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Active: 2020 users

Address the Deathball problem in SC2? - Page 17

Forum Index > SC2 General
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bearhug
Profile Joined September 2010
United States999 Posts
November 01 2013 04:42 GMT
#321
On October 31 2013 09:57 Dontkillme wrote:
Show nested quote +
On October 28 2013 16:40 tdt wrote:
more aoe dps would fix this. like tanks do 70, colossi 35, banes 70.


.... yeah sure more splash on all the units that are the most dangerous to go up against in the game.........


Not really. The units are designed to clump together in sc2. Simply tweaking the damage/ability/speed cannot solve the problem at all. Need some fundamental changes.
We are dusts in the vast cosmic arena. Need to make the most out of life when we still have it.
Rabiator
Profile Joined March 2010
Germany3948 Posts
November 01 2013 08:06 GMT
#322
On November 01 2013 13:42 bearhug wrote:
Show nested quote +
On October 31 2013 09:57 Dontkillme wrote:
On October 28 2013 16:40 tdt wrote:
more aoe dps would fix this. like tanks do 70, colossi 35, banes 70.


.... yeah sure more splash on all the units that are the most dangerous to go up against in the game.........


Not really. The units are designed to clump together in sc2. Simply tweaking the damage/ability/speed cannot solve the problem at all. Need some fundamental changes.

Exactly. Controlling units is far too easy in SC2 AND the automatically clumped up state of armies is something which players should have to WORK FOR instead of getting it automatically. That was the beauty of BW, because you could get a rather dense concentration of units, BUT only the skilled players would achieve it while the not-so-skilled were battling it out with groups of lower density which allowed for their slower reaction speed. Thus every skill group had just the right "kill speed" and it was fun across the board, while SC2 has every player play with the same - super high maximized - kill speed which favors attackers far too much and makes the game less fun at lower levels of skill.

It doesnt matter that BW "also had deathballs" (which it only had for air units and there were RISKS involved to doing that), because of this adjustment of unit density. Sadly people are only looking at one level of skill - usually pro gamers - instead of the whole bandwidth.
If you cant say what you're meaning, you can never mean what you're saying.
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