• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:55
CEST 15:55
KST 22:55
  • 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
[ASL19] Finals Recap: Standing Tall10HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Weekly Cups (June 30 - July 6): Classic Doubles5[BSL20] Non-Korean Championship 4x BSL + 4x China9Flash Announces Hiatus From ASL66Weekly Cups (June 23-29): Reynor in world title form?14FEL Cracov 2025 (July 27) - $8000 live event22
StarCraft 2
General
The GOAT ranking of GOAT rankings Weekly Cups (June 30 - July 6): Classic Doubles Jim claims he and Firefly were involved in match-fixing Esports World Cup 2025 - Final Player Roster Statistics for vetoed/disliked maps
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL: Revival, a new crowdfunded tournament series FEL Cracov 2025 (July 27) - $8000 live event WardiTV Mondays Korean Starcraft League Week 77
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma
Brood War
General
i aint gon lie to u bruh... BGH Auto Balance -> http://bghmmr.eu/ ASL20 Preliminary Maps [ASL19] Finals Recap: Standing Tall SC uni coach streams logging into betting site
Tourneys
[BSL20] Non-Korean Championship 4x BSL + 4x China [BSL20] Grand Finals - Sunday 20:00 CET CSL Xiamen International Invitational The Casual Games of the Week Thread
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile What do you want from future RTS games? Beyond All Reason
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Stop Killing Games - European Citizens Initiative Summer Games Done Quick 2025! Summer Games Done Quick 2024!
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
momentary artworks from des…
tankgirl
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 659 users

Depth of Micro - Page 10

Forum Index > SC2 General
Post a Reply
Prev 1 8 9 10 11 12 61 Next
Sissors
Profile Joined March 2012
1395 Posts
October 31 2013 11:00 GMT
#181
On October 31 2013 19:04 opisska wrote:
Two very different things are being mixed here, maybe a little unfortunately.

1. The problem of inconsistency: in my opinion, any inconsitency and unpredictability in the behaviour of the engine should be immediately patched. This seems agreeable at first, but is it really the common opinion of TL? Because while people in this thread are generally supporting the fix to the obvious bugs (i.e. Oracle stopping), many of these are the same people who are known to continually praise things like Reaver unpredictability - which is, in my opinion, also a bug: if it were present in SC2, I would strongly argue for an immediate patch!

That is generally the entire story. It isn't about what is better, apparently some simply want BW2. If it is in SC2 more random, that is bad, if it is less random, that is also bad.

For as far as I am now with watching it is all about making long ranged units stronger. Is that a balance change we are really waiting on? And it is said in the video that for air units damage point should be 0 seconds. Why? Why 0? Why not 0.1? Why only for air units and not ground units? It seems to me to be completely random. Okay not completely random, but because BW had it, SC2 should have it too.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
October 31 2013 11:05 GMT
#182
On October 31 2013 20:00 Sissors wrote:
Show nested quote +
On October 31 2013 19:04 opisska wrote:
Two very different things are being mixed here, maybe a little unfortunately.

1. The problem of inconsistency: in my opinion, any inconsitency and unpredictability in the behaviour of the engine should be immediately patched. This seems agreeable at first, but is it really the common opinion of TL? Because while people in this thread are generally supporting the fix to the obvious bugs (i.e. Oracle stopping), many of these are the same people who are known to continually praise things like Reaver unpredictability - which is, in my opinion, also a bug: if it were present in SC2, I would strongly argue for an immediate patch!

That is generally the entire story. It isn't about what is better, apparently some simply want BW2. If it is in SC2 more random, that is bad, if it is less random, that is also bad.

For as far as I am now with watching it is all about making long ranged units stronger. Is that a balance change we are really waiting on? And it is said in the video that for air units damage point should be 0 seconds. Why? Why 0? Why not 0.1? Why only for air units and not ground units? It seems to me to be completely random. Okay not completely random, but because BW had it, SC2 should have it too.

Also, I think the Separation radius was increased during the early days of SC2 to prevent the "viking flower" where players would use patrol to hide the number of vikings they had. I don't know if they added it for all units, but I remember that change preventing viking stacking, which made it impossible to tell how many there were.(unlike BW where there could only be 12).
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Highspeedfreak
Profile Joined October 2013
Sweden40 Posts
Last Edited: 2013-10-31 11:25:32
October 31 2013 11:12 GMT
#183
Many valid points imho. We can agree on that it's note easy to make a perfect game that pleases everyone.
Personally I don't like that sequels are "dumbed down"... Not only an BW/SC2 issue.

EDIT: I still prefer SC2 to BW. Just the fact that you are limited to 12 units at a time in BW...
"Lets be honest. Cannons make you a better gamer." -Day[9]
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2013-10-31 11:15:22
October 31 2013 11:14 GMT
#184
@Scissors
Damage point is how long it takes for your units for when you click a target till he actually attacks. A damage point of 0 means as soon as he is given the order to fire he does.
That is why zero.
The vod really only analyzes air units for the most part, ground units are a whole other story (but in some cases you could see a benefit of more responsive units).

Are less responsive units more fun to use? I don't think I've ever met a single person who prefers to play rts's or games in general with higher lag than really minimal lag.
Blizz has a built in latency for the game, adding an extra delay in the form of damage point just seems odd in a lot of cases. I get if its for asthetic purposes, but MOST units have the same default value that is simply too high.

@Plansix
Yep, I remember that change well.
Before, all units still had a separation radius.
Even the viking. They simply bumped it up for the viking.

What we didn't know at the time (hell noone knew) was how separation radius actually bugged units.
Ideally you want to fix the separation radius stopping units for more consistent unit behavior.

You can keep the bigger separation radius so the viking flower is fixed, AND you won't have separation radius causing your vikings to behave differently.
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
October 31 2013 11:15 GMT
#185
On October 31 2013 20:00 Sissors wrote:
Show nested quote +
On October 31 2013 19:04 opisska wrote:
Two very different things are being mixed here, maybe a little unfortunately.

1. The problem of inconsistency: in my opinion, any inconsitency and unpredictability in the behaviour of the engine should be immediately patched. This seems agreeable at first, but is it really the common opinion of TL? Because while people in this thread are generally supporting the fix to the obvious bugs (i.e. Oracle stopping), many of these are the same people who are known to continually praise things like Reaver unpredictability - which is, in my opinion, also a bug: if it were present in SC2, I would strongly argue for an immediate patch!

That is generally the entire story. It isn't about what is better, apparently some simply want BW2. If it is in SC2 more random, that is bad, if it is less random, that is also bad.

For as far as I am now with watching it is all about making long ranged units stronger. Is that a balance change we are really waiting on? And it is said in the video that for air units damage point should be 0 seconds. Why? Why 0? Why not 0.1? Why only for air units and not ground units? It seems to me to be completely random. Okay not completely random, but because BW had it, SC2 should have it too.

Thats really what you got from it? A 45minute video on the possibility for more micro opportunities and the conclusion you draw is we need stronger ranged units and separation should be 0?
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
October 31 2013 11:18 GMT
#186
On October 31 2013 20:12 Highspeedfreak wrote:
Many valid points imho. We can agree on that it's note easy to make a perfect game that pleases everyone.
Personally I don't like that sequels are "dumbed down"... Not only an BW/SC2 issue.

EDIT: I still prefer SC2 to BW. Just the fact that you are limited to 12 units at a time in BW...

Plus you've got terrible hotkey's (P as probe, O as overlord, oh god the agony), glitchy unit behavior, and a host of other problems. It is an old game, but man is it amazing the detail and thought they put into it. The small intricacies of the units.
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
Last Edited: 2013-10-31 11:32:14
October 31 2013 11:18 GMT
#187
On October 31 2013 19:47 boxerfred wrote:
Show nested quote +
On October 31 2013 18:27 Chaggi wrote:
On October 31 2013 18:19 boxerfred wrote:
On October 31 2013 18:05 DinoToss wrote:
On October 31 2013 17:54 Highspeedfreak wrote:
Very interesting. Good job.

But... I would like to think that the developers had this in mind when developing the game?
Is it really the developers lack of knowledge that is the problem?

Don't get me wrong, I would love to see a response from Blizzard, even if it is only about latency due to the fact that it is an online game as lamprey1 wrote.

They admitted they had no idea that Carrier behaved like that in BW, and based on Nony explanation they implemented it, so its reasonable to assume there is possibility that they lacked insight on those matters.



Oh wow, does that mean Blizzard developers had no ideas of the side effects of their code? That supports the "BW was just a bunch of warcraft developers trying to build orcs in space accidently creating a masterpiece" theory. Since I'm at work, I'll watch the video later, but already the points mentioned seem to be really interesting!


you have to remember that basically no one on the BW team is on the SC2 team and that while they can find out cool stuff from the code, there are far more players that spend so much more time with the game


Good point, didn't know this.

This theory is right though. Granted the reason we had not an orcs in space but masterpiece is because of essentially forced reset of project due to some faked preview.
Also, Carrier code in BW was so buggy, that devs had to make changes to MAIN behavior code and then to CARRIER behavior part.
Also, i am yet to watch the vid (going to do it right now), but i have a serious question to everyone thinking that
A. implementing features/bugs of BW in SC2 is good. Are you sure? BW's parts from technical point of view were all terrible, yet it created a masterpiece (it's probably music and story, i bet).
B. are you sure that those features like moving shot, stacking and what not were intended?
Watched the vid.
Now it makes sense for me to hate BW's bugs ala air unit stacking so much.
Also, overkill detection is working as intended, hey, it even opens possibility to micro: only use attack move on oracle that needs to do the killing blow :3
On October 31 2013 20:21 Sissors wrote:
Do I think faster clicking should be rewarded more in SC2? Nop.

Well, tbh, clicking faster is rewarded in SC2 too, it is just riskier :d
DeMoN pulls off a Miracle and Flies to the Moon
Sissors
Profile Joined March 2012
1395 Posts
October 31 2013 11:21 GMT
#188
@bo1b,
That's not exactly what I said, and the video wasn't exactly 45 minutes filled with ideas. I would more summarize as the idea I got was that it should be BW2.0.

On October 31 2013 20:14 decemberscalm wrote:
@Scissors
Damage point is how long it takes for your units for when you click a target till he actually attacks. A damage point of 0 means as soon as he is given the order to fire he does.
That is why zero.
The vod really only analyzes air units for the most part, ground units are a whole other story (but in some cases you could see a benefit of more responsive units).

Are less responsive units more fun to use? I don't think I've ever met a single person who prefers to play rts's or games in general with higher lag than really minimal lag.
Blizz has a built in latency for the game, adding an extra delay in the form of damage point just seems odd in a lot of cases. I get if its for asthetic purposes, but MOST units have the same default value that is simply too high.

I understand what damage point is, I don't really get why you are explaining that. But for me just saying it should be 0 because BW was zero and then only for air units seems really random. Why not all ground units also zero?

He also doesn't even begin making an analysis of what kind of impact that has on unit balance, let alone on the metagame. I am sorry I don't get hyped everytime someone wants it more like BW.

Do I think faster clicking should be rewarded more in SC2? Nop.
NukeD
Profile Joined October 2010
Croatia1612 Posts
October 31 2013 11:33 GMT
#189
On October 31 2013 20:00 Sissors wrote:
Show nested quote +
On October 31 2013 19:04 opisska wrote:
Two very different things are being mixed here, maybe a little unfortunately.

1. The problem of inconsistency: in my opinion, any inconsitency and unpredictability in the behaviour of the engine should be immediately patched. This seems agreeable at first, but is it really the common opinion of TL? Because while people in this thread are generally supporting the fix to the obvious bugs (i.e. Oracle stopping), many of these are the same people who are known to continually praise things like Reaver unpredictability - which is, in my opinion, also a bug: if it were present in SC2, I would strongly argue for an immediate patch!

That is generally the entire story. It isn't about what is better, apparently some simply want BW2. If it is in SC2 more random, that is bad, if it is less random, that is also bad.

How shortsighted can you be?

Cant some bugs be good and others bad?

I play Jedi Knight 2: Jedi Outcast multiplayer for 10 years now. That game is amazing and its 90% like that because of the ~15 bugs that made the game have incredible depth. Lucasarts patched those bugs out a few months later and people massively left the game and some of us left to play on servers that hosted the vanilla patch with all the bugs.

Then few years later some guy discovered 2 bugs that broke the game and made it a lose a TON of depth, not Lucasarts patch level depth loss but still a good chunk. So to refut that people generally agreed among themselves not to abuse those bugs and we played the "old way". A year later thankfully another guy came up with a way to fix that bug in server settings so we once again had the game we enjoyed.

So mind you, the game was still playable with the 2 bugs, but the gameplay was by miles less enjoyable.

Obviously now we can have bugs that add on the gameplay and bugs that ruin it no? Some forms of predictabillity or randomness are aswell better or worse than others. Its not all black and white.
sorry for dem one liners
Snusmumriken
Profile Joined April 2012
Sweden1717 Posts
Last Edited: 2013-10-31 11:35:12
October 31 2013 11:33 GMT
#190
On October 31 2013 20:21 Sissors wrote:
@bo1b,
That's not exactly what I said, and the video wasn't exactly 45 minutes filled with ideas. I would more summarize as the idea I got was that it should be BW2.0.

Show nested quote +
On October 31 2013 20:14 decemberscalm wrote:
@Scissors
Damage point is how long it takes for your units for when you click a target till he actually attacks. A damage point of 0 means as soon as he is given the order to fire he does.
That is why zero.
The vod really only analyzes air units for the most part, ground units are a whole other story (but in some cases you could see a benefit of more responsive units).

Are less responsive units more fun to use? I don't think I've ever met a single person who prefers to play rts's or games in general with higher lag than really minimal lag.
Blizz has a built in latency for the game, adding an extra delay in the form of damage point just seems odd in a lot of cases. I get if its for asthetic purposes, but MOST units have the same default value that is simply too high.

I understand what damage point is, I don't really get why you are explaining that. But for me just saying it should be 0 because BW was zero and then only for air units seems really random. Why not all ground units also zero?

He also doesn't even begin making an analysis of what kind of impact that has on unit balance, let alone on the metagame. I am sorry I don't get hyped everytime someone wants it more like BW.

Do I think faster clicking should be rewarded more in SC2? Nop.


The thing is, viewers dont see that a unit is harder to control than necessary. If football had a soft shitty ball the viewers couldn't tell that, they would only see its detrimental effects. The same should hold true for sc2, we want unit to be difficult to micro only in a way that is noticable for the audience. Latency is and bugs are usually detrimental to this, no?
Amove for Aiur
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
October 31 2013 11:42 GMT
#191
All your suggestions seem reasonable. SC2 always had the problem with units not moving fluidly. Good analysis Lalush.
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
DinoToss
Profile Joined August 2013
Poland507 Posts
October 31 2013 11:46 GMT
#192
On October 31 2013 13:00 ETisME wrote:
Show nested quote +
On October 31 2013 12:49 Xiphos wrote:
On October 31 2013 12:42 ETisME wrote:
I don't see why this isn't in blogs or even BW thread...even if it is well written


Please, don't be negative. We need to expose the truth to as much people as possible. As matter of fact, this should be featured to attain more momentum.

if anything, Lalush post was nothing more than just "What we had for BW now we don't have in SC2" type of post/blog.
decemberscalm's post is way better because he actually identify why we don't have these in SC2, some to do with the engine limitation.

I don't see much difference between this and Nony's video and yet blizzard reacted.

And you present some sort of logical fallacy, we don't have those things because Blizzard did not implement them not because engine behave like that and we cannot change it in editor. We also couldnt change many other things and they were changed by Blizzard.
My wrist really started to flare up. My colossi number started to pile up and with the last of my concentration I prepared for a win.
TaShadan
Profile Joined February 2010
Germany1967 Posts
Last Edited: 2013-10-31 11:50:45
October 31 2013 11:50 GMT
#193
On October 31 2013 20:18 lolfail9001 wrote:
Show nested quote +
On October 31 2013 19:47 boxerfred wrote:
On October 31 2013 18:27 Chaggi wrote:
On October 31 2013 18:19 boxerfred wrote:
On October 31 2013 18:05 DinoToss wrote:
On October 31 2013 17:54 Highspeedfreak wrote:
Very interesting. Good job.

But... I would like to think that the developers had this in mind when developing the game?
Is it really the developers lack of knowledge that is the problem?

Don't get me wrong, I would love to see a response from Blizzard, even if it is only about latency due to the fact that it is an online game as lamprey1 wrote.

They admitted they had no idea that Carrier behaved like that in BW, and based on Nony explanation they implemented it, so its reasonable to assume there is possibility that they lacked insight on those matters.



Oh wow, does that mean Blizzard developers had no ideas of the side effects of their code? That supports the "BW was just a bunch of warcraft developers trying to build orcs in space accidently creating a masterpiece" theory. Since I'm at work, I'll watch the video later, but already the points mentioned seem to be really interesting!


you have to remember that basically no one on the BW team is on the SC2 team and that while they can find out cool stuff from the code, there are far more players that spend so much more time with the game


Good point, didn't know this.

This theory is right though. Granted the reason we had not an orcs in space but masterpiece is because of essentially forced reset of project due to some faked preview.
Also, Carrier code in BW was so buggy, that devs had to make changes to MAIN behavior code and then to CARRIER behavior part.
Also, i am yet to watch the vid (going to do it right now), but i have a serious question to everyone thinking that
A. implementing features/bugs of BW in SC2 is good. Are you sure? BW's parts from technical point of view were all terrible, yet it created a masterpiece (it's probably music and story, i bet).
B. are you sure that those features like moving shot, stacking and what not were intended?
Watched the vid.
Now it makes sense for me to hate BW's bugs ala air unit stacking so much.
Also, overkill detection is working as intended, hey, it even opens possibility to micro: only use attack move on oracle that needs to do the killing blow :3
Show nested quote +
On October 31 2013 20:21 Sissors wrote:
Do I think faster clicking should be rewarded more in SC2? Nop.

Well, tbh, clicking faster is rewarded in SC2 too, it is just riskier :d


Wow every comment you make on TL is very clever. Thx for your insights.
Total Annihilation Zero
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
October 31 2013 11:55 GMT
#194
On October 31 2013 20:50 TaShadan wrote:
Show nested quote +
On October 31 2013 20:18 lolfail9001 wrote:
On October 31 2013 19:47 boxerfred wrote:
On October 31 2013 18:27 Chaggi wrote:
On October 31 2013 18:19 boxerfred wrote:
On October 31 2013 18:05 DinoToss wrote:
On October 31 2013 17:54 Highspeedfreak wrote:
Very interesting. Good job.

But... I would like to think that the developers had this in mind when developing the game?
Is it really the developers lack of knowledge that is the problem?

Don't get me wrong, I would love to see a response from Blizzard, even if it is only about latency due to the fact that it is an online game as lamprey1 wrote.

They admitted they had no idea that Carrier behaved like that in BW, and based on Nony explanation they implemented it, so its reasonable to assume there is possibility that they lacked insight on those matters.



Oh wow, does that mean Blizzard developers had no ideas of the side effects of their code? That supports the "BW was just a bunch of warcraft developers trying to build orcs in space accidently creating a masterpiece" theory. Since I'm at work, I'll watch the video later, but already the points mentioned seem to be really interesting!


you have to remember that basically no one on the BW team is on the SC2 team and that while they can find out cool stuff from the code, there are far more players that spend so much more time with the game


Good point, didn't know this.

This theory is right though. Granted the reason we had not an orcs in space but masterpiece is because of essentially forced reset of project due to some faked preview.
Also, Carrier code in BW was so buggy, that devs had to make changes to MAIN behavior code and then to CARRIER behavior part.
Also, i am yet to watch the vid (going to do it right now), but i have a serious question to everyone thinking that
A. implementing features/bugs of BW in SC2 is good. Are you sure? BW's parts from technical point of view were all terrible, yet it created a masterpiece (it's probably music and story, i bet).
B. are you sure that those features like moving shot, stacking and what not were intended?
Watched the vid.
Now it makes sense for me to hate BW's bugs ala air unit stacking so much.
Also, overkill detection is working as intended, hey, it even opens possibility to micro: only use attack move on oracle that needs to do the killing blow :3
On October 31 2013 20:21 Sissors wrote:
Do I think faster clicking should be rewarded more in SC2? Nop.

Well, tbh, clicking faster is rewarded in SC2 too, it is just riskier :d


Wow every comment you make on TL is very clever. Thx for your insights.

That's okay, but from those comments supporting Lalush, it actually looked like nobody ever thought about those 2 things. Also, thanks for your joke <3.
DeMoN pulls off a Miracle and Flies to the Moon
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
October 31 2013 12:11 GMT
#195
I think it's better to allow players to drag-select enemy units, defaulting to selecting only your units if one is in the selection box. This would let you find out the number of vikings, but you could still allow cool tricks like the viking flower.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Fleshcut
Profile Joined April 2011
Germany592 Posts
October 31 2013 12:13 GMT
#196
A very nice video. I have never noticed those subtile changes from BW to SC2. O_O"
Highways
Profile Joined July 2005
Australia6103 Posts
October 31 2013 12:13 GMT
#197
Great video.

Blizzard needs to see this.
#1 Terran hater
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2013-10-31 12:18:48
October 31 2013 12:18 GMT
#198
One thing gives me hope: This stuff seems like something that is actually doable by blizz and it also has effects only on high level. So we could see those improvements actually coming for LotV.

Blizzard, please notice this!

Thanks LaLush for this thread(and everyone that helped)!
DinoToss
Profile Joined August 2013
Poland507 Posts
October 31 2013 12:19 GMT
#199
On October 31 2013 20:18 lolfail9001 wrote:
Show nested quote +
On October 31 2013 19:47 boxerfred wrote:
On October 31 2013 18:27 Chaggi wrote:
On October 31 2013 18:19 boxerfred wrote:
On October 31 2013 18:05 DinoToss wrote:
On October 31 2013 17:54 Highspeedfreak wrote:
Very interesting. Good job.

But... I would like to think that the developers had this in mind when developing the game?
Is it really the developers lack of knowledge that is the problem?

Don't get me wrong, I would love to see a response from Blizzard, even if it is only about latency due to the fact that it is an online game as lamprey1 wrote.

They admitted they had no idea that Carrier behaved like that in BW, and based on Nony explanation they implemented it, so its reasonable to assume there is possibility that they lacked insight on those matters.



Oh wow, does that mean Blizzard developers had no ideas of the side effects of their code? That supports the "BW was just a bunch of warcraft developers trying to build orcs in space accidently creating a masterpiece" theory. Since I'm at work, I'll watch the video later, but already the points mentioned seem to be really interesting!


you have to remember that basically no one on the BW team is on the SC2 team and that while they can find out cool stuff from the code, there are far more players that spend so much more time with the game


Good point, didn't know this.

This theory is right though. Granted the reason we had not an orcs in space but masterpiece is because of essentially forced reset of project due to some faked preview.
Also, Carrier code in BW was so buggy, that devs had to make changes to MAIN behavior code and then to CARRIER behavior part.
Also, i am yet to watch the vid (going to do it right now), but i have a serious question to everyone thinking that
A. implementing features/bugs of BW in SC2 is good. Are you sure? BW's parts from technical point of view were all terrible, yet it created a masterpiece (it's probably music and story, i bet).
B. are you sure that those features like moving shot, stacking and what not were intended?
Watched the vid.
Now it makes sense for me to hate BW's bugs ala air unit stacking so much.
Also, overkill detection is working as intended, hey, it even opens possibility to micro: only use attack move on oracle that needs to do the killing blow :3
Show nested quote +
On October 31 2013 20:21 Sissors wrote:
Do I think faster clicking should be rewarded more in SC2? Nop.

Well, tbh, clicking faster is rewarded in SC2 too, it is just riskier :d

Audience will judge if they want to see more BW actions or not. You can definitely make a claim that removing rocket jumps from Quake or quick scoping from CS will have certain positive impact on competetive play. It will certainly put more risk on your actions because the escape mechanic and quick shot mechanic will cease to exist, hence it will be viewed more "strategical" to play without those. But on the other hand you won't be able to strategically abuse those mechanics. In the end you remove another possibility and force people to play "standard" and because this lesser variety the options you have, weigh more.

As a CS player who loved to delve into small things, the idea of removing things like proper air accelaration, quick duck (to see behind crates for example) in CS GO can be only viewed as negative to me because there are less things to explore and abuse. Also there are less things to be aware of.
My wrist really started to flare up. My colossi number started to pile up and with the last of my concentration I prepared for a win.
zatic
Profile Blog Joined September 2007
Zurich15325 Posts
October 31 2013 12:19 GMT
#200
This was really insightful, love it, good job LaLush!
ModeratorI know Teamliquid is known as a massive building
Prev 1 8 9 10 11 12 61 Next
Please log in or register to reply.
Live Events Refresh
Next event in 2h 5m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Harstem 476
Creator 1
StarCraft: Brood War
Bisu 2138
Shuttle 988
EffOrt 985
firebathero 984
Hyuk 971
GuemChi 672
Larva 564
PianO 449
Mini 422
Snow 209
[ Show more ]
Soulkey 172
ToSsGirL 165
Pusan 148
Mind 145
Soma 117
Rush 117
Barracks 87
Hyun 84
Sea.KH 56
Sharp 56
JYJ38
Aegong 38
HiyA 36
Movie 32
yabsab 30
Terrorterran 28
Sacsri 24
soO 22
JulyZerg 20
Free 19
GoRush 17
Yoon 13
Bale 11
IntoTheRainbow 10
ivOry 6
Dota 2
Gorgc12017
qojqva2242
XcaliburYe272
syndereN150
League of Legends
singsing2393
Dendi1258
Counter-Strike
byalli356
flusha243
kRYSTAL_29
Other Games
tarik_tv23603
gofns19245
B2W.Neo1772
hiko752
shahzam673
DeMusliM540
crisheroes351
Liquid`RaSZi324
Lowko317
Pyrionflax138
ArmadaUGS93
Mew2King78
QueenE38
Rex18
Organizations
Other Games
gamesdonequick34498
StarCraft 2
angryscii 42
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV367
League of Legends
• Nemesis5893
• TFBlade472
Upcoming Events
WardiTV European League
2h 5m
MaNa vs sebesdes
Mixu vs Fjant
ByuN vs HeRoMaRinE
ShoWTimE vs goblin
Gerald vs Babymarine
Krystianer vs YoungYakov
PiGosaur Monday
10h 5m
The PondCast
20h 5m
WardiTV European League
22h 5m
Jumy vs NightPhoenix
Percival vs Nicoract
ArT vs HiGhDrA
MaxPax vs Harstem
Scarlett vs Shameless
SKillous vs uThermal
uThermal 2v2 Circuit
1d 2h
Replay Cast
1d 10h
RSL Revival
1d 20h
ByuN vs SHIN
Clem vs Reynor
Replay Cast
2 days
RSL Revival
2 days
Classic vs Cure
FEL
3 days
[ Show More ]
RSL Revival
3 days
FEL
3 days
FEL
4 days
CSO Cup
4 days
BSL20 Non-Korean Champi…
4 days
Bonyth vs QiaoGege
Dewalt vs Fengzi
Hawk vs Zhanhun
Sziky vs Mihu
Mihu vs QiaoGege
Zhanhun vs Sziky
Fengzi vs Hawk
Sparkling Tuna Cup
4 days
RSL Revival
4 days
FEL
5 days
BSL20 Non-Korean Champi…
5 days
Bonyth vs Dewalt
QiaoGege vs Dewalt
Hawk vs Bonyth
Sziky vs Fengzi
Mihu vs Zhanhun
QiaoGege vs Zhanhun
Fengzi vs Mihu
Replay Cast
6 days
Liquipedia Results

Completed

BSL Season 20
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
CSL Xiamen Invitational
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
Underdog Cup #2
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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.