• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 10:51
CET 16:51
KST 00:51
  • 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
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down23ISSL (IntoTheTV x SOOP SC2 League): Premier7Weekly Cups (October 12-18): 5.0.17 era begins1
StarCraft 2
General
No more SC2 streamers on team liquid? StarCraft open world shooter announced at BlizzCon [D] Hacker peak in sc2 ? Liquibets sc2 season 30 Evil Geniuses - shutting down
Tourneys
SC2 iNu's Battles #22 SC4ALL: II Venue Change Announcement! Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays ISSL (IntoTheTV x SOOP SC2 League): Premier
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Starcraft 2 Advance [G] How to playtest arcade maps [D] the control group Simple Questions/Answers
External Content
Mutation # 551 Robotic Revival Mutation # 550 Graveyard Shift The PondCast: SC2 News & Results Mutation # 549 Endless Sparkles
Brood War
General
Rollback Netcode in Brood War List of top players active on ShieldBattery BW General Discussion Cwal.gg not working Sagi.gg Launcher Released
Tourneys
[$1250] International ShieldBattery League [Megathread] Daily Proleagues Small VOD Thread 2.0 KCM Race Survival 2026 Season 4
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread ZeroSpace Early Access is Now Live! Path of Exile Stormgate/Frost Giant Megathread
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Trading/Investing Thread Dating: How's your luck? Things Aren’t Peaceful in Palestine
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The time I organised my…
AssyrianKing
Playlenda
Playlendapro
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11506 users

Depth of Micro - Page 22

Forum Index > SC2 General
Post a Reply
Prev 1 20 21 22 23 24 61 Next
Sissors
Profile Joined March 2012
1395 Posts
November 01 2013 07:21 GMT
#421
On November 01 2013 15:14 RampancyTW wrote:
Show nested quote +
On November 01 2013 15:00 Falling wrote:
On November 01 2013 14:34 RampancyTW wrote:
On November 01 2013 14:32 nOlifeTERRAN wrote:
Ah man if only banshees were that micro intensive!
Yeah, it would be really nice watching every single Terran pro never lose a banshee to marines ever, with zero change in micro effort

Because that would definitely be good for the game

That's silly. If that were true, than no Terran would lose a wraith ever or no Zerg would lose a mutalisk ever.
#1 it's a tremendous time investment that makes it harder to keep up with macro.
#2, the banshees are like paper airplanes to a large group of stimmed marines (and if it isn't, you could make it that way to balance it) therefore, you must keep microing to keep them doing damage and keep them alive.
#3 as the banshee harass continues, more and more marines are being added to their numbers (defenders reinforcement advantage), plus turrets are thrown down. This means the defender can start splitting marine groups to trap banshees or fall back to turrets which are safe zones.

In other words, this sort of micro allows unit interaction on both sides. This isn't a 'fungal all your army and you can't move anything' micro from the waning days of WoL. It's not one-sided micro like trapped units in a FF encirclement. This is both players microing and counter-microing their hearts out. And that is exactly what makes an exciting competive game and a spectator friendly game. Moves and counter-moves. This is what esports is made of.
"Never" was a bit of hyperbole. But here's the thing: All 3 of those points are ALREADY HOW IT PLAYS OUT. The way it is now, the top guys don't lose banshees. Or at least not without getting at least 5-6 kills on those banshees. And forcing stims/scans/vikings.

With the changes, the top guys would literally not take damage on the banshees before stim was out (or Vikings were out) and thus would be able to kite for longer, in addition to being able to do more damage per kiting session due to the added responsiveness.

Thats what I don't get. People are all telling micro should be more important, so what do they want? A game where every single 'good' player can indefinately kite everything. While currently you really have to be paying attention to correctly kite with vikings, and yes there is a limit to it.
dutchfriese
Profile Joined November 2012
2554 Posts
November 01 2013 07:29 GMT
#422
On November 01 2013 16:21 Sissors wrote:
Show nested quote +
On November 01 2013 15:14 RampancyTW wrote:
On November 01 2013 15:00 Falling wrote:
On November 01 2013 14:34 RampancyTW wrote:
On November 01 2013 14:32 nOlifeTERRAN wrote:
Ah man if only banshees were that micro intensive!
Yeah, it would be really nice watching every single Terran pro never lose a banshee to marines ever, with zero change in micro effort

Because that would definitely be good for the game

That's silly. If that were true, than no Terran would lose a wraith ever or no Zerg would lose a mutalisk ever.
#1 it's a tremendous time investment that makes it harder to keep up with macro.
#2, the banshees are like paper airplanes to a large group of stimmed marines (and if it isn't, you could make it that way to balance it) therefore, you must keep microing to keep them doing damage and keep them alive.
#3 as the banshee harass continues, more and more marines are being added to their numbers (defenders reinforcement advantage), plus turrets are thrown down. This means the defender can start splitting marine groups to trap banshees or fall back to turrets which are safe zones.

In other words, this sort of micro allows unit interaction on both sides. This isn't a 'fungal all your army and you can't move anything' micro from the waning days of WoL. It's not one-sided micro like trapped units in a FF encirclement. This is both players microing and counter-microing their hearts out. And that is exactly what makes an exciting competive game and a spectator friendly game. Moves and counter-moves. This is what esports is made of.
"Never" was a bit of hyperbole. But here's the thing: All 3 of those points are ALREADY HOW IT PLAYS OUT. The way it is now, the top guys don't lose banshees. Or at least not without getting at least 5-6 kills on those banshees. And forcing stims/scans/vikings.

With the changes, the top guys would literally not take damage on the banshees before stim was out (or Vikings were out) and thus would be able to kite for longer, in addition to being able to do more damage per kiting session due to the added responsiveness.

Thats what I don't get. People are all telling micro should be more important, so what do they want? A game where every single 'good' player can indefinately kite everything. While currently you really have to be paying attention to correctly kite with vikings, and yes there is a limit to it.



A game where the better player will always win because they have superior APM/micro/macro. That is not how it currently is in Sc2.


ETisME
Profile Blog Joined April 2011
12908 Posts
Last Edited: 2013-11-01 07:38:26
November 01 2013 07:36 GMT
#423
On November 01 2013 15:40 StarStruck wrote:
If you don't think such changes would give players more alternatives then I don't know what to say. That alone adds more quality. Take the game for what it is right now. We see the same old unit compositions because they're cost efficient and mobile. If we added more dynamic control to certain units they would be way more effective and serve multiple purposes. It opens new doors and allows the player to woe you with more inspired play. The difference is night and day. In either case it doesn't really matter what you or I think. It's in Blizzard's court.

Show nested quote +
On November 01 2013 15:10 ETisME wrote:
On November 01 2013 14:46 StarStruck wrote:
Dude, you know everything is in Blizzard time so even when they say that. You know to take it with a grain of salt. Shit happens. It goes beyond the arcade. Most people don't know where to look and we didn't even have chat channels back then. B.Net 2.0 wasn't ready period.

It goes back to where the money is. Players aren't going to invest their time on competitive UMS mods/maps because at the end of the day they have to practice for what Blizzard sanctions. If it isn't Blizzard sanctioned then good luck getting the ball rolling. Same reason why Bounds and all sorts of other fun maps were popular in the old B.Net as well, but this goes beyond modding and creating UMS like I said before when it comes to the dynamics of the current state of the game. These rule sets can be applied to anything. Doesn't matter if there were two mini tournaments. See what I said about the current model for Tournaments and how Blizzard handles stuff.

You can improve both. Not just one concept man. Once again we're talking about core dynamics which can be applied in anything. They can do it whenever they please. It's entirely up to them.

Some popular community maps released back when b.net at its worst are still among the most popular ones now.
Marine arena for example.

Most people don't know where to look is just a flawed reason, how did all the other custom map got popular and retained the audience then?

And it's not about money, it's about fun.
People didn't start playing dota knowing maybe they can make a living off dota. It's about fun and retaining players.
Icefrog didn't balance Dota because he wants it to be esport.

if these two tournaments did not gain a big viewership and the maps didn't get a lot of players, who would want to invest in a tournament with this game?


These players are in the business to make money. RTS players don't really have a lot of options. Players can either view it in the positive light, "Okay, I accept this new challenge. I want to continue my career as a RTS player and make the best of it" and then there's the other guys "I'm not having fun anymore for reason a, b, c etc. I'm going to do something else I enjoy to make money." At the end of the day, it's hard work and whatever fun/passion they had prior takes the backseat. Usually the success comes with winning, or else they feel burdened. The RTS community is small enough as is. It's not easy to get something launched off the ground man. It takes a lot of persistence and ofc they won't get the viewership when you look at everyone else they're competing with. Look at all those new podcasts alone that are trying to find an audience. lol I'm amazed some of those guys are still trying.

of cause these changes will give players more alternatives. I am not arguing with that at all. But there can be alternatives in other forms as well.
Which kind of alternatives will be fine for the current pros and which kind will or will not be detrimental for the game?
But if LotV is really going to be release sooner than expected, we don't have time to test this type of big changes.
LotV will be THE BW which built upon SC1.
LotV is the last expansion, meaning that if we do put these changes in, SC2 would just turn into a "sc1" without BW content to perfect it.
What if for example, vikings become too strong at kiting that Toss lacking in good reliable anti air and obs are sniped too easily. No more expansion to somehow fix it and players will have to cope with what they have.

And I was not talking about pros that is lacking for starbow. I am talking about players are your average laddering players. The general audience.
I am talking about the complete lack of interest in this Starbow map which shred lights on whether the changes really do improve upon the game so much that people would do the switch and it didn't.
The map wasn't just lacking monetary attraction, it was lacking in people playing as well.

How Dota earn their big player base is not by having pro playing. It is by having a lot of people having fun and keep playing.
Starbow failed at attracting and retaining new players even for a year.

Sure there is the b.net 2.0 being shitty factor but hey, starbow was released at the lowest point of SC2 where everyone seeked ways on how to improve SC2, at the end everyone still sticked with the WoL, even though starbow is supposed to "fix" things.

Why? If it was simply people didn't aware of it, then maybe it would have been arguable that it was only a marketing issue. But it wasn't given that it was posted on all the biggest community forums and was a hot topic everywhere along with SC2 is dying threads.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
November 01 2013 07:50 GMT
#424
On November 01 2013 16:19 dutchfriese wrote:
Show nested quote +
On November 01 2013 16:15 iaguz wrote:
On November 01 2013 15:17 zlefin wrote:
I maintain my belief since the beta; that there's too much fighting the interface, and not enough fighting the opponent.
.


Disagree. Fighting the interface is the equivalent of fitness for sports athletes. If anything they should make it harder!


How is it the equivalent?

a marathon =/= a boxing match. Sc2 isn't a marathon... It's a 1v1 battle.


It's part of starcrafts design to test mechanics. Mechanics is how fast you can think and perform actions. It's not just about strategy and tactics (that is part of it though). It's simply how the starcraft games function.
ProgamerAustralian alcohol user follow @iaguzSC2
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2013-11-01 08:01:01
November 01 2013 07:52 GMT
#425
Thanks for the informative and educational video, Lalush.

If the Blizzard design team can (or are allowed to) implement changes (they may not necessarily be the changes you propose) that lead to some, if not all, of the improvements you have indicated, then it would in all likelihood lead to a better SC2. Obviously, these would have to be in the LoTV beta as I do not think the changes necessary are realistically feasible for HoTS. They would also have to consider if these changes upset the apple cart too much in terms of SC2 as it currently is. But, if the required design changes are possible, then that is a decision that can be made by the designers after sufficient testing.

One point, though: if your aim is to improve SC2, I suggest that you consider editing the video so that the final 20 minutes or so of BW clips is either removed or cut and repackaged into the body of the argument. The addition of the long set of BW clips does little to enhance your argument as that is effectively finished by the 20 minute mark. Removal is one option. Another is to do what Nony did with his carrier video, and to edit the video in a shorter and tighter package where particular micro options of the types you have indicated are contrasted one game with the other. The Blizzard design team did take on board Nony's point and make changes to the carrier (even if these were poorly implemented). So, I think they would be open to more of the same. As it stands, I think your video falls short in being best able to convince and persuade - at least where it counts.

Good luck.
KT best KT ~ 2014
dutchfriese
Profile Joined November 2012
2554 Posts
November 01 2013 07:55 GMT
#426
On November 01 2013 16:50 iaguz wrote:
Show nested quote +
On November 01 2013 16:19 dutchfriese wrote:
On November 01 2013 16:15 iaguz wrote:
On November 01 2013 15:17 zlefin wrote:
I maintain my belief since the beta; that there's too much fighting the interface, and not enough fighting the opponent.
.


Disagree. Fighting the interface is the equivalent of fitness for sports athletes. If anything they should make it harder!


How is it the equivalent?

a marathon =/= a boxing match. Sc2 isn't a marathon... It's a 1v1 battle.


It's part of starcrafts design to test mechanics. Mechanics is how fast you can think and perform actions. It's not just about strategy and tactics (that is part of it though). It's simply how the starcraft games function.



and how does any of your post refute anything in lalush's video?

With the current game engine, it's actually REDUCING the speed players can perform actions. That's the entire point of lalush's video...
dutchfriese
Profile Joined November 2012
2554 Posts
November 01 2013 07:56 GMT
#427
On November 01 2013 16:52 aZealot wrote:


One point, though: if your aim is to improve SC2, I suggest that you consider editing the video so that the final 20 minutes or so of BW clips is either removed or repackaged into the body of the argument. The addition of the long set of BW clips does little to enhance your argument as that is effectively finished by the 20 minute mark. Removal is one option. Another is to do what Nony did with his carrier video and to edit the video in a shorter and tighter package where particular micro options of the type you have indicated are contrasted one game with the other. The Blizzard design team did take on board Nony's point and make changes to the carrier (even if these appear to have been poorly implemented). So, I think they would be open to more of the same. As it stands, I think your video falls short in being best able to persuade and convince - at least where it counts.




Agreed. A 20 min video to watch is far more appealing to watch than a 45 min video.
fluidin
Profile Joined November 2011
Singapore1084 Posts
November 01 2013 08:27 GMT
#428
On November 01 2013 16:29 dutchfriese wrote:
Show nested quote +
On November 01 2013 16:21 Sissors wrote:
On November 01 2013 15:14 RampancyTW wrote:
On November 01 2013 15:00 Falling wrote:
On November 01 2013 14:34 RampancyTW wrote:
On November 01 2013 14:32 nOlifeTERRAN wrote:
Ah man if only banshees were that micro intensive!
Yeah, it would be really nice watching every single Terran pro never lose a banshee to marines ever, with zero change in micro effort

Because that would definitely be good for the game

That's silly. If that were true, than no Terran would lose a wraith ever or no Zerg would lose a mutalisk ever.
#1 it's a tremendous time investment that makes it harder to keep up with macro.
#2, the banshees are like paper airplanes to a large group of stimmed marines (and if it isn't, you could make it that way to balance it) therefore, you must keep microing to keep them doing damage and keep them alive.
#3 as the banshee harass continues, more and more marines are being added to their numbers (defenders reinforcement advantage), plus turrets are thrown down. This means the defender can start splitting marine groups to trap banshees or fall back to turrets which are safe zones.

In other words, this sort of micro allows unit interaction on both sides. This isn't a 'fungal all your army and you can't move anything' micro from the waning days of WoL. It's not one-sided micro like trapped units in a FF encirclement. This is both players microing and counter-microing their hearts out. And that is exactly what makes an exciting competive game and a spectator friendly game. Moves and counter-moves. This is what esports is made of.
"Never" was a bit of hyperbole. But here's the thing: All 3 of those points are ALREADY HOW IT PLAYS OUT. The way it is now, the top guys don't lose banshees. Or at least not without getting at least 5-6 kills on those banshees. And forcing stims/scans/vikings.

With the changes, the top guys would literally not take damage on the banshees before stim was out (or Vikings were out) and thus would be able to kite for longer, in addition to being able to do more damage per kiting session due to the added responsiveness.

Thats what I don't get. People are all telling micro should be more important, so what do they want? A game where every single 'good' player can indefinately kite everything. While currently you really have to be paying attention to correctly kite with vikings, and yes there is a limit to it.



A game where the better player will always win because they have superior APM/micro/macro. That is not how it currently is in Sc2.




this. i too think it's important a good player can mostly win off of superior mechanics unless he has really bad decision making.
ejozl
Profile Joined October 2010
Denmark3561 Posts
November 01 2013 08:28 GMT
#429
So can anyone tell me already, how this adds depth to the micro in the game?
It's basically all just kiting, with same speed, isn't there more depth, when units act differently from each other and when in different numbers?
Also turret thing is just an idea, something that Hellions already have and Phoenix do automatically.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
flashimba
Profile Joined May 2011
225 Posts
November 01 2013 08:29 GMT
#430
On November 01 2013 08:20 Na_Dann_Ma_GoGo wrote:
Can't believe the community is so much in favor of Lalush's arguments in this video, or why this is getting so much attention in the first place.

Okay, I know it, it's because all these kind of anti-Sc2 / pro-BW mechanic videos do this.

Video production was okay-ish although there's never an excuse to talk like you're about to fall asleep. Neither does it make much sense to have a 45min video if you actually on cover 18mins of the topic your discussing.

Anyways, my actual problem is the argumentation which seems to be lacking severely. Especially in regards to the whole damage point issue.

The only real argument, other than "in BW it's like this!" is his eSports idea; everything must be "Reliable, consistent and responsive" according to Lalush.

I don't see how differentiating damage point values aren't.

Reliable: They are, the damage point values have a fixed time. There's nothing randomized about it (or what there is negligible).

Consistent: Yes, it actually is consistent unless you want to look at it in a way where you can dismantle pretty much all Sc2 unit attributes. All vikings, marines etc. have the damage point of their unit type. Of course, they do not all have the same attack point across all unit types, but why should they? To remove unique behavior and micro mechanics? Not all units share the same movement speed, acceleration and whatever else. That's on purpose and not really an inconsistency.

Responsive: A clear yes to that as well. The attack point in itself is obviously a delay value, however as seen with the Vikings, they still immediately respond to an attack command and acquire targets and basically count down their attack point timing. It's not like your unit doesn't actually respond to what you do.

Of course you can look at these aspects in extreme ways and say that damage points don't fit the requirements, but then, what does.

The demonstrations in the video weren't very convincing either. So now I could easily kill a billion Corrupters with just a couple Vikings because Vikings now behave more similarly to Marines and Stutter-Step-Micro becomes EASIER and WAY MORE POWERFUL. You cannot mess it up any longer, after all you can't accidentally move your Vikings before they reached their damage point. So how do you compensate for that? For removing pretty much all units higher damage points to make em "more responsive" and whatnot?

But worse, why would I want more units to behave more and ultimately be microed more like e.g. Marines? Why isn't it okay that tanks aren't killing dozens of Roaches when retreating, why do they need to have these kind of turret mechanics? Because BW had it and it's kinda neat?

It's not even that I would disagree with this in all regards, perhaps e.g. Immortals could be made more unique by giving them that kind of turret firing attributes (while compensating in other ways). But in general I don't like the idea of vastly reducing certain stats like attack point and overall just having less options for unique unit behavior.

Why do Banshee's and Vikings have to have a super easy time kiting even the largest armies of Marines or Corruptors respectively? You say it's better for eSports but I don't see that. What I see is Banshee's now behaving like Marines and rather reducing the kind of Marine vs Banshee shenanigans that exist right now.

I simply don't feel like Lalush used good enough argumentation.

That the bigger TeamLiquid and especially /r/reddit crowd immediately wants Blizzard to hire everyone that makes videos or posts like this though, that's just worth a good laugh by now. That "Warcraft RTS: Alliance and Horde" mod being another example where people immediately go crazy after because it appears to be huge.

This is the great thing about TL and Reddit! We are able to steer development and shit on developers who work so hard to make the game as great as they can. Oh wait, we shouldn't do that, but apparently this is what the thread has become: a bandwagon for bashing on SC2. LEAVE BRITNEY SC2 ALONE.

+ Show Spoiler +
On October 31 2013 09:28 laegoose wrote:
Certainly Blizzard know about this stuff, they put these variables in the Editor.

And I hate to interrupt agressive BW-loving in this thread, but I'm glad in SC2 it is possible to actually play and micro instead of trying to get units in the right direction.

edit: typo



It's hard to tell who is in the majority on TL: the 'I want the game to be more fun like how BW is' or the 'please make the game easier because I like to win and winning is fun' crowd. My guesses are that Blizzard already knows the size of these crowds, and they will not do anything to displease them.

To make the game primitive like in BW instead of advancing SC2 in their own way is for Blizzard to admit that they tried but screwed up.
dutchfriese
Profile Joined November 2012
2554 Posts
November 01 2013 08:40 GMT
#431
On November 01 2013 17:28 ejozl wrote:
So can anyone tell me already, how this adds depth to the micro in the game?
It's basically all just kiting, with same speed, isn't there more depth, when units act differently from each other and when in different numbers?
Also turret thing is just an idea, something that Hellions already have and Phoenix do automatically.


It's not kiting with the same speed. Did you watch the video? He edited every unit with his/its own game "speeds". The entire point of the video was that one cannot currently "kite" nearly as effectively with certain units such as vikings, as one could could effectively kite with said unit under brood war mechanics. Point is, brood war offered all(and mainly professional) players the ability to beat their opponent with superior micro management. Sc2 on the other hand does not.

How do hellions currently have this in place? AFAIK phoenix's are the ONLY unit that currently has it in place atm.

Sissors
Profile Joined March 2012
1395 Posts
Last Edited: 2013-11-01 08:47:52
November 01 2013 08:45 GMT
#432
On November 01 2013 17:40 dutchfriese wrote:
Show nested quote +
On November 01 2013 17:28 ejozl wrote:
So can anyone tell me already, how this adds depth to the micro in the game?
It's basically all just kiting, with same speed, isn't there more depth, when units act differently from each other and when in different numbers?
Also turret thing is just an idea, something that Hellions already have and Phoenix do automatically.


It's not kiting with the same speed. Did you watch the video? He edited every unit with his/its own game "speeds". The entire point of the video was that one cannot currently "kite" nearly as effectively with certain units such as vikings, as one could could effectively kite with said unit under brood war mechanics. Point is, brood war offered all(and mainly professional) players the ability to beat their opponent with superior micro management. Sc2 on the other hand does not.

And thats simply not true. Micro management is very important in SC2.

But then why should kiting with vikings be made so much easier? Earlier you said SC2 should be a game where the player with superior macro, micro and mechanics should win. Yet all this does is making clicking fast more important at the cost of other aspects of the game, such as positioning. I guess I just don't think fast clicking is important enough as it is.

And it continious to baffle me how people are continuing to ignore balance implications with the excuse that this is 'game design'. Imagine hellions with instant damage point + rotating turret, that completely changes the dynamics between lings and hellions, and not for the better imo.
ClueClueClue
Profile Blog Joined December 2011
Sweden1203 Posts
November 01 2013 08:48 GMT
#433
On November 01 2013 17:27 fluidin wrote:
Show nested quote +
On November 01 2013 16:29 dutchfriese wrote:
On November 01 2013 16:21 Sissors wrote:
On November 01 2013 15:14 RampancyTW wrote:
On November 01 2013 15:00 Falling wrote:
On November 01 2013 14:34 RampancyTW wrote:
On November 01 2013 14:32 nOlifeTERRAN wrote:
Ah man if only banshees were that micro intensive!
Yeah, it would be really nice watching every single Terran pro never lose a banshee to marines ever, with zero change in micro effort

Because that would definitely be good for the game

That's silly. If that were true, than no Terran would lose a wraith ever or no Zerg would lose a mutalisk ever.
#1 it's a tremendous time investment that makes it harder to keep up with macro.
#2, the banshees are like paper airplanes to a large group of stimmed marines (and if it isn't, you could make it that way to balance it) therefore, you must keep microing to keep them doing damage and keep them alive.
#3 as the banshee harass continues, more and more marines are being added to their numbers (defenders reinforcement advantage), plus turrets are thrown down. This means the defender can start splitting marine groups to trap banshees or fall back to turrets which are safe zones.

In other words, this sort of micro allows unit interaction on both sides. This isn't a 'fungal all your army and you can't move anything' micro from the waning days of WoL. It's not one-sided micro like trapped units in a FF encirclement. This is both players microing and counter-microing their hearts out. And that is exactly what makes an exciting competive game and a spectator friendly game. Moves and counter-moves. This is what esports is made of.
"Never" was a bit of hyperbole. But here's the thing: All 3 of those points are ALREADY HOW IT PLAYS OUT. The way it is now, the top guys don't lose banshees. Or at least not without getting at least 5-6 kills on those banshees. And forcing stims/scans/vikings.

With the changes, the top guys would literally not take damage on the banshees before stim was out (or Vikings were out) and thus would be able to kite for longer, in addition to being able to do more damage per kiting session due to the added responsiveness.

Thats what I don't get. People are all telling micro should be more important, so what do they want? A game where every single 'good' player can indefinately kite everything. While currently you really have to be paying attention to correctly kite with vikings, and yes there is a limit to it.



A game where the better player will always win because they have superior APM/micro/macro. That is not how it currently is in Sc2.




this. i too think it's important a good player can mostly win off of superior mechanics unless he has really bad decision making.


If they don't win, they're not better, now are they? I'm glad SC2 is not like BW in the sense that mechanical skills are rewarded inproportionally much and strategical brilliance doesn't help you that much without that particular mechanical skillset. If the game was all about macro and control, I probably wouldn't be watching it in the first place...
Cogito, ergo toss.
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2013-11-01 08:56:19
November 01 2013 08:53 GMT
#434
Awesome job ... and I wish you could take over from Dustin and David.


On November 01 2013 17:29 flashimba wrote:
It's hard to tell who is in the majority on TL: the 'I want the game to be more fun like how BW is' or the 'please make the game easier because I like to win and winning is fun' crowd. My guesses are that Blizzard already knows the size of these crowds, and they will not do anything to displease them.

To make the game primitive like in BW instead of advancing SC2 in their own way is for Blizzard to admit that they tried but screwed up.

The last paragraph shows which crowd you belong to ... the "newer is automatically better and we can never ever learn anything from something old"-crowd. You have to PROVE that something is better and you are welcome to counter LaLush with your own video or logical argument as to why the units should stay unmicroable and "muddy".

BW was far from primitive, because it actually allowed for PLAYER SKILL while SC2 is the true primitive one here because it does NOT give the player ways to use the units more efficiently. The only "skills" in SC2 are economy management and arranging of clump-parts into a better shaped clump.
If you cant say what you're meaning, you can never mean what you're saying.
dutchfriese
Profile Joined November 2012
2554 Posts
November 01 2013 08:55 GMT
#435
On November 01 2013 17:45 Sissors wrote:
Show nested quote +
On November 01 2013 17:40 dutchfriese wrote:
On November 01 2013 17:28 ejozl wrote:
So can anyone tell me already, how this adds depth to the micro in the game?
It's basically all just kiting, with same speed, isn't there more depth, when units act differently from each other and when in different numbers?
Also turret thing is just an idea, something that Hellions already have and Phoenix do automatically.


It's not kiting with the same speed. Did you watch the video? He edited every unit with his/its own game "speeds". The entire point of the video was that one cannot currently "kite" nearly as effectively with certain units such as vikings, as one could could effectively kite with said unit under brood war mechanics. Point is, brood war offered all(and mainly professional) players the ability to beat their opponent with superior micro management. Sc2 on the other hand does not.

And thats simply not true. Micro management is very important in SC2.

But then why should kiting with vikings be made so much easier? Earlier you said SC2 should be a game where the player with superior macro, micro and mechanics should win. Yet all this does is making clicking fast more important at the cost of other aspects of the game, such as positioning. I guess I just don't think fast clicking is important enough as it is.



Huh?

You do realize that macro was much, much, much..... much harder in brood war vs sc2... right? There was no auto mine in sc2, players had to manually select each and every worker and tell them to mine minerals. That alone equals much more "clicking" vs sc2.

The problem with your premise is "i guess i just don't think fast clicking is important enough as it is". Fast clicking is what separated the champions of brood war from the pack. In brood war, if you didn't have 300+ apm you were literally nothing. Starcraft 2 on the other hand... this is not the case. Why? Because the skill ceiling is DRAMATICALLY lower.

300 apm brood war =/= 300 apm sc2, and that's the entire point of lalush's video...

Sc2 could be better than brood war, but it will not be better until the micro mechanics are addressed. It's really as simple as that.
flashimba
Profile Joined May 2011
225 Posts
November 01 2013 08:55 GMT
#436
On November 01 2013 17:48 Zackeva wrote:
Show nested quote +
On November 01 2013 17:27 fluidin wrote:
On November 01 2013 16:29 dutchfriese wrote:
On November 01 2013 16:21 Sissors wrote:
On November 01 2013 15:14 RampancyTW wrote:
On November 01 2013 15:00 Falling wrote:
On November 01 2013 14:34 RampancyTW wrote:
On November 01 2013 14:32 nOlifeTERRAN wrote:
Ah man if only banshees were that micro intensive!
Yeah, it would be really nice watching every single Terran pro never lose a banshee to marines ever, with zero change in micro effort

Because that would definitely be good for the game

That's silly. If that were true, than no Terran would lose a wraith ever or no Zerg would lose a mutalisk ever.
#1 it's a tremendous time investment that makes it harder to keep up with macro.
#2, the banshees are like paper airplanes to a large group of stimmed marines (and if it isn't, you could make it that way to balance it) therefore, you must keep microing to keep them doing damage and keep them alive.
#3 as the banshee harass continues, more and more marines are being added to their numbers (defenders reinforcement advantage), plus turrets are thrown down. This means the defender can start splitting marine groups to trap banshees or fall back to turrets which are safe zones.

In other words, this sort of micro allows unit interaction on both sides. This isn't a 'fungal all your army and you can't move anything' micro from the waning days of WoL. It's not one-sided micro like trapped units in a FF encirclement. This is both players microing and counter-microing their hearts out. And that is exactly what makes an exciting competive game and a spectator friendly game. Moves and counter-moves. This is what esports is made of.
"Never" was a bit of hyperbole. But here's the thing: All 3 of those points are ALREADY HOW IT PLAYS OUT. The way it is now, the top guys don't lose banshees. Or at least not without getting at least 5-6 kills on those banshees. And forcing stims/scans/vikings.

With the changes, the top guys would literally not take damage on the banshees before stim was out (or Vikings were out) and thus would be able to kite for longer, in addition to being able to do more damage per kiting session due to the added responsiveness.

Thats what I don't get. People are all telling micro should be more important, so what do they want? A game where every single 'good' player can indefinately kite everything. While currently you really have to be paying attention to correctly kite with vikings, and yes there is a limit to it.



A game where the better player will always win because they have superior APM/micro/macro. That is not how it currently is in Sc2.




this. i too think it's important a good player can mostly win off of superior mechanics unless he has really bad decision making.


If they don't win, they're not better, now are they? I'm glad SC2 is not like BW in the sense that mechanical skills are rewarded inproportionally much and strategical brilliance doesn't help you that much without that particular mechanical skillset. If the game was all about macro and control, I probably wouldn't be watching it in the first place...


Exactly. This is why Bisu loses left and right to Terrans in BW despite having arguably the best mechanics for a Protoss player.

And despite this, Bisu is still the best, LoL.
ejozl
Profile Joined October 2010
Denmark3561 Posts
November 01 2013 09:00 GMT
#437
But how is it different having Vikings flying faster while shooting, in opposed to them stopping up a little, while shooting.
The latter simply doesn't make the micro as gamebreaking, but it's still there..
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
imBLIND
Profile Blog Joined December 2006
United States2626 Posts
November 01 2013 09:01 GMT
#438
When we asked for more microable units in the beta testing, this is exactly what we meant.
im deaf
dutchfriese
Profile Joined November 2012
2554 Posts
November 01 2013 09:04 GMT
#439
On November 01 2013 18:00 ejozl wrote:
But how is it different having Vikings flying faster while shooting, in opposed to them stopping up a little, while shooting.
The latter simply doesn't make the micro as gamebreaking, but it's still there..


how is it not "gamebreaking" exactly? Vikings have 9 range (IIRC) and stalkers have 6 range (IIRC), so that .XX seconds is VERY game breaking in the hands of a professional.
ejozl
Profile Joined October 2010
Denmark3561 Posts
November 01 2013 09:08 GMT
#440
how is it not "gamebreaking" exactly? Vikings have 9 range (IIRC) and stalkers have 6 range (IIRC), so that .XX seconds is VERY game breaking in the hands of a professional.

I didn't mean the change, but rather that BW stutterstep would make it much more important to utilize, rather than giving you a small edge.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Prev 1 20 21 22 23 24 61 Next
Please log in or register to reply.
Live Events Refresh
WardiTV Weekly
21:00
#112
IntoTheiNu 1076
WardiTV824
Rex113
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Rex 113
StarCraft: Brood War
Rain 1947
Jaedong 822
Shuttle 690
Mini 555
BeSt 404
EffOrt 348
ggaemo 342
actioN 290
Stork 226
Light 216
[ Show more ]
Snow 164
Rush 140
firebathero 88
hero 82
sSak 75
Pusan 55
Sharp 51
Barracks 32
Terrorterran 32
Shinee 31
Shine 27
910 19
Free 16
scan(afreeca) 16
Trap 14
soO 12
zelot 10
ajuk12(nOOB) 6
Britney 0
Dota 2
Dendi1507
BananaSlamJamma246
Counter-Strike
x6flipin100
jkaem96
Heroes of the Storm
crisheroes492
Other Games
hiko825
Lowko468
ceh9400
B2W.Neo286
syndereN227
Fuzer 224
byalli208
Liquid`VortiX187
ArmadaUGS96
QueenE84
KnowMe50
ViBE41
NeuroSwarm31
Railgan31
fpsfer 0
Organizations
Counter-Strike
PGL96
StarCraft: Brood War
lovetv 6
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• FirePhoenix4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV522
League of Legends
• Nemesis1853
Other Games
• Shiphtur377
Upcoming Events
Monday Night Weeklies
1h 9m
Replay Cast
7h 9m
Sparkling Tuna Cup
18h 9m
WardiTV Invitational
20h 9m
YoungYakov vs Lambo
SHIN vs TBD
Percival vs Shameless
Solar vs TBD
OSC
1d 7h
ByuN vs MaxPax
herO vs Krystianer
Percival vs Shameless
LetaleX vs YoungYakov
Nicoract vs Gerald
GgMaChine vs ArT
PiGosaur Cup
1d 9h
INu's Battles
1d 20h
ByuN vs Classic
3D!Clan Event
2 days
The PondCast
2 days
KCM Race Survival
2 days
[ Show More ]
WardiTV Invitational
2 days
Ultimate Battle
3 days
CranKy Ducklings
4 days
IPSL
5 days
TerrOr vs IJ_Terran
rasowy vs Hazorath
Sparkling Tuna Cup
5 days
IPSL
6 days
Art_Of_Turtle vs KameZerg
Radley vs George
Replay Cast
6 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

Proleague 2026-11-06
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
Individual League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026

Upcoming

YSL S4
Sector 951
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Underdog Cup 2026 Div 2-3
PGL Bucharest 2027
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

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