned example.

Would you?


Well, I have no problem with having a reaver in the game (assuming it can be balanced). I doubt you need to remove warpgate for that. or want to.


No you don't need to remove Warpgate BUT you do need to buff up Gateway units to a certain extend in order to fill Protoss's mantra of being a bastion of impenetrable force. Zealots and Stalkers at this place in time are way too weak in order to fulfill that status quo. In BW you had those Zealot running around kamikaze the entire battleground fearlessly. Its something that SC2's Zealot certain lack in spirit.

The idea is this, gateway units should retain accordingly to its lore in terms of durability. You can keep the WG mechanics HOWEVER when units are warped in, they lose their Shields (the magnitude is argumentative) in order to make it up for the ability. Sort of they themselves utilized psi energy in order to summon themselves. This way players have a CHOICE of being ubiquitous but without endurance or endurance but more time is required to come in.

Blizzard in a sense tried to do a 1/2 ass version of both by not really committing fully to one idea but attempt to "balance" it out. Sometime you need to mitigate the powerfulness of one unit by counterbalance with another one. And making a unit that can turn the tide of a battle, THAT is what makes the audience wet their panties.



That's fantastic idea. At first I was going to complain that "Hey! That leaves toss up to getting their ass handed to in a defensive situation" but then I realised that we might be onto a reason to switch between gateway and warpgate modes. Faster reinforcements or more durable ones?


I've always wondered if people would do warp ins if warp ins had a build time instead of a cool down. 30 seconds to warp in a stalker lol
Hark, what baseball through yonder window breaks?
Zadien
Profile Joined August 2009
Canada77 Posts
October 22 2013 14:40 GMT
#1856
It like the TL death ball, of destroying SC2 by trying to monopolize a community pushed game.
Dota 2
Squat
Profile Joined September 2013
Sweden7978 Posts
October 22 2013 15:44 GMT
#1857
On October 22 2013 22:47 Thieving Magpie wrote:
Show nested quote +
On October 22 2013 17:07 Sabu113 wrote:
On October 18 2013 16:32 Xiphos wrote:
On October 18 2013 16:03 Big J wrote:
On October 18 2013 10:28 Twiggs wrote:
On October 16 2013 21:18 Big J wrote:
On October 16 2013 20:45 Twiggs wrote:
On October 16 2013 20:19 Big J wrote:
On October 16 2013 20:03 zimms wrote:
On October 16 2013 19:34 Rabiator wrote:
Warp Gate is a NECESSITY due to the inefficiency of the Protoss units by themselves.[...]


The inefficiency of the Protoss units by themselves is a NECESSITY due to Warp Gates.
Wich came first, the chicken or the egg? I think in this case Blizzard first wanted to add those cool Warp Gates and later had to weaken the Protoss units.


The chicken. And in this case, the inefficiency of the gateway units. Zealots and Stalkers have essentially the same stats as Zealots and Dragoons in BW. They are kind of a 1to1 port.

I htink Warpgate is actually a great idea for Protoss, because Protoss units are so immobile by design and warpgate is actually a good way to give protoss some harass tool, without completely having to replace Zealot/Dragoon/Templar/Archon with faster/more fragile units. Though the ones that Protoss has are still too beefy/low dps imo, which causes this whole deathball turtle in many games.

Can we stop calling warped in units harass tools? Its a gimmick because its a coin flip, 1 to 1 relationship of attack did crucial damage and paid for the warp in or attack got smashed and resources are wasted.

Then don't use them blindly.

You are literally taking your production buildings and putting them into the enemy's territory, with really no way of retrieving those units once the attack commences.

And you can't retrieve a zealot or dragoon either once it's in the enemy territory. That's not warp gates fault, but warp gate at least allows to deliever them against more mobile enemy compositions.

Harassment revolves around highly positional and mobile tactics and more importantly it has a better chance of retaining its value and being useful throughout the whole game, especially in the hands of a professional (ex: drops can be retained and retreated and used later on, air units, mobile units etc.)

a) Completely arbitrary statement. As can be seen by any form of runby harass which you hardly ever retain.
b) Having your pylons in place/using a warp prism revolves around having certain positions/mobility and the opponent being out of position.

Warping in "harassment armies" is the same damn thing as walking them over there and attacking except it takes less time to reach the attack position once the player decides to attack.

Exactly. And it is also the exact same thing as having more mobile armies that reach the attack position faster because of their speed, even though they have to be built at home.

More importantly the warped in units that we typically have to use as protoss are not mirco intensive so these attacks are more strategic decisions rather than micro wars and IMO that makes it completely boring to watch and execute when compared to the latter.

Neither are many Zerg or Terran units that are used to harass.

PS: if I ever had the choice between instant reinforcements or just all around stronger units I'd take the stronger units any day of the week. Instant reinforcing can mostly be mimicked by strong game sense and predicting where reinforcements will be needed in the future, i.e. pro players shouldn't really need instant reinforcements.

Yeah. Everyone would take more power over more mobility. Makes the game pretty easy if the best strategy is to headbutt with a strong army.

Look, all I meant was I think warping in units across the map for harassment is a boring way to approach a potentially very exciting, skill based, fun game design. If I can be as straightforward as I can: I would like a unit/composition I can drop out of the warp prism that does great damage vs workers that is accessible early enough that I could use it to set the pace of the game early on. Being aggressive but somewhat safe at the same time. *Cough* Reaver drops kill workers fast and are a core to Protoss mid game armies *Cough* (Before you say "BW is different game", "Nostalgia noob", etc Im using this as an example because Its the god damn best example I got).

Purpose to my response on this subject? ---> I would gladly trade warp gate in its entirety for the above mentioned example.

Would you?


Well, I have no problem with having a reaver in the game (assuming it can be balanced). I doubt you need to remove warpgate for that. or want to.


No you don't need to remove Warpgate BUT you do need to buff up Gateway units to a certain extend in order to fill Protoss's mantra of being a bastion of impenetrable force. Zealots and Stalkers at this place in time are way too weak in order to fulfill that status quo. In BW you had those Zealot running around kamikaze the entire battleground fearlessly. Its something that SC2's Zealot certain lack in spirit.

The idea is this, gateway units should retain accordingly to its lore in terms of durability. You can keep the WG mechanics HOWEVER when units are warped in, they lose their Shields (the magnitude is argumentative) in order to make it up for the ability. Sort of they themselves utilized psi energy in order to summon themselves. This way players have a CHOICE of being ubiquitous but without endurance or endurance but more time is required to come in.

Blizzard in a sense tried to do a 1/2 ass version of both by not really committing fully to one idea but attempt to "balance" it out. Sometime you need to mitigate the powerfulness of one unit by counterbalance with another one. And making a unit that can turn the tide of a battle, THAT is what makes the audience wet their panties.



That's fantastic idea. At first I was going to complain that "Hey! That leaves toss up to getting their ass handed to in a defensive situation" but then I realised that we might be onto a reason to switch between gateway and warpgate modes. Faster reinforcements or more durable ones?


I've always wondered if people would do warp ins if warp ins had a build time instead of a cool down. 30 seconds to warp in a stalker lol

I will admit, seeing a 20 zealot warp-in in the main get shut down by 6 roaches would be pretty funny. Or seeing someone morph an overseer over a warping DT.
"Digital. They have digital. What is digital?" - Donald J Trump
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
October 22 2013 16:06 GMT
#1858
On October 23 2013 00:44 Squat wrote:
Show nested quote +
On October 22 2013 22:47 Thieving Magpie wrote:
On October 22 2013 17:07 Sabu113 wrote:
On October 18 2013 16:32 Xiphos wrote:
On October 18 2013 16:03 Big J wrote:
On October 18 2013 10:28 Twiggs wrote:
On October 16 2013 21:18 Big J wrote:
On October 16 2013 20:45 Twiggs wrote:
On October 16 2013 20:19 Big J wrote:
On October 16 2013 20:03 zimms wrote:
[quote]

The inefficiency of the Protoss units by themselves is a NECESSITY due to Warp Gates.
Wich came first, the chicken or the egg? I think in this case Blizzard first wanted to add those cool Warp Gates and later had to weaken the Protoss units.


The chicken. And in this case, the inefficiency of the gateway units. Zealots and Stalkers have essentially the same stats as Zealots and Dragoons in BW. They are kind of a 1to1 port.

I htink Warpgate is actually a great idea for Protoss, because Protoss units are so immobile by design and warpgate is actually a good way to give protoss some harass tool, without completely having to replace Zealot/Dragoon/Templar/Archon with faster/more fragile units. Though the ones that Protoss has are still too beefy/low dps imo, which causes this whole deathball turtle in many games.

Can we stop calling warped in units harass tools? Its a gimmick because its a coin flip, 1 to 1 relationship of attack did crucial damage and paid for the warp in or attack got smashed and resources are wasted.

Then don't use them blindly.

You are literally taking your production buildings and putting them into the enemy's territory, with really no way of retrieving those units once the attack commences.

And you can't retrieve a zealot or dragoon either once it's in the enemy territory. That's not warp gates fault, but warp gate at least allows to deliever them against more mobile enemy compositions.

Harassment revolves around highly positional and mobile tactics and more importantly it has a better chance of retaining its value and being useful throughout the whole game, especially in the hands of a professional (ex: drops can be retained and retreated and used later on, air units, mobile units etc.)

a) Completely arbitrary statement. As can be seen by any form of runby harass which you hardly ever retain.
b) Having your pylons in place/using a warp prism revolves around having certain positions/mobility and the opponent being out of position.

Warping in "harassment armies" is the same damn thing as walking them over there and attacking except it takes less time to reach the attack position once the player decides to attack.

Exactly. And it is also the exact same thing as having more mobile armies that reach the attack position faster because of their speed, even though they have to be built at home.

More importantly the warped in units that we typically have to use as protoss are not mirco intensive so these attacks are more strategic decisions rather than micro wars and IMO that makes it completely boring to watch and execute when compared to the latter.

Neither are many Zerg or Terran units that are used to harass.

PS: if I ever had the choice between instant reinforcements or just all around stronger units I'd take the stronger units any day of the week. Instant reinforcing can mostly be mimicked by strong game sense and predicting where reinforcements will be needed in the future, i.e. pro players shouldn't really need instant reinforcements.

Yeah. Everyone would take more power over more mobility. Makes the game pretty easy if the best strategy is to headbutt with a strong army.

Look, all I meant was I think warping in units across the map for harassment is a boring way to approach a potentially very exciting, skill based, fun game design. If I can be as straightforward as I can: I would like a unit/composition I can drop out of the warp prism that does great damage vs workers that is accessible early enough that I could use it to set the pace of the game early on. Being aggressive but somewhat safe at the same time. *Cough* Reaver drops kill workers fast and are a core to Protoss mid game armies *Cough* (Before you say "BW is different game", "Nostalgia noob", etc Im using this as an example because Its the god damn best example I got).

Purpose to my response on this subject? ---> I would gladly trade warp gate in its entirety for the above mentioned example.

Would you?


Well, I have no problem with having a reaver in the game (assuming it can be balanced). I doubt you need to remove warpgate for that. or want to.


No you don't need to remove Warpgate BUT you do need to buff up Gateway units to a certain extend in order to fill Protoss's mantra of being a bastion of impenetrable force. Zealots and Stalkers at this place in time are way too weak in order to fulfill that status quo. In BW you had those Zealot running around kamikaze the entire battleground fearlessly. Its something that SC2's Zealot certain lack in spirit.

The idea is this, gateway units should retain accordingly to its lore in terms of durability. You can keep the WG mechanics HOWEVER when units are warped in, they lose their Shields (the magnitude is argumentative) in order to make it up for the ability. Sort of they themselves utilized psi energy in order to summon themselves. This way players have a CHOICE of being ubiquitous but without endurance or endurance but more time is required to come in.

Blizzard in a sense tried to do a 1/2 ass version of both by not really committing fully to one idea but attempt to "balance" it out. Sometime you need to mitigate the powerfulness of one unit by counterbalance with another one. And making a unit that can turn the tide of a battle, THAT is what makes the audience wet their panties.



That's fantastic idea. At first I was going to complain that "Hey! That leaves toss up to getting their ass handed to in a defensive situation" but then I realised that we might be onto a reason to switch between gateway and warpgate modes. Faster reinforcements or more durable ones?


I've always wondered if people would do warp ins if warp ins had a build time instead of a cool down. 30 seconds to warp in a stalker lol

I will admit, seeing a 20 zealot warp-in in the main get shut down by 6 roaches would be pretty funny. Or seeing someone morph an overseer over a warping DT.


I would assume that one would warp away from the base and just do a normal drop/pick up and if you lose troops you run to an empty base and warp in there

But I guess you could also make zealot "forcefields" to block off ramps lol
Hark, what baseball through yonder window breaks?
jdsowa
Profile Joined March 2011
405 Posts
October 22 2013 16:57 GMT
#1859
Blizz can save this game if they:

-reduce unit speeds across the board (and map size in certain cases)
-triple the HP of all units (to encourage skirmishing, retreats, and mitigate problems associated with AOE)
-lower max food count to 100
-add 7-10 new units per race
-add neutral mercenary units
-add unit upgrades/leveling system to increase variety
-make maps feel less flat and more immersive by adding shops, dynamic weather/terrain, breakable tiles (not just rocks), trees and other elevated environmental aspects to add more of a vertical dimension
-a F2P model could be implemented where new units and upgrades are rotated for free, but purchasable/unlockable at any time; at the very least, provide an option to customize the appearance of units with visual upgrades
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
October 22 2013 17:02 GMT
#1860
On October 23 2013 01:57 jdsowa wrote:
Blizz can save this game if they:

-reduce unit speeds across the board (and map size in certain cases)
-triple the HP of all units (to encourage skirmishing, retreats, and mitigate problems associated with AOE)
-lower max food count to 100
-add 7-10 new units per race
-add neutral mercenary units
-add unit upgrades/leveling system to increase variety
-make maps feel less flat and more immersive by adding shops, dynamic weather/terrain, breakable tiles (not just rocks), trees and other elevated environmental aspects to add more of a vertical dimension
-a F2P model could be implemented where new units and upgrades are rotated for free, but purchasable/unlockable at any time; at the very least, provide an option to customize the appearance of units with visual upgrades

You forgot one part:
Rename the game into Heroes of the Storm.
Bwhahahaha.
DeMoN pulls off a Miracle and Flies to the Moon
Prev 1 91 92 93 94 95 103 Next
Please log in or register to reply.
Live Events Refresh
IPSL
16:00
CSLAN Day 1
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 153
StarCraft: Brood War
Pusan 176
Bale 36
sorry 19
soO 9
Dota 2
The International62039
singsing2734
Fuzer 316
NeuroSwarm140
League of Legends
JimRising 627
Counter-Strike
summit1g8384
Other Games
m0e_tv556
WinterStarcraft555
kaitlyn4
Organizations
Other Games
BasetradeTV270
[ Show 13 non-featured ]
StarCraft 2
• practicex 31
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Azhi_Dahaki48
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 2338
• lizZardDota262
League of Legends
• Rush2079
Upcoming Events
Sparkling Tuna Cup
3h 31m
PiG Sty Festival
5h 31m
Maru vs Shameless
Reynor vs TriGGeR
IPSL
9h 31m
OSC
17h 31m
Afreeca Starleague
1d 3h
Rush vs Hm
Bisu vs Shuttle
WardiTV Weekly
1d 4h
The Patches Monday
1d 9h
Afreeca Starleague
2 days
Sharp vs Shinee
Action vs Shine
PiGosaur Cup
2 days
Replay Cast
3 days
[ Show More ]
Afreeca Starleague
3 days
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
3 days
The PondCast
4 days
KCM Race Survival
4 days
Replay Cast
4 days
PiG Sty Festival
5 days
CranKy Ducklings
6 days
PiG Sty Festival
6 days
Liquipedia Results

Completed

Escore Tournament S3: W7
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
Acropolis #5
CSLAN 4
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

ASL Season 22
CSL Season 22: Qualifier 1
Escore Tournament S3: W8
CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5 - TRS
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
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 © 2026 TLnet. All Rights Reserved.