• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:23
CEST 20:23
KST 03:23
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins Maestros of the Game 226ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7
Community News
Weekly Cups (June 29-July 5): Solar Doubles0MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon415.0.16 Hotfix (June 30) - Balance + Bug Fixes40Weekly Cups (June 22-28): Zergs thrive in new patch5[TLMC] Summer 2026 Ladder Map Rotation0
StarCraft 2
General
Is the larve respawn broken? 5.0.16 patch for SC2 goes live (8 worker start) 5.0.16 Hotfix (June 30) - Balance + Bug Fixes Weekly Cups (June 29-July 5): Solar Doubles MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon
Tourneys
HomeStory Cup 29 GSL CK #5 Race War RSL Revival: Season 6 - Qualifiers and Main Event Vespene Cup #1 — $300+ USD, July 10 Douyu Cup 2026: $20,000 Legends Event (June 26-28)
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 533 Die Together The PondCast: SC2 News & Results Mutation # 532 Nuclear Family Mutation # 531 Experimental Artillery
Brood War
General
BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Starcraft vs Retro Category on Twitch Data needed Snow On New ASL S22 Map, Zerg Nerf
Tourneys
CSLAN 4 is Coming! Escore Tournament StarCraft Season 2 The Casual Games of the Week Thread [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration?
Other Games
General Games
Dawn of War IV Summer Games Done Quick 2026! Nintendo Switch Thread Stormgate/Frost Giant Megathread ZeroSpace at Steam NextFest - Last free demo
Dota 2
Looking for a Dota Mentor 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
TL Mafia
NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread TL Mafia Power Rank Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The HerO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread Tennis[sport] Formula 1 Discussion McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard? Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Major Shifts in the Gaming I…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6471 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
Germany1981 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
Netherlands7032 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
Australia6120 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
Zurich15366 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 14h 37m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Serral 3326
elazer 57
BRAT_OK 50
FoxeR 30
Railgan 24
MindelVK 16
StarCraft: Brood War
Calm 3292
Mini 356
Dewaltoss 178
BeSt 153
Soulkey 142
ggaemo 122
Rush 102
Free 46
scan(afreeca) 38
Rock 24
[ Show more ]
Sharp 22
HiyA 9
Dota 2
Gorgc8291
Counter-Strike
x6flipin1653
fl0m1641
Super Smash Bros
Mew2King142
Other Games
Grubby2082
FrodaN1419
B2W.Neo285
C9.Mang0216
Organizations
Other Games
gamesdonequick35453
BasetradeTV155
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 17 non-featured ]
StarCraft 2
• mYiSmile122
• StrangeGG 6
• Reevou 5
• IndyKCrew
• AfreecaTV YouTube
• intothetv
• Kozan
• sooper7s
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• 80smullet 11
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV399
League of Legends
• TFBlade874
Other Games
• imaqtpie731
Upcoming Events
Replay Cast
14h 37m
CrankTV Team League
16h 37m
OSC
22h 37m
Replay Cast
1d 5h
Replay Cast
1d 14h
CrankTV Team League
1d 16h
OSC
1d 18h
Replay Cast
2 days
RSL Revival
2 days
Serral vs Bunny
ByuN vs GgMaChine
CranKy Ducklings
2 days
[ Show More ]
Afreeca Starleague
2 days
Snow vs Jaedong
YSC vs hero
RSL Revival
3 days
Solar vs Rogue
Maru vs NightMare
Sparkling Tuna Cup
3 days
GSL
4 days
Replay Cast
5 days
WardiTV Weekly
5 days
The PondCast
6 days
Liquipedia Results

Completed

CSL Season 21: Qualifier 2
HSC XXIX
Eternal Conflict S2 E1

Ongoing

IPSL Spring 2026
Acropolis #4
YSL S3
CSL 2026 Summer (S21)
SCTL 2026 Spring
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026

Upcoming

Escore Tournament S3: W2
ASL Season 22: Wild Card Qualifier
CSLAN 4
Blizzard Classic Cup 2026
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Eternal Conflict S2 E2
Heroes Pulsing #3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.