• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 02:38
CET 08:38
KST 16:38
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)15Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7[BSL21] Non-Korean Championship - Starts Jan 103SC2 All-Star Invitational: Jan 17-1833
StarCraft 2
General
SC2 All-Star Invitational: Jan 17-18 Stellar Fest "01" Jersey Charity Auction Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets When will we find out if there are more tournament SC2 Spotted on the EWC 2026 list?
Tourneys
OSC Season 13 World Championship SC2 AI Tournament 2026 Sparkling Tuna Cup - Weekly Open Tournament $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) $25,000 Streamerzone StarCraft Pro Series announced
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes
Brood War
General
[ASL21] Potential Map Candidates BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ A cwal.gg Extension - Easily keep track of anyone Potential ASL qualifier breakthroughs?
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] Grand Finals - Sunday 21:00 CET [BSL21] Non-Korean Championship - Starts Jan 10
Strategy
Soma's 9 hatch build from ASL Game 2 Simple Questions, Simple Answers Game Theory for Starcraft Current Meta
Other Games
General Games
Awesome Games Done Quick 2026! Beyond All Reason Nintendo Switch Thread Mechabellum Stormgate/Frost Giant Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread Trading/Investing Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
My 2025 Magic: The Gathering…
DARKING
Physical Exercise (HIIT) Bef…
TrAiDoS
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1186 users

Depth of Micro - Page 25

Forum Index > SC2 General
Post a Reply
Prev 1 23 24 25 26 27 61 Next
Miragee
Profile Joined December 2009
8623 Posts
November 01 2013 12:28 GMT
#481
On November 01 2013 21:20 Sissors wrote:
Show nested quote +
On November 01 2013 20:35 Miragee wrote:
On November 01 2013 19:45 Sissors wrote:
On November 01 2013 19:17 Miragee wrote:
On November 01 2013 18:35 Sissors wrote:

1. And what you don't seem to understand is that I think that is a GOOD thing. I don't think requiring you to click faster makes it a better game. I think it makes it a worse game. If clicking alot is more important, than automatically everything else is less important. I don't think positioning should be less important, or strategy, or unit composition, etc.

2. Also I didn't play very little BW. I didn't play it at all. I used to play AOE games.

3. And it makes no sense whatsoever to say the winners are volatile due to the lack of required clicks. The winners are volatile because it is still a relative new game that is evolving. If it was volatile due to the lack of required clicks as you claim, then innovation would never have been able to dominate as he did. Because then also during his domination he would lose due to the lower skill ceiling or whatever. But he didn't, he won pretty much everything. He started losing because the meta evolved, balance patch, he became worse, pick one. But not because of randomness, then he would also have lost alot more during his domination period.

2. Did you ever asked yourself why AoE wasn't near as competetive as SC was?

Did you ever wonder if I care? I don't play a game because progamers do it. Oh sure I enjoy watching WCS when it happens to be a good time I don't have anything else planned, but I don't play the game because pros do, I play the game because I enjoy playing it.


So why are you even bothering with sc2 then? It's meant to be competetive on a very high level, drawing viewership and sponsors alike and showing very high skill matches for their excitement. That could lead into you enjoying the game because it stimulates your inner competetive instincts and you enjoy the controls/strategies/mechanics of the game and like to fight against your own cap. If you don't like that, it's perfectly fine. I have nothing against AoE or the like (I enjoyed them myself playing on lans), but you can't turn on the metric's of those games on games that are supposed to be highly competetive (and blizzard wants that for the sake of money and publicity).
Sadly you didn't read the rest of my comment but still use the same argument of lower strategic depth because of higher requiered apm, which was invalidated before.

Does that mean I, and 99% of the paying customers of Blizzard, could get a full refund?

Apparantly according to you I shouldn't play SC2 if I just play it for fun and not for competition. 90% of those ranked are already plat or lower. And if you really play to do it competitive, you are above plat. Then add that the ALOT of players don't play ranked at all, add that of those in diamond or higher many also just play for fun and not for competition, and you end up with a really small minority who meet your requirements.

Yes blizzard wants pro playing for sake of money and publicity, but not at the cost of their entire casual player base.


Here I make my last point on this totally off-topic conversation: Yes, I think it's a huge mistake to try to aim for a casual player basis in a highly competetive game. There is a pretty big difference between designing a game for casuals and a game that also suits casuals to some extend.
Ovid
Profile Blog Joined October 2013
United Kingdom948 Posts
November 01 2013 12:31 GMT
#482
A very informed and well done video, I feel that these changes properly implemented would do wonders for SC2.
The above poster you are right in some ways but wrong in others, making a game have micro-able units won't mean that the casual player base will lose out if anything it will make them more likely to play the game.
Lets look at the micro techniques used currently by Terran, the two biggest ones are stutter stepping and splitting.
Someone at bronze level is unlikely to employ these techniques but they still have fun building a base and making the units they want to A move into the opponent and watch the battle.

The game becomes harder to be "good" at but it doesn't become harder to play, if you don't have the skills to do all the micro techniques that should be implemented then the chances are you're up against someone who also doesn't have the skills to do them, making the game balanced because both players are at the same level.

It would be great for the pro scene allowing for players to express themselves by being the embodiment of a unit (Like Jaedong was/is for Mutalisks)

Overall I think DK should take note, and implement these changes but accordingly balance the game. Done well you've got a even greater game on your hands!
I will make Yogg Saron priest work...
Velouria
Profile Joined May 2013
United States78 Posts
November 01 2013 12:37 GMT
#483
Its impossible to argue with you guys, why take a select portion of my quote? Even Jaedong says SC2 is harder, BW has the better player winning more often than SC2 sure, but to say SC2 isnt getting better is ridiculous. Each year the skill ceiling for even high master players are better than he first 2 GSL winners, and in 4 more years ittl be the same thing. More strategies, more macro games its been an awesome last few tourneys so stop arguing and enjoy and get better or shut up and make your ProMod.
hard to explain
flashimba
Profile Joined May 2011
225 Posts
November 01 2013 12:44 GMT
#484
On November 01 2013 19:54 Sissors wrote:
Show nested quote +
On November 01 2013 19:49 flashimba wrote:
In summary, you don't want the game to become any harder for you.

That's perfectly acceptable.

So in summary: Your positioning, strategy and decision making sucks, so you want that to be less important.

That's perfectly acceptable.


Oh. Don't be silly. I share the same views as you. ^_^

I am glad to know that I summarized those blobs of paragraphs correctly.
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
November 01 2013 12:48 GMT
#485
On November 01 2013 21:13 VArsovskiSC wrote:
Show nested quote +
On October 31 2013 08:45 TaShadan wrote:
I appreciate your effort but Blizzard showed several time that they give a shit. Overkill prevention is the greatest crap they ever implemented.


This is probably the only thing that SC2 is better than BW.. That's what makes Siege-Tanks viable.. The new ground unit's pathing is much superior to BW's and if this didn't exist, tanks would be totally useless.. I mean tanks are kinda useless ATM, but with the overkill - they'd be totally useless..

Everything else in this video was legit though.. Sry for being late on this topic though, hope I didn't "ressurect" a topic in a way, still - haven't seen it before.. Better not implement all of the suggestions, but some of them will improve the game drastically though..


Why are they not useless in BW then?

Maybe its because along with overkill they also have massively more damage. Maybe its because BW has way fewer hard counter units.
The tank needs overkill prevention to not be utterly useless, because its already made a useless unit with the changes to overall unit design.

The SC2 gameplay is designed so very few units have general counter strategies. Overkill prevention is one of the measures used to do this. Intead you have to rely on either brute strength or counter units to stop a given unit.

In my opinion this is just bad design. Units should have some disadvantage that allows most other units to deal with them in some way.
Micro should be the way these units perform these countermeasures. Marine splits are a good example of this. So is blinking/dropping on top of Tanks. Kiting units with slow damage points can also do the same (see Probes kiting Zerglings from BW).
When we look for things to add to this game we should really be asking: Is this adding counterplay from both sides? and if it is, it is probably a good thing.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Cartman_
Profile Joined July 2012
119 Posts
November 01 2013 12:56 GMT
#486
I'd really like the change about the Immortal and Tanks. Blizzard should really look this video which is very interesting even if Lalush's voice is ... ^^.

Anyway, I really liked this video and Leta's Wraith Micro and the choice you made for your examples.

Vultures micro ftw !
| SK Telecom T1 | --- | Bisu & BoxeR Forever, FanTaSy, INnoVation, Dark, soO, Dream <3 |
RampancyTW
Profile Joined August 2010
United States577 Posts
November 01 2013 13:08 GMT
#487
On November 01 2013 20:06 Zaphod Beeblebrox wrote:
One of the things people need to realize about this kind of micro is the fact that its massively OP - But in BW this was fine due to one important fact.
The fact is that BW is unlike most RTS games in the way that its impossible to play a perfect game. To play perfectly you need so much EAPM that its inhuman, so players have to prioritize. Other RTS games usually place realistic demands for the players in terms of unit movements, production and map awereness. In BW those demands are far beyond human capabilities. Suddenly this micro trick that makes a unit massively OP is not an issue due to all the other stuff the player needs to use his time on. He can only focus on a few things, so while this OP trick might win the battle, its likely to lose him the war.

/BW rant


Now on to implementing these kinds of micro in SC2. It would definately add to the depth of the game, but as long as there are not enough other stuff for players to do, these kinds of OP micro tricks would actually hurt the balance. There is no middle road. Either the game gets much more demanding micro and macro tricks, or none at all. If only a few things are implemented they would make certain things so OP that it would severely limit the viable strategies at higher levels of play.

I would love to see a lot of the ideas and mechanics tested in StarBow or Onegoal transferred to the real game, but half measures simply won't cut it. If these micro multipliers are implemented they need to be used together with other attention demanding features.
Bingo.

And I would point to how graveyard-dead StarBow and Onegoal are as a reason why those full measures shouldn't be implemented any more so than the half-measures.. If they were substantially better versions of the game, they would have a playerbase.
StarStruck
Profile Blog Joined April 2010
25339 Posts
November 01 2013 13:24 GMT
#488
He's still going. :V
RampancyTW
Profile Joined August 2010
United States577 Posts
November 01 2013 13:27 GMT
#489
On November 01 2013 22:24 StarStruck wrote:
He's still going. :V
Hey there pot, I'm kettle.
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
Last Edited: 2013-11-01 13:30:33
November 01 2013 13:29 GMT
#490
I was microing against a fucking AI in the video. You think a human opponent would keep chasing indefinitely with units that are barely out of range of firing? Micro goes both ways.

If an opponent pulls back from my units' optimal range like any intelligent player would do, then I have to use an incredible amount of attention and APM to make sure I follow the "dancing" back-and-forth movements that will result as a consequence.

If units, on the other hand, just stop dead when I fire? Well then I just don't bother firing and keep running away instead. Why bother risking to attack when the opponent will catch up to me if I do?

Get this in your heads and you've understood the core of the argument.
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
November 01 2013 13:29 GMT
#491
On November 01 2013 22:08 RampancyTW wrote:
Show nested quote +
On November 01 2013 20:06 Zaphod Beeblebrox wrote:
One of the things people need to realize about this kind of micro is the fact that its massively OP - But in BW this was fine due to one important fact.
The fact is that BW is unlike most RTS games in the way that its impossible to play a perfect game. To play perfectly you need so much EAPM that its inhuman, so players have to prioritize. Other RTS games usually place realistic demands for the players in terms of unit movements, production and map awereness. In BW those demands are far beyond human capabilities. Suddenly this micro trick that makes a unit massively OP is not an issue due to all the other stuff the player needs to use his time on. He can only focus on a few things, so while this OP trick might win the battle, its likely to lose him the war.

/BW rant


Now on to implementing these kinds of micro in SC2. It would definately add to the depth of the game, but as long as there are not enough other stuff for players to do, these kinds of OP micro tricks would actually hurt the balance. There is no middle road. Either the game gets much more demanding micro and macro tricks, or none at all. If only a few things are implemented they would make certain things so OP that it would severely limit the viable strategies at higher levels of play.

I would love to see a lot of the ideas and mechanics tested in StarBow or Onegoal transferred to the real game, but half measures simply won't cut it. If these micro multipliers are implemented they need to be used together with other attention demanding features.
Bingo.

And I would point to how graveyard-dead StarBow and Onegoal are as a reason why those full measures shouldn't be implemented any more so than the half-measures.. If they were substantially better versions of the game, they would have a playerbase.


Not a valid argument.
The StarBow guys (me included) has been holding back on trying to make the mod more widely known due to not having it finished yet - and we don't want people to flock to it and get dissapointed with an unpolished experience. I suspect the onegoal guys have some of the same considerations.
Noone knows about them outside of TL - whereas many of the popular mods have had great exposure from youtube celebreties or just being favored by the arcade filters.

So the reason for StarBow and Onegoal not being played that much is mostly because they are unfinished at this point. Don't use assumed failed design as an argument please.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
RampancyTW
Profile Joined August 2010
United States577 Posts
November 01 2013 13:39 GMT
#492
On November 01 2013 22:29 LaLuSh wrote:
I was microing against a fucking AI in the video. You think a human opponent would keep chasing indefinitely with units that are barely out of range of firing? Micro goes both ways.

If an opponent pulls back from my units' optimal range like any intelligent player would do, then I have to use an incredible amount of attention and APM to make sure I follow the "dancing" back-and-forth movements that will result as a consequence.

If units, on the other hand, just stop dead when I fire? Well then I just don't bother firing and keep running away instead. Why bother risking to attack when the opponent will catch up to me if I do?

Get this in your heads and you've understood the core of the argument.
Get it through your head that this sort of micro doesn't require any more time attention (even if it requires a few more clicks) than the existing in-game micro already does.

Get it also in your head that an opponent literally can't fight back against a player microing in this fashion. All they can do is pray the other person either stops or screws up. It's a one-sided interaction. This was okay in BW where a lot more time/attention/APM had to be spent just to build units and/or economy, but it would be frustrating as hell in SC2.
Fish_Baguettes
Profile Joined March 2008
Australia589 Posts
November 01 2013 13:41 GMT
#493
That was a great video. I really hope some of these ideas become discussed or looked at by Blizzard.
RampancyTW
Profile Joined August 2010
United States577 Posts
November 01 2013 13:44 GMT
#494
On November 01 2013 22:29 Zaphod Beeblebrox wrote:
Show nested quote +
On November 01 2013 22:08 RampancyTW wrote:
On November 01 2013 20:06 Zaphod Beeblebrox wrote:
One of the things people need to realize about this kind of micro is the fact that its massively OP - But in BW this was fine due to one important fact.
The fact is that BW is unlike most RTS games in the way that its impossible to play a perfect game. To play perfectly you need so much EAPM that its inhuman, so players have to prioritize. Other RTS games usually place realistic demands for the players in terms of unit movements, production and map awereness. In BW those demands are far beyond human capabilities. Suddenly this micro trick that makes a unit massively OP is not an issue due to all the other stuff the player needs to use his time on. He can only focus on a few things, so while this OP trick might win the battle, its likely to lose him the war.

/BW rant


Now on to implementing these kinds of micro in SC2. It would definately add to the depth of the game, but as long as there are not enough other stuff for players to do, these kinds of OP micro tricks would actually hurt the balance. There is no middle road. Either the game gets much more demanding micro and macro tricks, or none at all. If only a few things are implemented they would make certain things so OP that it would severely limit the viable strategies at higher levels of play.

I would love to see a lot of the ideas and mechanics tested in StarBow or Onegoal transferred to the real game, but half measures simply won't cut it. If these micro multipliers are implemented they need to be used together with other attention demanding features.
Bingo.

And I would point to how graveyard-dead StarBow and Onegoal are as a reason why those full measures shouldn't be implemented any more so than the half-measures.. If they were substantially better versions of the game, they would have a playerbase.


Not a valid argument.
The StarBow guys (me included) has been holding back on trying to make the mod more widely known due to not having it finished yet - and we don't want people to flock to it and get dissapointed with an unpolished experience. I suspect the onegoal guys have some of the same considerations.
Noone knows about them outside of TL - whereas many of the popular mods have had great exposure from youtube celebreties or just being favored by the arcade filters.

So the reason for StarBow and Onegoal not being played that much is mostly because they are unfinished at this point. Don't use assumed failed design as an argument please.
I'm not assuming their design is "failed." What I AM saying is that if the core design were OMG SO MUCH BETTER THAN SC2, then your early adopters would still be playing the mods (which they aren't).
Azelja
Profile Joined May 2011
Japan762 Posts
November 01 2013 13:49 GMT
#495
If it weren't for Starbow, I wouldn't even have SC2 installed anymore, wtf? It's not "graveyard-dead" o_O
StarStruck
Profile Blog Joined April 2010
25339 Posts
November 01 2013 13:50 GMT
#496
On November 01 2013 22:27 RampancyTW wrote:
Show nested quote +
On November 01 2013 22:24 StarStruck wrote:
He's still going. :V
Hey there pot, I'm kettle.


That's going to be your argument? lol There's no point continuing this discussion.
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
Last Edited: 2013-11-01 13:53:12
November 01 2013 13:50 GMT
#497
On November 01 2013 22:44 RampancyTW wrote:
Show nested quote +
On November 01 2013 22:29 Zaphod Beeblebrox wrote:
On November 01 2013 22:08 RampancyTW wrote:
On November 01 2013 20:06 Zaphod Beeblebrox wrote:
One of the things people need to realize about this kind of micro is the fact that its massively OP - But in BW this was fine due to one important fact.
The fact is that BW is unlike most RTS games in the way that its impossible to play a perfect game. To play perfectly you need so much EAPM that its inhuman, so players have to prioritize. Other RTS games usually place realistic demands for the players in terms of unit movements, production and map awereness. In BW those demands are far beyond human capabilities. Suddenly this micro trick that makes a unit massively OP is not an issue due to all the other stuff the player needs to use his time on. He can only focus on a few things, so while this OP trick might win the battle, its likely to lose him the war.

/BW rant


Now on to implementing these kinds of micro in SC2. It would definately add to the depth of the game, but as long as there are not enough other stuff for players to do, these kinds of OP micro tricks would actually hurt the balance. There is no middle road. Either the game gets much more demanding micro and macro tricks, or none at all. If only a few things are implemented they would make certain things so OP that it would severely limit the viable strategies at higher levels of play.

I would love to see a lot of the ideas and mechanics tested in StarBow or Onegoal transferred to the real game, but half measures simply won't cut it. If these micro multipliers are implemented they need to be used together with other attention demanding features.
Bingo.

And I would point to how graveyard-dead StarBow and Onegoal are as a reason why those full measures shouldn't be implemented any more so than the half-measures.. If they were substantially better versions of the game, they would have a playerbase.


Not a valid argument.
The StarBow guys (me included) has been holding back on trying to make the mod more widely known due to not having it finished yet - and we don't want people to flock to it and get dissapointed with an unpolished experience. I suspect the onegoal guys have some of the same considerations.
Noone knows about them outside of TL - whereas many of the popular mods have had great exposure from youtube celebreties or just being favored by the arcade filters.

So the reason for StarBow and Onegoal not being played that much is mostly because they are unfinished at this point. Don't use assumed failed design as an argument please.
I'm not assuming their design is "failed." What I AM saying is that if the core design were OMG SO MUCH BETTER THAN SC2, then your early adopters would still be playing the mods (which they aren't).


They are... well a lot of them anyways. But games are organized seperately from Blizzards game finding system, so its not visible in the arcade.

EDIT: Oh wait - you assumed the mods are dead just bacause you can't see them in the arcade? well they are actually being played quite a bit, but not in an immediately visible way.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
RampancyTW
Profile Joined August 2010
United States577 Posts
November 01 2013 13:52 GMT
#498
On November 01 2013 22:50 StarStruck wrote:
Show nested quote +
On November 01 2013 22:27 RampancyTW wrote:
On November 01 2013 22:24 StarStruck wrote:
He's still going. :V
Hey there pot, I'm kettle.


That's going to be your argument? lol There's no point continuing this discussion.
I didn't think "HURR DURR LOOK AT THIS GUY" qualified as an argument in the first place..?
StarStruck
Profile Blog Joined April 2010
25339 Posts
November 01 2013 14:00 GMT
#499
On November 01 2013 22:52 RampancyTW wrote:
Show nested quote +
On November 01 2013 22:50 StarStruck wrote:
On November 01 2013 22:27 RampancyTW wrote:
On November 01 2013 22:24 StarStruck wrote:
He's still going. :V
Hey there pot, I'm kettle.


That's going to be your argument? lol There's no point continuing this discussion.
I didn't think "HURR DURR LOOK AT THIS GUY" qualified as an argument in the first place..?


That wasn't my argument to begin with. You sir are on a completely different wavelength altogether and all you say is the same thing over and over again when I think we've made it abundantly clear that what you say has very little weight but keep going.
Elldar
Profile Joined July 2010
Sweden287 Posts
November 01 2013 14:03 GMT
#500
On November 01 2013 22:39 RampancyTW wrote:
Show nested quote +
On November 01 2013 22:29 LaLuSh wrote:
I was microing against a fucking AI in the video. You think a human opponent would keep chasing indefinitely with units that are barely out of range of firing? Micro goes both ways.

If an opponent pulls back from my units' optimal range like any intelligent player would do, then I have to use an incredible amount of attention and APM to make sure I follow the "dancing" back-and-forth movements that will result as a consequence.

If units, on the other hand, just stop dead when I fire? Well then I just don't bother firing and keep running away instead. Why bother risking to attack when the opponent will catch up to me if I do?

Get this in your heads and you've understood the core of the argument.
Get it through your head that this sort of micro doesn't require any more time attention (even if it requires a few more clicks) than the existing in-game micro already does.

Get it also in your head that an opponent literally can't fight back against a player microing in this fashion. All they can do is pray the other person either stops or screws up. It's a one-sided interaction. This was okay in BW where a lot more time/attention/APM had to be spent just to build units and/or economy, but it would be frustrating as hell in SC2.

Lol so you don't understand that micro goes both ways. You are actually arguing that you don't get it rather having a valid point that his argument is wrong.
Prev 1 23 24 25 26 27 61 Next
Please log in or register to reply.
Live Events Refresh
Next event in 4h 22m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
actioN 663
Larva 310
Noble 262
Zeus 216
Sharp 95
Shuttle 77
Bale 60
ZergMaN 58
GoRush 23
NotJumperer 10
[ Show more ]
Sacsri 6
League of Legends
JimRising 686
C9.Mang0527
Other Games
summit1g4110
Livibee116
Mew2King89
NeuroSwarm71
Organizations
Other Games
gamesdonequick470
StarCraft: Brood War
UltimateBattle 69
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• practicex 54
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 6
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1092
• Stunt509
Upcoming Events
OSC
4h 22m
SKillous vs ArT
ArT vs Babymarine
NightMare vs TriGGeR
YoungYakov vs TBD
All-Star Invitational
18h 37m
INnoVation vs soO
Serral vs herO
Cure vs Solar
sOs vs Scarlett
Classic vs Clem
Reynor vs Maru
uThermal 2v2 Circuit
1d 4h
AI Arena Tournament
1d 12h
All-Star Invitational
1d 18h
MMA vs DongRaeGu
Rogue vs Oliveira
Sparkling Tuna Cup
2 days
OSC
2 days
Replay Cast
3 days
Wardi Open
3 days
Monday Night Weeklies
3 days
[ Show More ]
The PondCast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-01-14
Big Gabe Cup #3
NA Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
Escore Tournament S1: W4
OSC Championship Season 13
Underdog Cup #3
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025

Upcoming

Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Rongyi Cup S3
SC2 All-Star Inv. 2025
Nations Cup 2026
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 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.