• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 18:53
CET 00:53
KST 08:53
  • 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
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
BGE Stara Zagora 2026 announced13[BSL21] Ro.16 Group Stage (C->B->A->D)4Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win3RSL Season 3: RO16 results & RO8 bracket13Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge2
StarCraft 2
General
BGE Stara Zagora 2026 announced Information Request Regarding Chinese Ladder SC: Evo Complete - Ranked Ladder OPEN ALPHA When will we find out if there are more tournament Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win
Tourneys
$5,000+ WardiTV 2025 Championship Constellation Cup - Main Event - Stellar Fest RSL Revival: Season 3 Tenacious Turtle Tussle [Alpha Pro Series] Nice vs Cure
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress Mutation # 500 Fright night Mutation # 499 Chilling Adaptation
Brood War
General
FlaSh's Valkyrie Copium BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ A cwal.gg Extension - Easily keep track of anyone Which season is the best in ASL?
Tourneys
[Megathread] Daily Proleagues [BSL21] RO16 Group B - Sunday 21:00 CET [BSL21] RO16 Group C - Saturday 21:00 CET Small VOD Thread 2.0
Strategy
Game Theory for Starcraft How to stay on top of macro? Current Meta PvZ map balance
Other Games
General Games
Should offensive tower rushing be viable in RTS games? Path of Exile Nintendo Switch Thread The Perfect Game Stormgate/Frost Giant Megathread
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
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread The Big Programming Thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread
Sports
Formula 1 Discussion 2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Where to ask questions and add stream? The Automated Ban List
Blogs
Esports Earnings: Bigger Pri…
TrAiDoS
Thanks for the RSL
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1319 users

Address the Deathball problem in SC2? - Page 12

Forum Index > SC2 General
Post a Reply
Prev 1 10 11 12 13 14 17 Next All
Shiori
Profile Blog Joined July 2011
3815 Posts
October 29 2013 16:24 GMT
#221
On October 30 2013 00:11 SoFrOsTy wrote:
Watch WCS Season 3 finals. Death balls are used by lesser players. BW had deathballs as well. TvP. And TvZ. Oh and PvZ. Yeah every match up.

Not really. Lots of people use deathballs because some units are garbage without synergy.
RampancyTW
Profile Joined August 2010
United States577 Posts
October 29 2013 16:24 GMT
#222
On October 30 2013 00:50 Squat wrote:
Show nested quote +
On October 30 2013 00:40 RampancyTW wrote:
On October 30 2013 00:34 Squat wrote:
On October 30 2013 00:15 lolfail9001 wrote:
On October 30 2013 00:10 The_Red_Viper wrote:
On October 29 2013 23:54 lolfail9001 wrote:
On October 29 2013 23:27 Azelja wrote:
If Blizzard would just "fix" the 3-base max income thing...

You mean the part where having less than 130 army supply is deadly for yourself :D?


He means the part where it doesnt matter on how many bases you have your 66 workers (starting at 3 ofc ), you will always get the same income.

True, what about mining out part :3?

Then you take another base and simply abandon the base that's mined out. At no point in the game do you need more than 3 bases at once, and the benefits for taking more than 3 are subject to extreme diminishing returns.

If there was a way to make it imperative to continuously secure and hold bases past 3, that would players would have to defend multiple location at once, often to far away for the main army to arrive in time, which is a good thing.
This isn't remotely true for Protoss, Zerg, and meching Terran. Those additional gases are extremely important.

The only time more than 3 bases is not ideal is for bio-Terran, but they need additional bases before the other races because MULEs lead to earlier mine-outs. So despite not needing the additional gas income, their need for more mineral income than the other races produces the same need to expand. It's why a 3-base Terran parade push vs. Z is considered an all-in, even though ZOMG IT'S 3 BASES.

Not ideal does not mean essential. The problem is that it is far too easy to build a good army and max out on 3 bases, if it took longer because of lower resource intake it would mean a player who successfully establishes 5-6 mining bases would reach a larger and more powerful army way before someone turtling on 3 bases could have enough to move out, thus putting pressure on that player to try and shut those expansions down early, or take more himself.

If one base gave 66% or so percent of the current income rates, players would not have a choice if they wanted to build a good army, you'd be forced to move out and be active on the map very quickly, and things like toss 3 base turtle into a fourth once you have a huge army on Akilon would no longer be possible. I can only see good coming from that.
But this would literally remove turtling from the game. It's already suboptimal as an option (precisely BECAUSE 3 bases is not ideal), but can be a less-mentally strenuous option to fall back on, which leaves it viable despite it being suboptimal.

There isn't anything wrong with the current dynamics, as pro games are now showing.
RampancyTW
Profile Joined August 2010
United States577 Posts
October 29 2013 16:25 GMT
#223
On October 30 2013 01:24 Shiori wrote:
Show nested quote +
On October 30 2013 00:11 SoFrOsTy wrote:
Watch WCS Season 3 finals. Death balls are used by lesser players. BW had deathballs as well. TvP. And TvZ. Oh and PvZ. Yeah every match up.

Not really. Lots of people use deathballs because some units are garbage without synergy.
Yet the really good players find a way to make those "garbage" units work outside of a deathball context. Hmmm.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
October 29 2013 16:30 GMT
#224
On October 30 2013 01:01 DinoMight wrote:
Show nested quote +
On October 30 2013 00:39 Thieving Magpie wrote:
I agree that more bases is better because it creates the dynamic of Harass > Turtle > Aggression > Harass which should be the lynchpin of all RTS games but isn't it SC2. Right now Turtle > Aggression and Harass > Moving out of base so we end up with a game where one person turtles until he moves out and the other attacks only when the opponent moves out.


Harass > turtle??? No. Just no.

When someone is turtling they are spending lots of money on defense, sacrificing mobility and offense. The right strategy against a turtle, in every strategy game ever made, is to expand a lot and out-econ them because they cannot punish your greed because they are turtling.


Sorry for the mistake in terms.

Harass, to me, equates to high mobility. Harass heavy play always has mass expansion along with it. Bio drops, Muta play, etc...

The player who moves faster expands more. They also harass more and is why I label them as harass. The more generalized terms should be.

Mobility > Defensive > All-in/Full Assault > Mobility
Hark, what baseball through yonder window breaks?
Coffeeling
Profile Blog Joined November 2010
Finland250 Posts
October 29 2013 16:44 GMT
#225
The proper triangle is Expand+Meatgrinder > Turtle+OP units > Harassment > Expanding.
Squee
Squat
Profile Joined September 2013
Sweden7978 Posts
Last Edited: 2013-10-29 16:47:10
October 29 2013 16:45 GMT
#226
On October 30 2013 01:04 lolfail9001 wrote:
Show nested quote +
On October 30 2013 00:34 Squat wrote:
On October 30 2013 00:15 lolfail9001 wrote:
On October 30 2013 00:10 The_Red_Viper wrote:
On October 29 2013 23:54 lolfail9001 wrote:
On October 29 2013 23:27 Azelja wrote:
If Blizzard would just "fix" the 3-base max income thing...

You mean the part where having less than 130 army supply is deadly for yourself :D?


He means the part where it doesnt matter on how many bases you have your 66 workers (starting at 3 ofc ), you will always get the same income.

True, what about mining out part :3?

Then you take another base and simply abandon the base that's mined out. At no point in the game do you need more than 3 bases at once, and the benefits for taking more than 3 are subject to extreme diminishing returns.

If there was a way to make it imperative to continuously secure and hold bases past 3, that would mean players would have to defend multiple location at once, often too far away for the main army to arrive in time, which is a good thing.

Dunno, my favorite style of trading stuff all the time benefits from having lower amount of workers per base but keeping worker count in 70s. Just for the sake of A. not feeling too bad about losing whole mineral line tor random drop, since it is only 10 workers
B. it's not like favorite compositions are slow (muta ling <3).
Also, want it or not, but armies in BW sucked at defending multitude of bases. They had a benefit of ramps being overpowered against units.
So forcing base spread has a single problem: drops become a SERIOUS problem, since stimmed bio can easily pick off bunch of warping zealots with micro and then you have a problem with base spread.
And single benefit of having better economy than turtling player. But it's not like turtling player does not have a serious means to harass and can still gather deathball meanwhile with decent defense.

Of course it would be very hard, that's the whole point. The more difficult the basic metagame is to execute properly, and the more simultaneous activity there is, the more the truly great players can distinguish themselves from the merely good. Also, I liked how ramps would make aggression more difficult, it made massing units less effective, which is good.

If stimmed bio is dropping your base, and zealots are being warped in response, the toss has essentially already failed. That base was supposed to have HTs feedbacking the medivacs as they came in, and cannons with a small force of units to respond. Having to effectively and consistently defend multiple locations is one of the most difficult things in an RTS, and one of the best opportunities to shine.
There isn't anything wrong with the current dynamics, as pro games are now showing.

I disagree, I think the progames even from WCS aren't as good in this aspect as they could or should be.
"Digital. They have digital. What is digital?" - Donald J Trump
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
October 29 2013 16:50 GMT
#227
On October 30 2013 01:45 Squat wrote:
Show nested quote +
On October 30 2013 01:04 lolfail9001 wrote:
On October 30 2013 00:34 Squat wrote:
On October 30 2013 00:15 lolfail9001 wrote:
On October 30 2013 00:10 The_Red_Viper wrote:
On October 29 2013 23:54 lolfail9001 wrote:
On October 29 2013 23:27 Azelja wrote:
If Blizzard would just "fix" the 3-base max income thing...

You mean the part where having less than 130 army supply is deadly for yourself :D?


He means the part where it doesnt matter on how many bases you have your 66 workers (starting at 3 ofc ), you will always get the same income.

True, what about mining out part :3?

Then you take another base and simply abandon the base that's mined out. At no point in the game do you need more than 3 bases at once, and the benefits for taking more than 3 are subject to extreme diminishing returns.

If there was a way to make it imperative to continuously secure and hold bases past 3, that would mean players would have to defend multiple location at once, often too far away for the main army to arrive in time, which is a good thing.

Dunno, my favorite style of trading stuff all the time benefits from having lower amount of workers per base but keeping worker count in 70s. Just for the sake of A. not feeling too bad about losing whole mineral line tor random drop, since it is only 10 workers
B. it's not like favorite compositions are slow (muta ling <3).
Also, want it or not, but armies in BW sucked at defending multitude of bases. They had a benefit of ramps being overpowered against units.
So forcing base spread has a single problem: drops become a SERIOUS problem, since stimmed bio can easily pick off bunch of warping zealots with micro and then you have a problem with base spread.
And single benefit of having better economy than turtling player. But it's not like turtling player does not have a serious means to harass and can still gather deathball meanwhile with decent defense.

Of course it would be very hard, that's the whole point. The more difficult the basic metagame is to execute properly, and the more simultaneous activity there is, the more the truly great players can distinguish themselves from the merely good. Also, I liked how ramps would make aggression more difficult, it made massing units less effective, which is good.

If stimmed bio is dropping your base, and zealots are being warped in response, the toss has essentially already failed. That base was supposed to have HTs feedbacking the medivacs as they came in, and cannons with a small force of units to respond. Having to effectively and consistently defend multiple locations is one of the most difficult things in an RTS, and one of the best opportunities to shine.
Show nested quote +
There isn't anything wrong with the current dynamics, as pro games are now showing.

I disagree, I think the progames even from WCS aren't as good in this aspect as they could or should be.


Dear vs Maru and Dear vs Soulkey are what one sided matchups should look like.

Despite a 4-0 score, Dear vs Soulkey was a nailbiter EVERY SINGLE MATCH

And game 1 vs Maru was heavenly.

Sadly, we only have 1 Dear, we only have 1 Innovation. It'd be nice if we see more of these types of plays.
Hark, what baseball through yonder window breaks?
Squat
Profile Joined September 2013
Sweden7978 Posts
October 29 2013 17:14 GMT
#228
On October 30 2013 01:50 Thieving Magpie wrote:
Show nested quote +
On October 30 2013 01:45 Squat wrote:
On October 30 2013 01:04 lolfail9001 wrote:
On October 30 2013 00:34 Squat wrote:
On October 30 2013 00:15 lolfail9001 wrote:
On October 30 2013 00:10 The_Red_Viper wrote:
On October 29 2013 23:54 lolfail9001 wrote:
On October 29 2013 23:27 Azelja wrote:
If Blizzard would just "fix" the 3-base max income thing...

You mean the part where having less than 130 army supply is deadly for yourself :D?


He means the part where it doesnt matter on how many bases you have your 66 workers (starting at 3 ofc ), you will always get the same income.

True, what about mining out part :3?

Then you take another base and simply abandon the base that's mined out. At no point in the game do you need more than 3 bases at once, and the benefits for taking more than 3 are subject to extreme diminishing returns.

If there was a way to make it imperative to continuously secure and hold bases past 3, that would mean players would have to defend multiple location at once, often too far away for the main army to arrive in time, which is a good thing.

Dunno, my favorite style of trading stuff all the time benefits from having lower amount of workers per base but keeping worker count in 70s. Just for the sake of A. not feeling too bad about losing whole mineral line tor random drop, since it is only 10 workers
B. it's not like favorite compositions are slow (muta ling <3).
Also, want it or not, but armies in BW sucked at defending multitude of bases. They had a benefit of ramps being overpowered against units.
So forcing base spread has a single problem: drops become a SERIOUS problem, since stimmed bio can easily pick off bunch of warping zealots with micro and then you have a problem with base spread.
And single benefit of having better economy than turtling player. But it's not like turtling player does not have a serious means to harass and can still gather deathball meanwhile with decent defense.

Of course it would be very hard, that's the whole point. The more difficult the basic metagame is to execute properly, and the more simultaneous activity there is, the more the truly great players can distinguish themselves from the merely good. Also, I liked how ramps would make aggression more difficult, it made massing units less effective, which is good.

If stimmed bio is dropping your base, and zealots are being warped in response, the toss has essentially already failed. That base was supposed to have HTs feedbacking the medivacs as they came in, and cannons with a small force of units to respond. Having to effectively and consistently defend multiple locations is one of the most difficult things in an RTS, and one of the best opportunities to shine.
There isn't anything wrong with the current dynamics, as pro games are now showing.

I disagree, I think the progames even from WCS aren't as good in this aspect as they could or should be.


Dear vs Maru and Dear vs Soulkey are what one sided matchups should look like.

Despite a 4-0 score, Dear vs Soulkey was a nailbiter EVERY SINGLE MATCH

And game 1 vs Maru was heavenly.

Sadly, we only have 1 Dear, we only have 1 Innovation. It'd be nice if we see more of these types of plays.

Absolutely, I think the fact that amazing players can make the game look good is awesome, my concern is these players are making the game look better than it actually is by sheer, very impressive, level of skill.

That should be the norm, not exceptions, that playstyle should be the style you HAVE to use every macro game at the professional level, outside of timings/all ins.
"Digital. They have digital. What is digital?" - Donald J Trump
RampancyTW
Profile Joined August 2010
United States577 Posts
October 29 2013 17:14 GMT
#229
On October 30 2013 01:45 Squat wrote:
Show nested quote +
There isn't anything wrong with the current dynamics, as pro games are now showing.

I disagree, I think the progames even from WCS aren't as good in this aspect as they could or should be.
...For arbitrary reasons that you have yet to specify beyond just saying it wasn't good enough for you.
RampancyTW
Profile Joined August 2010
United States577 Posts
October 29 2013 17:16 GMT
#230
On October 30 2013 02:14 Squat wrote:
Show nested quote +
On October 30 2013 01:50 Thieving Magpie wrote:
On October 30 2013 01:45 Squat wrote:
On October 30 2013 01:04 lolfail9001 wrote:
On October 30 2013 00:34 Squat wrote:
On October 30 2013 00:15 lolfail9001 wrote:
On October 30 2013 00:10 The_Red_Viper wrote:
On October 29 2013 23:54 lolfail9001 wrote:
On October 29 2013 23:27 Azelja wrote:
If Blizzard would just "fix" the 3-base max income thing...

You mean the part where having less than 130 army supply is deadly for yourself :D?


He means the part where it doesnt matter on how many bases you have your 66 workers (starting at 3 ofc ), you will always get the same income.

True, what about mining out part :3?

Then you take another base and simply abandon the base that's mined out. At no point in the game do you need more than 3 bases at once, and the benefits for taking more than 3 are subject to extreme diminishing returns.

If there was a way to make it imperative to continuously secure and hold bases past 3, that would mean players would have to defend multiple location at once, often too far away for the main army to arrive in time, which is a good thing.

Dunno, my favorite style of trading stuff all the time benefits from having lower amount of workers per base but keeping worker count in 70s. Just for the sake of A. not feeling too bad about losing whole mineral line tor random drop, since it is only 10 workers
B. it's not like favorite compositions are slow (muta ling <3).
Also, want it or not, but armies in BW sucked at defending multitude of bases. They had a benefit of ramps being overpowered against units.
So forcing base spread has a single problem: drops become a SERIOUS problem, since stimmed bio can easily pick off bunch of warping zealots with micro and then you have a problem with base spread.
And single benefit of having better economy than turtling player. But it's not like turtling player does not have a serious means to harass and can still gather deathball meanwhile with decent defense.

Of course it would be very hard, that's the whole point. The more difficult the basic metagame is to execute properly, and the more simultaneous activity there is, the more the truly great players can distinguish themselves from the merely good. Also, I liked how ramps would make aggression more difficult, it made massing units less effective, which is good.

If stimmed bio is dropping your base, and zealots are being warped in response, the toss has essentially already failed. That base was supposed to have HTs feedbacking the medivacs as they came in, and cannons with a small force of units to respond. Having to effectively and consistently defend multiple locations is one of the most difficult things in an RTS, and one of the best opportunities to shine.
There isn't anything wrong with the current dynamics, as pro games are now showing.

I disagree, I think the progames even from WCS aren't as good in this aspect as they could or should be.


Dear vs Maru and Dear vs Soulkey are what one sided matchups should look like.

Despite a 4-0 score, Dear vs Soulkey was a nailbiter EVERY SINGLE MATCH

And game 1 vs Maru was heavenly.

Sadly, we only have 1 Dear, we only have 1 Innovation. It'd be nice if we see more of these types of plays.

Absolutely, I think the fact that amazing players can make the game look good is awesome, my concern is these players are making the game look better than it actually is by sheer, very impressive, level of skill.

That should be the norm, not exceptions, that playstyle should be the style you HAVE to use every macro game at the professional level, outside of timings/all ins.
...And as players reach that level of skill, that WILL be the case.

They're not making the game look better than it is. That's impossible. They're showing a better idea of what the game actually is.

As more player elevate their play, these sorts of games will be FORCED to become the norm, because the ones that can't hack it will be left in the dust.
Squat
Profile Joined September 2013
Sweden7978 Posts
Last Edited: 2013-10-29 17:35:54
October 29 2013 17:28 GMT
#231
On October 30 2013 02:16 RampancyTW wrote:
Show nested quote +
On October 30 2013 02:14 Squat wrote:
On October 30 2013 01:50 Thieving Magpie wrote:
On October 30 2013 01:45 Squat wrote:
On October 30 2013 01:04 lolfail9001 wrote:
On October 30 2013 00:34 Squat wrote:
On October 30 2013 00:15 lolfail9001 wrote:
On October 30 2013 00:10 The_Red_Viper wrote:
On October 29 2013 23:54 lolfail9001 wrote:
On October 29 2013 23:27 Azelja wrote:
If Blizzard would just "fix" the 3-base max income thing...

You mean the part where having less than 130 army supply is deadly for yourself :D?


He means the part where it doesnt matter on how many bases you have your 66 workers (starting at 3 ofc ), you will always get the same income.

True, what about mining out part :3?

Then you take another base and simply abandon the base that's mined out. At no point in the game do you need more than 3 bases at once, and the benefits for taking more than 3 are subject to extreme diminishing returns.

If there was a way to make it imperative to continuously secure and hold bases past 3, that would mean players would have to defend multiple location at once, often too far away for the main army to arrive in time, which is a good thing.

Dunno, my favorite style of trading stuff all the time benefits from having lower amount of workers per base but keeping worker count in 70s. Just for the sake of A. not feeling too bad about losing whole mineral line tor random drop, since it is only 10 workers
B. it's not like favorite compositions are slow (muta ling <3).
Also, want it or not, but armies in BW sucked at defending multitude of bases. They had a benefit of ramps being overpowered against units.
So forcing base spread has a single problem: drops become a SERIOUS problem, since stimmed bio can easily pick off bunch of warping zealots with micro and then you have a problem with base spread.
And single benefit of having better economy than turtling player. But it's not like turtling player does not have a serious means to harass and can still gather deathball meanwhile with decent defense.

Of course it would be very hard, that's the whole point. The more difficult the basic metagame is to execute properly, and the more simultaneous activity there is, the more the truly great players can distinguish themselves from the merely good. Also, I liked how ramps would make aggression more difficult, it made massing units less effective, which is good.

If stimmed bio is dropping your base, and zealots are being warped in response, the toss has essentially already failed. That base was supposed to have HTs feedbacking the medivacs as they came in, and cannons with a small force of units to respond. Having to effectively and consistently defend multiple locations is one of the most difficult things in an RTS, and one of the best opportunities to shine.
There isn't anything wrong with the current dynamics, as pro games are now showing.

I disagree, I think the progames even from WCS aren't as good in this aspect as they could or should be.


Dear vs Maru and Dear vs Soulkey are what one sided matchups should look like.

Despite a 4-0 score, Dear vs Soulkey was a nailbiter EVERY SINGLE MATCH

And game 1 vs Maru was heavenly.

Sadly, we only have 1 Dear, we only have 1 Innovation. It'd be nice if we see more of these types of plays.

Absolutely, I think the fact that amazing players can make the game look good is awesome, my concern is these players are making the game look better than it actually is by sheer, very impressive, level of skill.

That should be the norm, not exceptions, that playstyle should be the style you HAVE to use every macro game at the professional level, outside of timings/all ins.
...And as players reach that level of skill, that WILL be the case.

They're not making the game look better than it is. That's impossible. They're showing a better idea of what the game actually is.

As more player elevate their play, these sorts of games will be FORCED to become the norm, because the ones that can't hack it will be left in the dust.

And I think we could expedite that process by making the game less forgiving of turtling and massing units in general. I think the game makes it too easy for lesser players to use easy strategies and achieve disproportionate results with them. All ins and timings especially, mainly because it's too easy to get a good army off too few bases.

As long these simple strategies exist and are as viable as they are, I think that is holding the game back.
"Digital. They have digital. What is digital?" - Donald J Trump
dangthatsright
Profile Joined July 2011
1160 Posts
October 29 2013 17:40 GMT
#232
On October 30 2013 02:28 Squat wrote:
Show nested quote +
On October 30 2013 02:16 RampancyTW wrote:
On October 30 2013 02:14 Squat wrote:
On October 30 2013 01:50 Thieving Magpie wrote:
On October 30 2013 01:45 Squat wrote:
On October 30 2013 01:04 lolfail9001 wrote:
On October 30 2013 00:34 Squat wrote:
On October 30 2013 00:15 lolfail9001 wrote:
On October 30 2013 00:10 The_Red_Viper wrote:
On October 29 2013 23:54 lolfail9001 wrote:
[quote]
You mean the part where having less than 130 army supply is deadly for yourself :D?


He means the part where it doesnt matter on how many bases you have your 66 workers (starting at 3 ofc ), you will always get the same income.

True, what about mining out part :3?

Then you take another base and simply abandon the base that's mined out. At no point in the game do you need more than 3 bases at once, and the benefits for taking more than 3 are subject to extreme diminishing returns.

If there was a way to make it imperative to continuously secure and hold bases past 3, that would mean players would have to defend multiple location at once, often too far away for the main army to arrive in time, which is a good thing.

Dunno, my favorite style of trading stuff all the time benefits from having lower amount of workers per base but keeping worker count in 70s. Just for the sake of A. not feeling too bad about losing whole mineral line tor random drop, since it is only 10 workers
B. it's not like favorite compositions are slow (muta ling <3).
Also, want it or not, but armies in BW sucked at defending multitude of bases. They had a benefit of ramps being overpowered against units.
So forcing base spread has a single problem: drops become a SERIOUS problem, since stimmed bio can easily pick off bunch of warping zealots with micro and then you have a problem with base spread.
And single benefit of having better economy than turtling player. But it's not like turtling player does not have a serious means to harass and can still gather deathball meanwhile with decent defense.

Of course it would be very hard, that's the whole point. The more difficult the basic metagame is to execute properly, and the more simultaneous activity there is, the more the truly great players can distinguish themselves from the merely good. Also, I liked how ramps would make aggression more difficult, it made massing units less effective, which is good.

If stimmed bio is dropping your base, and zealots are being warped in response, the toss has essentially already failed. That base was supposed to have HTs feedbacking the medivacs as they came in, and cannons with a small force of units to respond. Having to effectively and consistently defend multiple locations is one of the most difficult things in an RTS, and one of the best opportunities to shine.
There isn't anything wrong with the current dynamics, as pro games are now showing.

I disagree, I think the progames even from WCS aren't as good in this aspect as they could or should be.


Dear vs Maru and Dear vs Soulkey are what one sided matchups should look like.

Despite a 4-0 score, Dear vs Soulkey was a nailbiter EVERY SINGLE MATCH

And game 1 vs Maru was heavenly.

Sadly, we only have 1 Dear, we only have 1 Innovation. It'd be nice if we see more of these types of plays.

Absolutely, I think the fact that amazing players can make the game look good is awesome, my concern is these players are making the game look better than it actually is by sheer, very impressive, level of skill.

That should be the norm, not exceptions, that playstyle should be the style you HAVE to use every macro game at the professional level, outside of timings/all ins.
...And as players reach that level of skill, that WILL be the case.

They're not making the game look better than it is. That's impossible. They're showing a better idea of what the game actually is.

As more player elevate their play, these sorts of games will be FORCED to become the norm, because the ones that can't hack it will be left in the dust.

And I think we could expedite that process by making the game less forgiving of turtling and massing units in general. I think the game makes it too easy for lesser players to use easy strategies and achieve disproportionate results with them. All ins and timings especially, mainly because it's too easy to get a good army off too few bases.

As long these simple strategies exist and are as viable as they are, I think that is holding the game back.


there are so many more ways in which that could go wrong
not sure it would actually be that much more entertaining for those lesser players to pretty much have to use these styles and then fuck them up by being, well, lesser players
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
October 29 2013 17:46 GMT
#233
On October 30 2013 02:40 dangthatsright wrote:
Show nested quote +
On October 30 2013 02:28 Squat wrote:
On October 30 2013 02:16 RampancyTW wrote:
On October 30 2013 02:14 Squat wrote:
On October 30 2013 01:50 Thieving Magpie wrote:
On October 30 2013 01:45 Squat wrote:
On October 30 2013 01:04 lolfail9001 wrote:
On October 30 2013 00:34 Squat wrote:
On October 30 2013 00:15 lolfail9001 wrote:
On October 30 2013 00:10 The_Red_Viper wrote:
[quote]

He means the part where it doesnt matter on how many bases you have your 66 workers (starting at 3 ofc ), you will always get the same income.

True, what about mining out part :3?

Then you take another base and simply abandon the base that's mined out. At no point in the game do you need more than 3 bases at once, and the benefits for taking more than 3 are subject to extreme diminishing returns.

If there was a way to make it imperative to continuously secure and hold bases past 3, that would mean players would have to defend multiple location at once, often too far away for the main army to arrive in time, which is a good thing.

Dunno, my favorite style of trading stuff all the time benefits from having lower amount of workers per base but keeping worker count in 70s. Just for the sake of A. not feeling too bad about losing whole mineral line tor random drop, since it is only 10 workers
B. it's not like favorite compositions are slow (muta ling <3).
Also, want it or not, but armies in BW sucked at defending multitude of bases. They had a benefit of ramps being overpowered against units.
So forcing base spread has a single problem: drops become a SERIOUS problem, since stimmed bio can easily pick off bunch of warping zealots with micro and then you have a problem with base spread.
And single benefit of having better economy than turtling player. But it's not like turtling player does not have a serious means to harass and can still gather deathball meanwhile with decent defense.

Of course it would be very hard, that's the whole point. The more difficult the basic metagame is to execute properly, and the more simultaneous activity there is, the more the truly great players can distinguish themselves from the merely good. Also, I liked how ramps would make aggression more difficult, it made massing units less effective, which is good.

If stimmed bio is dropping your base, and zealots are being warped in response, the toss has essentially already failed. That base was supposed to have HTs feedbacking the medivacs as they came in, and cannons with a small force of units to respond. Having to effectively and consistently defend multiple locations is one of the most difficult things in an RTS, and one of the best opportunities to shine.
There isn't anything wrong with the current dynamics, as pro games are now showing.

I disagree, I think the progames even from WCS aren't as good in this aspect as they could or should be.


Dear vs Maru and Dear vs Soulkey are what one sided matchups should look like.

Despite a 4-0 score, Dear vs Soulkey was a nailbiter EVERY SINGLE MATCH

And game 1 vs Maru was heavenly.

Sadly, we only have 1 Dear, we only have 1 Innovation. It'd be nice if we see more of these types of plays.

Absolutely, I think the fact that amazing players can make the game look good is awesome, my concern is these players are making the game look better than it actually is by sheer, very impressive, level of skill.

That should be the norm, not exceptions, that playstyle should be the style you HAVE to use every macro game at the professional level, outside of timings/all ins.
...And as players reach that level of skill, that WILL be the case.

They're not making the game look better than it is. That's impossible. They're showing a better idea of what the game actually is.

As more player elevate their play, these sorts of games will be FORCED to become the norm, because the ones that can't hack it will be left in the dust.

And I think we could expedite that process by making the game less forgiving of turtling and massing units in general. I think the game makes it too easy for lesser players to use easy strategies and achieve disproportionate results with them. All ins and timings especially, mainly because it's too easy to get a good army off too few bases.

As long these simple strategies exist and are as viable as they are, I think that is holding the game back.


there are so many more ways in which that could go wrong
not sure it would actually be that much more entertaining for those lesser players to pretty much have to use these styles and then fuck them up by being, well, lesser players


The idea is that all players can work hard enough to be as good as Dear. But the current system allows them to be relaxed enough to simply play well instead of their best.

Good example of this is Demuslim. Same build all day err day. Doesn't scout, doesn't innovate. Why? Because he wins often enough with his style that he'd rather make less mistakes doing the easier play than push himself to be perfect.

The belief is that if we make the easy play no longer as effective as the difficult play, then people will start only practicing the difficult play. Because we believe that the current players are good enough to handle it.
Hark, what baseball through yonder window breaks?
Squat
Profile Joined September 2013
Sweden7978 Posts
Last Edited: 2013-10-29 17:49:01
October 29 2013 17:47 GMT
#234
On October 30 2013 02:40 dangthatsright wrote:
Show nested quote +
On October 30 2013 02:28 Squat wrote:
On October 30 2013 02:16 RampancyTW wrote:
On October 30 2013 02:14 Squat wrote:
On October 30 2013 01:50 Thieving Magpie wrote:
On October 30 2013 01:45 Squat wrote:
On October 30 2013 01:04 lolfail9001 wrote:
On October 30 2013 00:34 Squat wrote:
On October 30 2013 00:15 lolfail9001 wrote:
On October 30 2013 00:10 The_Red_Viper wrote:
[quote]

He means the part where it doesnt matter on how many bases you have your 66 workers (starting at 3 ofc ), you will always get the same income.

True, what about mining out part :3?

Then you take another base and simply abandon the base that's mined out. At no point in the game do you need more than 3 bases at once, and the benefits for taking more than 3 are subject to extreme diminishing returns.

If there was a way to make it imperative to continuously secure and hold bases past 3, that would mean players would have to defend multiple location at once, often too far away for the main army to arrive in time, which is a good thing.

Dunno, my favorite style of trading stuff all the time benefits from having lower amount of workers per base but keeping worker count in 70s. Just for the sake of A. not feeling too bad about losing whole mineral line tor random drop, since it is only 10 workers
B. it's not like favorite compositions are slow (muta ling <3).
Also, want it or not, but armies in BW sucked at defending multitude of bases. They had a benefit of ramps being overpowered against units.
So forcing base spread has a single problem: drops become a SERIOUS problem, since stimmed bio can easily pick off bunch of warping zealots with micro and then you have a problem with base spread.
And single benefit of having better economy than turtling player. But it's not like turtling player does not have a serious means to harass and can still gather deathball meanwhile with decent defense.

Of course it would be very hard, that's the whole point. The more difficult the basic metagame is to execute properly, and the more simultaneous activity there is, the more the truly great players can distinguish themselves from the merely good. Also, I liked how ramps would make aggression more difficult, it made massing units less effective, which is good.

If stimmed bio is dropping your base, and zealots are being warped in response, the toss has essentially already failed. That base was supposed to have HTs feedbacking the medivacs as they came in, and cannons with a small force of units to respond. Having to effectively and consistently defend multiple locations is one of the most difficult things in an RTS, and one of the best opportunities to shine.
There isn't anything wrong with the current dynamics, as pro games are now showing.

I disagree, I think the progames even from WCS aren't as good in this aspect as they could or should be.


Dear vs Maru and Dear vs Soulkey are what one sided matchups should look like.

Despite a 4-0 score, Dear vs Soulkey was a nailbiter EVERY SINGLE MATCH

And game 1 vs Maru was heavenly.

Sadly, we only have 1 Dear, we only have 1 Innovation. It'd be nice if we see more of these types of plays.

Absolutely, I think the fact that amazing players can make the game look good is awesome, my concern is these players are making the game look better than it actually is by sheer, very impressive, level of skill.

That should be the norm, not exceptions, that playstyle should be the style you HAVE to use every macro game at the professional level, outside of timings/all ins.
...And as players reach that level of skill, that WILL be the case.

They're not making the game look better than it is. That's impossible. They're showing a better idea of what the game actually is.

As more player elevate their play, these sorts of games will be FORCED to become the norm, because the ones that can't hack it will be left in the dust.

And I think we could expedite that process by making the game less forgiving of turtling and massing units in general. I think the game makes it too easy for lesser players to use easy strategies and achieve disproportionate results with them. All ins and timings especially, mainly because it's too easy to get a good army off too few bases.

As long these simple strategies exist and are as viable as they are, I think that is holding the game back.


there are so many more ways in which that could go wrong
not sure it would actually be that much more entertaining for those lesser players to pretty much have to use these styles and then fuck them up by being, well, lesser players

They don't remove pieces from chess to make it easier for a mediocre player to compete with a grand master.

Edit: Magpie has it about right there, people will rarely leave their comfort zone unless forcibly ejected.
"Digital. They have digital. What is digital?" - Donald J Trump
RampancyTW
Profile Joined August 2010
United States577 Posts
October 29 2013 17:58 GMT
#235
...So now it's the game's fault that players are choosing not to play and practice better strategies. Got it.

How about we let this correct itself, which it will inevitably do?
RampancyTW
Profile Joined August 2010
United States577 Posts
October 29 2013 17:59 GMT
#236
On October 30 2013 02:47 Squat wrote:
Show nested quote +
On October 30 2013 02:40 dangthatsright wrote:
On October 30 2013 02:28 Squat wrote:
On October 30 2013 02:16 RampancyTW wrote:
On October 30 2013 02:14 Squat wrote:
On October 30 2013 01:50 Thieving Magpie wrote:
On October 30 2013 01:45 Squat wrote:
On October 30 2013 01:04 lolfail9001 wrote:
On October 30 2013 00:34 Squat wrote:
On October 30 2013 00:15 lolfail9001 wrote:
[quote]
True, what about mining out part :3?

Then you take another base and simply abandon the base that's mined out. At no point in the game do you need more than 3 bases at once, and the benefits for taking more than 3 are subject to extreme diminishing returns.

If there was a way to make it imperative to continuously secure and hold bases past 3, that would mean players would have to defend multiple location at once, often too far away for the main army to arrive in time, which is a good thing.

Dunno, my favorite style of trading stuff all the time benefits from having lower amount of workers per base but keeping worker count in 70s. Just for the sake of A. not feeling too bad about losing whole mineral line tor random drop, since it is only 10 workers
B. it's not like favorite compositions are slow (muta ling <3).
Also, want it or not, but armies in BW sucked at defending multitude of bases. They had a benefit of ramps being overpowered against units.
So forcing base spread has a single problem: drops become a SERIOUS problem, since stimmed bio can easily pick off bunch of warping zealots with micro and then you have a problem with base spread.
And single benefit of having better economy than turtling player. But it's not like turtling player does not have a serious means to harass and can still gather deathball meanwhile with decent defense.

Of course it would be very hard, that's the whole point. The more difficult the basic metagame is to execute properly, and the more simultaneous activity there is, the more the truly great players can distinguish themselves from the merely good. Also, I liked how ramps would make aggression more difficult, it made massing units less effective, which is good.

If stimmed bio is dropping your base, and zealots are being warped in response, the toss has essentially already failed. That base was supposed to have HTs feedbacking the medivacs as they came in, and cannons with a small force of units to respond. Having to effectively and consistently defend multiple locations is one of the most difficult things in an RTS, and one of the best opportunities to shine.
There isn't anything wrong with the current dynamics, as pro games are now showing.

I disagree, I think the progames even from WCS aren't as good in this aspect as they could or should be.


Dear vs Maru and Dear vs Soulkey are what one sided matchups should look like.

Despite a 4-0 score, Dear vs Soulkey was a nailbiter EVERY SINGLE MATCH

And game 1 vs Maru was heavenly.

Sadly, we only have 1 Dear, we only have 1 Innovation. It'd be nice if we see more of these types of plays.

Absolutely, I think the fact that amazing players can make the game look good is awesome, my concern is these players are making the game look better than it actually is by sheer, very impressive, level of skill.

That should be the norm, not exceptions, that playstyle should be the style you HAVE to use every macro game at the professional level, outside of timings/all ins.
...And as players reach that level of skill, that WILL be the case.

They're not making the game look better than it is. That's impossible. They're showing a better idea of what the game actually is.

As more player elevate their play, these sorts of games will be FORCED to become the norm, because the ones that can't hack it will be left in the dust.

And I think we could expedite that process by making the game less forgiving of turtling and massing units in general. I think the game makes it too easy for lesser players to use easy strategies and achieve disproportionate results with them. All ins and timings especially, mainly because it's too easy to get a good army off too few bases.

As long these simple strategies exist and are as viable as they are, I think that is holding the game back.


there are so many more ways in which that could go wrong
not sure it would actually be that much more entertaining for those lesser players to pretty much have to use these styles and then fuck them up by being, well, lesser players

They don't remove pieces from chess to make it easier for a mediocre player to compete with a grand master.

Edit: Magpie has it about right there, people will rarely leave their comfort zone unless forcibly ejected.
They don't remove chess pieces to make it harder, either.
Squat
Profile Joined September 2013
Sweden7978 Posts
October 29 2013 18:05 GMT
#237
On October 30 2013 02:59 RampancyTW wrote:
Show nested quote +
On October 30 2013 02:47 Squat wrote:
On October 30 2013 02:40 dangthatsright wrote:
On October 30 2013 02:28 Squat wrote:
On October 30 2013 02:16 RampancyTW wrote:
On October 30 2013 02:14 Squat wrote:
On October 30 2013 01:50 Thieving Magpie wrote:
On October 30 2013 01:45 Squat wrote:
On October 30 2013 01:04 lolfail9001 wrote:
On October 30 2013 00:34 Squat wrote:
[quote]
Then you take another base and simply abandon the base that's mined out. At no point in the game do you need more than 3 bases at once, and the benefits for taking more than 3 are subject to extreme diminishing returns.

If there was a way to make it imperative to continuously secure and hold bases past 3, that would mean players would have to defend multiple location at once, often too far away for the main army to arrive in time, which is a good thing.

Dunno, my favorite style of trading stuff all the time benefits from having lower amount of workers per base but keeping worker count in 70s. Just for the sake of A. not feeling too bad about losing whole mineral line tor random drop, since it is only 10 workers
B. it's not like favorite compositions are slow (muta ling <3).
Also, want it or not, but armies in BW sucked at defending multitude of bases. They had a benefit of ramps being overpowered against units.
So forcing base spread has a single problem: drops become a SERIOUS problem, since stimmed bio can easily pick off bunch of warping zealots with micro and then you have a problem with base spread.
And single benefit of having better economy than turtling player. But it's not like turtling player does not have a serious means to harass and can still gather deathball meanwhile with decent defense.

Of course it would be very hard, that's the whole point. The more difficult the basic metagame is to execute properly, and the more simultaneous activity there is, the more the truly great players can distinguish themselves from the merely good. Also, I liked how ramps would make aggression more difficult, it made massing units less effective, which is good.

If stimmed bio is dropping your base, and zealots are being warped in response, the toss has essentially already failed. That base was supposed to have HTs feedbacking the medivacs as they came in, and cannons with a small force of units to respond. Having to effectively and consistently defend multiple locations is one of the most difficult things in an RTS, and one of the best opportunities to shine.
There isn't anything wrong with the current dynamics, as pro games are now showing.

I disagree, I think the progames even from WCS aren't as good in this aspect as they could or should be.


Dear vs Maru and Dear vs Soulkey are what one sided matchups should look like.

Despite a 4-0 score, Dear vs Soulkey was a nailbiter EVERY SINGLE MATCH

And game 1 vs Maru was heavenly.

Sadly, we only have 1 Dear, we only have 1 Innovation. It'd be nice if we see more of these types of plays.

Absolutely, I think the fact that amazing players can make the game look good is awesome, my concern is these players are making the game look better than it actually is by sheer, very impressive, level of skill.

That should be the norm, not exceptions, that playstyle should be the style you HAVE to use every macro game at the professional level, outside of timings/all ins.
...And as players reach that level of skill, that WILL be the case.

They're not making the game look better than it is. That's impossible. They're showing a better idea of what the game actually is.

As more player elevate their play, these sorts of games will be FORCED to become the norm, because the ones that can't hack it will be left in the dust.

And I think we could expedite that process by making the game less forgiving of turtling and massing units in general. I think the game makes it too easy for lesser players to use easy strategies and achieve disproportionate results with them. All ins and timings especially, mainly because it's too easy to get a good army off too few bases.

As long these simple strategies exist and are as viable as they are, I think that is holding the game back.


there are so many more ways in which that could go wrong
not sure it would actually be that much more entertaining for those lesser players to pretty much have to use these styles and then fuck them up by being, well, lesser players

They don't remove pieces from chess to make it easier for a mediocre player to compete with a grand master.

Edit: Magpie has it about right there, people will rarely leave their comfort zone unless forcibly ejected.
They don't remove chess pieces to make it harder, either.

That would not make it harder, it would make it more simplistic. Forcing people to use difficult strats by buffing them and nerfing easy builds is what is being proposed, not removing things. If people want to turtle and deathball they could still do that, only it would terrible strategy, not just at the WCS finals level, but anywhere above diamond.

I see that as a good goal to aim for, I think the game should constantly try to emphasize difficult strategies and discourage easy and safe ones.
"Digital. They have digital. What is digital?" - Donald J Trump
RampancyTW
Profile Joined August 2010
United States577 Posts
October 29 2013 18:15 GMT
#238
On October 30 2013 03:05 Squat wrote:
Show nested quote +
On October 30 2013 02:59 RampancyTW wrote:
On October 30 2013 02:47 Squat wrote:
On October 30 2013 02:40 dangthatsright wrote:
On October 30 2013 02:28 Squat wrote:
On October 30 2013 02:16 RampancyTW wrote:
On October 30 2013 02:14 Squat wrote:
On October 30 2013 01:50 Thieving Magpie wrote:
On October 30 2013 01:45 Squat wrote:
On October 30 2013 01:04 lolfail9001 wrote:
[quote]
Dunno, my favorite style of trading stuff all the time benefits from having lower amount of workers per base but keeping worker count in 70s. Just for the sake of A. not feeling too bad about losing whole mineral line tor random drop, since it is only 10 workers
B. it's not like favorite compositions are slow (muta ling <3).
Also, want it or not, but armies in BW sucked at defending multitude of bases. They had a benefit of ramps being overpowered against units.
So forcing base spread has a single problem: drops become a SERIOUS problem, since stimmed bio can easily pick off bunch of warping zealots with micro and then you have a problem with base spread.
And single benefit of having better economy than turtling player. But it's not like turtling player does not have a serious means to harass and can still gather deathball meanwhile with decent defense.

Of course it would be very hard, that's the whole point. The more difficult the basic metagame is to execute properly, and the more simultaneous activity there is, the more the truly great players can distinguish themselves from the merely good. Also, I liked how ramps would make aggression more difficult, it made massing units less effective, which is good.

If stimmed bio is dropping your base, and zealots are being warped in response, the toss has essentially already failed. That base was supposed to have HTs feedbacking the medivacs as they came in, and cannons with a small force of units to respond. Having to effectively and consistently defend multiple locations is one of the most difficult things in an RTS, and one of the best opportunities to shine.
There isn't anything wrong with the current dynamics, as pro games are now showing.

I disagree, I think the progames even from WCS aren't as good in this aspect as they could or should be.


Dear vs Maru and Dear vs Soulkey are what one sided matchups should look like.

Despite a 4-0 score, Dear vs Soulkey was a nailbiter EVERY SINGLE MATCH

And game 1 vs Maru was heavenly.

Sadly, we only have 1 Dear, we only have 1 Innovation. It'd be nice if we see more of these types of plays.

Absolutely, I think the fact that amazing players can make the game look good is awesome, my concern is these players are making the game look better than it actually is by sheer, very impressive, level of skill.

That should be the norm, not exceptions, that playstyle should be the style you HAVE to use every macro game at the professional level, outside of timings/all ins.
...And as players reach that level of skill, that WILL be the case.

They're not making the game look better than it is. That's impossible. They're showing a better idea of what the game actually is.

As more player elevate their play, these sorts of games will be FORCED to become the norm, because the ones that can't hack it will be left in the dust.

And I think we could expedite that process by making the game less forgiving of turtling and massing units in general. I think the game makes it too easy for lesser players to use easy strategies and achieve disproportionate results with them. All ins and timings especially, mainly because it's too easy to get a good army off too few bases.

As long these simple strategies exist and are as viable as they are, I think that is holding the game back.


there are so many more ways in which that could go wrong
not sure it would actually be that much more entertaining for those lesser players to pretty much have to use these styles and then fuck them up by being, well, lesser players

They don't remove pieces from chess to make it easier for a mediocre player to compete with a grand master.

Edit: Magpie has it about right there, people will rarely leave their comfort zone unless forcibly ejected.
They don't remove chess pieces to make it harder, either.

That would not make it harder, it would make it more simplistic. Forcing people to use difficult strats by buffing them and nerfing easy builds is what is being proposed, not removing things. If people want to turtle and deathball they could still do that, only it would terrible strategy, not just at the WCS finals level, but anywhere above diamond.

I see that as a good goal to aim for, I think the game should constantly try to emphasize difficult strategies and discourage easy and safe ones.
In order for this to work, you'd have to make SC2 more simplistic as well. Slow units would be pretty much obsolete, unless they were horribly overpowered in low numbers, which would presumably make them overpowered in the context of an eventual deathball.

Turtling being a viable strategy is fine, and a necessary part of the game. Turtle-->deathball might not always be exciting, but it should be at the high level as the turtler seeks to harrass their opponent and the their opponent seeks to abuse mobility etc. Without that option it would be nearly-exclusively a multitasking/mobility war in every single matchup, which would simplify the game and stagnate variety.

The game is fine as is, and the amount of work that would be required to change it in a remotely interesting/balanced way would not be at all worth the minimal reward.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
October 29 2013 18:17 GMT
#239
On October 30 2013 02:58 RampancyTW wrote:
...So now it's the game's fault that players are choosing not to play and practice better strategies. Got it.

How about we let this correct itself, which it will inevitably do?


It depends on what you're responding to.

I provided examples that the tools are already present for exciting gameplay. However, the base mechanics of how units move and how resources are collected creates unnecessary dead time that could be amended.

Some people believe things can be fixed by bringing in units or removing units; I disagree with that because it would not remove the dead time, it would simply change the unit choices.

barrin's changes (for example) does nothing to the game save remove mineral patches. Its the least invasive and does not change how the game plays.

we could also do the starbow change where units are in essence forced to glitch just to change timings. I disagree with that method but I will not disagree with its effectiveness.

Units don't have to be removed. Ai doesn't need to be tweaked. If they help they help but they're not necessary. What is being asked by me and by others (I presume) is for 3 things.

A.) force players to build more bases. That way more of the map is filled up.
B.) Reduce the early game dead time currently in the game that way action starts in 5ish minutes instead of 10ish minutes.
C.) easier to spot micro movements. I'm not asking for MORE micro, I just want to be able to better see the micro we already have.
Hark, what baseball through yonder window breaks?
Squat
Profile Joined September 2013
Sweden7978 Posts
October 29 2013 18:18 GMT
#240
On October 30 2013 03:15 RampancyTW wrote:
Show nested quote +
On October 30 2013 03:05 Squat wrote:
On October 30 2013 02:59 RampancyTW wrote:
On October 30 2013 02:47 Squat wrote:
On October 30 2013 02:40 dangthatsright wrote:
On October 30 2013 02:28 Squat wrote:
On October 30 2013 02:16 RampancyTW wrote:
On October 30 2013 02:14 Squat wrote:
On October 30 2013 01:50 Thieving Magpie wrote:
On October 30 2013 01:45 Squat wrote:
[quote]
Of course it would be very hard, that's the whole point. The more difficult the basic metagame is to execute properly, and the more simultaneous activity there is, the more the truly great players can distinguish themselves from the merely good. Also, I liked how ramps would make aggression more difficult, it made massing units less effective, which is good.

If stimmed bio is dropping your base, and zealots are being warped in response, the toss has essentially already failed. That base was supposed to have HTs feedbacking the medivacs as they came in, and cannons with a small force of units to respond. Having to effectively and consistently defend multiple locations is one of the most difficult things in an RTS, and one of the best opportunities to shine.
[quote]
I disagree, I think the progames even from WCS aren't as good in this aspect as they could or should be.


Dear vs Maru and Dear vs Soulkey are what one sided matchups should look like.

Despite a 4-0 score, Dear vs Soulkey was a nailbiter EVERY SINGLE MATCH

And game 1 vs Maru was heavenly.

Sadly, we only have 1 Dear, we only have 1 Innovation. It'd be nice if we see more of these types of plays.

Absolutely, I think the fact that amazing players can make the game look good is awesome, my concern is these players are making the game look better than it actually is by sheer, very impressive, level of skill.

That should be the norm, not exceptions, that playstyle should be the style you HAVE to use every macro game at the professional level, outside of timings/all ins.
...And as players reach that level of skill, that WILL be the case.

They're not making the game look better than it is. That's impossible. They're showing a better idea of what the game actually is.

As more player elevate their play, these sorts of games will be FORCED to become the norm, because the ones that can't hack it will be left in the dust.

And I think we could expedite that process by making the game less forgiving of turtling and massing units in general. I think the game makes it too easy for lesser players to use easy strategies and achieve disproportionate results with them. All ins and timings especially, mainly because it's too easy to get a good army off too few bases.

As long these simple strategies exist and are as viable as they are, I think that is holding the game back.


there are so many more ways in which that could go wrong
not sure it would actually be that much more entertaining for those lesser players to pretty much have to use these styles and then fuck them up by being, well, lesser players

They don't remove pieces from chess to make it easier for a mediocre player to compete with a grand master.

Edit: Magpie has it about right there, people will rarely leave their comfort zone unless forcibly ejected.
They don't remove chess pieces to make it harder, either.

That would not make it harder, it would make it more simplistic. Forcing people to use difficult strats by buffing them and nerfing easy builds is what is being proposed, not removing things. If people want to turtle and deathball they could still do that, only it would terrible strategy, not just at the WCS finals level, but anywhere above diamond.

I see that as a good goal to aim for, I think the game should constantly try to emphasize difficult strategies and discourage easy and safe ones.
In order for this to work, you'd have to make SC2 more simplistic as well. Slow units would be pretty much obsolete, unless they were horribly overpowered in low numbers, which would presumably make them overpowered in the context of an eventual deathball.

Turtling being a viable strategy is fine, and a necessary part of the game. Turtle-->deathball might not always be exciting, but it should be at the high level as the turtler seeks to harrass their opponent and the their opponent seeks to abuse mobility etc. Without that option it would be nearly-exclusively a multitasking/mobility war in every single matchup, which would simplify the game and stagnate variety.

The game is fine as is, and the amount of work that would be required to change it in a remotely interesting/balanced way would not be at all worth the minimal reward.

Fair enough, seems like we've exhausted this. You see the game as largely fine, I don't, and I doubt that's going to change either way.
"Digital. They have digital. What is digital?" - Donald J Trump
Prev 1 10 11 12 13 14 17 Next All
Please log in or register to reply.
Live Events Refresh
BSL 21
20:00
RO16: Group B
Hawk vs Kyrie
spx vs Cross
ZZZero.O216
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft378
elazer 221
ROOTCatZ 55
StarCraft: Brood War
Calm 4218
Artosis 516
ZZZero.O 216
Dota 2
syndereN845
Other Games
summit1g10633
Grubby6622
Mew2King111
Maynarde103
Organizations
Other Games
gamesdonequick2614
BasetradeTV47
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 21 non-featured ]
StarCraft 2
• Hupsaiya 56
• Berry_CruncH42
• davetesta20
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• mYiSmile130
• RayReign 7
• Pr0nogo 4
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota22216
• Ler85
League of Legends
• Doublelift4042
Other Games
• imaqtpie1769
• Scarra982
Upcoming Events
Replay Cast
9h 7m
Wardi Open
12h 7m
Monday Night Weeklies
17h 7m
StarCraft2.fi
17h 7m
Replay Cast
1d
Wardi Open
1d 12h
StarCraft2.fi
1d 17h
PiGosaur Monday
2 days
Wardi Open
2 days
StarCraft2.fi
2 days
[ Show More ]
Replay Cast
3 days
The PondCast
3 days
Replay Cast
4 days
Korean StarCraft League
5 days
CranKy Ducklings
5 days
SC Evo League
5 days
BSL 21
5 days
Sziky vs OyAji
Gypsy vs eOnzErG
Sparkling Tuna Cup
6 days
BSL 21
6 days
Bonyth vs StRyKeR
Tarson vs Dandy
Liquipedia Results

Completed

Proleague 2025-11-28
RSL Revival: Season 3
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
CSCL: Masked Kings S3
Slon Tour Season 2
META Madness #9
Light HT
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
Kuram Kup
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 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.