• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:19
CEST 12:19
KST 19:19
  • 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] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244
Community News
StarCraft open world shooter announced at BlizzCon59Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?168Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3
StarCraft 2
General
StarCraft open world shooter announced at BlizzCon How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Balance hotfix patch 5.0.16b (July 16) Team Liquid Map Contest #22: Results and Winners Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22 KSL Week #92 IntoTheTV X SOOP SC2 League : Weekly & Monthly 2026 GSTL Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 542 The Ascended Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This
Brood War
General
Official StarCraft website teases new content ahead of BlizzCon? BGH Auto Balance -> http://bghmmr.eu/ Broodwar Prediction Market Practice Partners (Official) [D] Brainstorming a balance patch for Brood war
Tourneys
[ASL22] Ro16 Group B [ASL22] Ro16 Group A Escore Tournament - Season 3 Small VOD Thread 2.0
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Diablo IV EVE Corporation Nintendo Switch Thread [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Trading/Investing Thread UK Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Diablo Animated Series on Netflix Movie Discussion!
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 Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7862 users

Depth of Micro - Page 26

Forum Index > SC2 General
Post a Reply
Prev 1 24 25 26 27 28 61 Next
Sissors
Profile Joined March 2012
1395 Posts
November 01 2013 14:09 GMT
#501
On November 01 2013 23:03 Elldar wrote:
Show nested quote +
On November 01 2013 22:39 RampancyTW wrote:
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.

How is a corruptor ever going to get near those vikings? He won't. And in general the anti-kiting micro isn't improved, it would only be that kiting would be much easier.
Masayume
Profile Blog Joined March 2011
Netherlands208 Posts
Last Edited: 2013-11-01 14:16:47
November 01 2013 14:15 GMT
#502
You are imagining these changes in light of the current state of the game. If changes like the ones proposed in this thread get implemented, there will be balance changes to compliment these as well.

Taking it at face value in the current state and using that as an argument against testing and possibly implementing these suggestions (if they turn out to add value to the game for both players and spectators), is not productive.
Balance. Enjoy the process instead of focusing on musts.
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
Last Edited: 2013-11-01 14:16:31
November 01 2013 14:15 GMT
#503
On November 01 2013 23:09 Sissors wrote:
Show nested quote +
On November 01 2013 23:03 Elldar wrote:
On November 01 2013 22:39 RampancyTW wrote:
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.

How is a corruptor ever going to get near those vikings? He won't. And in general the anti-kiting micro isn't improved, it would only be that kiting would be much easier.


How is a Brood War mutalisk ever going to get near a wraith? How is an SC2 mutalisk ever going to get near a phoenix?

The relative range difference between a wraith and a mutalisk on the one hand, and a corruptor/viking on the other hand, is practically the same.

Stop talking with yourself and try actually reading the comments you are responding to.
RampancyTW
Profile Joined August 2010
United States577 Posts
November 01 2013 14:20 GMT
#504
On November 01 2013 23:15 Masayume wrote:
You are imagining these changes in light of the current state of the game. If changes like the ones proposed in this thread get implemented, there will be balance changes to compliment these as well.

Taking it at face value in the current state and using that as an argument against testing and possibly implementing these suggestions (if they turn out to add value to the game for both players and spectators), is not productive.
...Which would then lead to other issues, which would lead to further rebalancings, which we lead to other issues, etc...

You'd pretty much turn the game upside down. Unique features of the Viking (like its long range) would have to be eliminated. You'd change a lot of early game interactions with regards to tech and whatnot.

For what purpose? More "depth"? A higher skill ceiling? There's no valid way to just assume a game will be deeper because you make a few units more microable. And the skill ceiling still hasn't been reached, so we have no way of knowing how high or low it is.

What I DO know is people have been claiming that we've been at the skill ceiling since early 2011, and players still somehow manage to keep getting better.
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
November 01 2013 14:26 GMT
#505
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.

Top players as of now can easily macro behind essentially 3-pronged banshee harass. Now you suggest to make kiting with multiple units easier, but slightly more mechanically demanding.
DeMoN pulls off a Miracle and Flies to the Moon
ffadicted
Profile Joined January 2011
United States3545 Posts
Last Edited: 2013-11-01 14:34:30
November 01 2013 14:27 GMT
#506
On November 01 2013 23:15 LaLuSh wrote:
Show nested quote +
On November 01 2013 23:09 Sissors wrote:
On November 01 2013 23:03 Elldar wrote:
On November 01 2013 22:39 RampancyTW wrote:
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.

How is a corruptor ever going to get near those vikings? He won't. And in general the anti-kiting micro isn't improved, it would only be that kiting would be much easier.


How is a Brood War mutalisk ever going to get near a wraith? How is an SC2 mutalisk ever going to get near a phoenix?

The relative range difference between a wraith and a mutalisk on the one hand, and a corruptor/viking on the other hand, is practically the same.

Stop talking with yourself and try actually reading the comments you are responding to.


Vikings are not supposed to hard hard counter corruptors though in the design of the game, while phoenixes are to mutas (I won't comment on BW units since I didn't play much of it and don't understand it like you guys do). This change to vikings would obviously be extremely over powered, I'm not sure how someone as knowledgeable as you can't see that, although I'm also assuming you know further changes/nerfs/buffs would certainly have to accompany these types of changes.

Others, like the turret, are flat out great changes. We need to meet somewhere in the middle between waht's there now and you rvideo. I think that's all he's trying to say
SooYoung-Noona!
Masayume
Profile Blog Joined March 2011
Netherlands208 Posts
Last Edited: 2013-11-01 14:32:52
November 01 2013 14:30 GMT
#507
+ Show Spoiler +
On November 01 2013 23:20 RampancyTW wrote:
Show nested quote +
On November 01 2013 23:15 Masayume wrote:
You are imagining these changes in light of the current state of the game. If changes like the ones proposed in this thread get implemented, there will be balance changes to compliment these as well.

Taking it at face value in the current state and using that as an argument against testing and possibly implementing these suggestions (if they turn out to add value to the game for both players and spectators), is not productive.
...Which would then lead to other issues, which would lead to further rebalancings, which we lead to other issues, etc...

You'd pretty much turn the game upside down. Unique features of the Viking (like its long range) would have to be eliminated. You'd change a lot of early game interactions with regards to tech and whatnot.

For what purpose? More "depth"? A higher skill ceiling? There's no valid way to just assume a game will be deeper because you make a few units more microable. And the skill ceiling still hasn't been reached, so we have no way of knowing how high or low it is.

What I DO know is people have been claiming that we've been at the skill ceiling since early 2011, and players still somehow manage to keep getting better.



And this is why it should be tested extensively if the suggested alterations are considered. Furthermore a good timing to test more extreme things, even if it turns out to be non-functional for the game, is a beta phase of an expansion. Be it inhouse or open beta.

It often helps to test some extremes from time to time in order to figure out if something will add or detract value from the game. If new units will be added in LotV which will reset the strategy, the same process you just described will occur as well, just in a milder fashion.

If you worry about the end result before even evaluating if it would work, and how big of an impact it really has on the game design, you might as well never test changes or new units, maps.

Consider > test if interested > evaluate > possibly implement in the current form, or in an altered form.
Balance. Enjoy the process instead of focusing on musts.
Masayume
Profile Blog Joined March 2011
Netherlands208 Posts
Last Edited: 2013-11-01 14:32:02
November 01 2013 14:31 GMT
#508
-Double posted by accident-
Balance. Enjoy the process instead of focusing on musts.
Falling
Profile Blog Joined June 2009
Canada11607 Posts
Last Edited: 2013-11-01 14:57:58
November 01 2013 14:49 GMT
#509
Wow. This has gone downhill in the last few pages. This sort of micro gives players more tools and gives units greater functionality. Why are we against units that respond better and are more maneuverable. Why should players "fight against the computer."

Why this is good for an RTS is because the most successful RTS's as competitive games and as spectator sports were ones that married Strategy and Tactics from RTS's and twitch response unit control from Fighting Games. Probably not intentionally, but that's the best description I can give. Day9's so-called frisbee analogy comes exactly into play here.

It's not just a click fest and he that has the higher apm spam wins. It is creating these little unit combo moves that allows players to gain advantages beyond simply positioning and unit composition. In addition to. Not in place of. That's why it creates more depth the gameplay. You take the fundamentals of a strategy game with unit positioning, composition decisions, tech choices and add in rapid response unit maneuvers.

Yes some of that already exists. My fallback example is Marines vs Banelings. We like that stuff. This adds more. Or enhances what already exists. It makes the micro smoother, more snappy, more crisp. Rather than making it feel like you are microing through mud. You can do it, but without the crisp, clean feel it doesn't feel nearly as fun to perform. You always feel like you are waiting for the computer to do its thing before performing the next action. Like playing in a high latency environment. Doable, but not as fun.

Marines vs Banelings is visual, it requires skill, and it is about rapid response and both players microing back and forth. Why would we sniff our noses at getting rid of engine limitations that choke unit functionality, that grinds unit movement to a halt and forces them to pause before firing. Maybe some units should keep that pause. But should all? Just because it's status quo and it might shake up the game. Delving down to these fundamentals and making smart changes can only be a good thing for the game for competitors and spectators alike.

(Oh and by the way, most of these maneuvers can be performed by low level players. I'm only 1700 D on iccup now, but the vast majority of the micro tricks I can do and could do when I was hovering between D/D-. Just not consistently and while macroing. It's fun for low level player as well as high level players. Even my brother (LordBryon of my BW is for Newbs blogs) has started trying Vulture patrol micro. It looks cool even for new players with 40 APM and they want to try it out.)
Moderator5000 of our finest Taliban warriors have been released! Rise up my brothers. Mashalla! al-Donald ibn-Frederick al-Masih allows it.
GizmoPT
Profile Joined May 2010
Portugal3040 Posts
November 01 2013 14:56 GMT
#510
for some reason i used to play maps like this all day in broodwar lol
Snipers Promod & Micro Arena Creator in SC2 Arcade - Portuguese Community Admin for SC2, HotS and Overwatch - Ex-Portugal SC2 Team Manager, Ex- Copenhagen Wolves and Grow uP Gaming Manager in SC2. Just Playing games now!
khellian
Profile Joined February 2010
Korea (South)922 Posts
November 01 2013 14:57 GMT
#511
Very interesting, thanks!
bhfberserk
Profile Joined August 2011
Canada390 Posts
November 01 2013 14:59 GMT
#512
I just watched the video. I definitely think the tracking turret on the immortal and tanks can be a good start to add some more micro mechanic back into the game. How often do we see a Protoss/terran players lose all their support units for immortal and tanks. And their expensive units are just left there to die. It would be cool if the progamers is given the tools to micro the shit out of them and save them.

The air collision seems like a problem and should be fixed by Blizzard immediately.

But I am not too sure about reducing all damage point to 0. This will simply make all long range units untouchable. No corruptors will ever touch a viking again.

Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2013-11-01 15:01:01
November 01 2013 15:00 GMT
#513
On November 01 2013 23:49 Falling wrote:
Wow. This has gone downhill in the last few pages. This sort of micro gives players more tools and gives units greater functionality. Why are we against units that respond better and are more maneuverable. Why should players "fight against the computer."

Why this is good for an RTS is because the most successful RTS's as competitive games and as spectator sports were ones that married Strategy and Tactics from RTS's and twitch response unit control from Fighting Games. Probably not intentionally, but that's the best description I can give. Day9's so-called frisbee analogy comes exactly into play here.

It's not just a click fest and he that has the higher apm spam wins. It is creating these little unit combo moves that allows players to gain advantages beyond simply positioning and unit composition. In addition to. Not in place of. That's why it creates more depth the gameplay. You take the fundamentals of a strategy game with unit positioning, composition decisions, tech choices and add in rapid response unit maneuvers.

Yes some of that already exists. My fallback example is Marines vs Banelings. We like that stuff. This adds more. Or enhances what already exists. It makes the micro smoother, more snappy, more crisp. Rather than making it feel like you are microing through mud. You can do it, but without the crisp, clean feel it doesn't feel nearly as fun to perform. You always feel like you are waiting for the computer to do its thing before performing the next action. Like playing in a high latency environment. Doable, but not as fun.

Marines vs Banelings is visual, it requires skill, and it is about rapid response and both players microing back and forth. Why would we sniff our noses at getting rid of engine limitations that choke unit functionality, that grinds unit movement to a halt and forces them to pause before firing. Maybe some units should keep that pause. But should all? Just because it's status quo and it might shake up the game. Delving down to these fundamentals and making smart changes can only be a good thing for the game for competitors and spectators alike.

(Oh and by the way, most of these maneuvers can be performed by low level players. I'm only 1700 D on iccup now, but the vast majority of the micro tricks I can do and could do when I was hovering between D/D-. Just not consistently and while macroing. It's fun for low level player as well as high level players. Even my brother (LordBryon of my BW is for Newbs blogs) has started trying Vulture patrol micro. It looks cool even for new players and they want to try it out.)



Micro also changes the incentives and makes things worthwhile that otherwise might not be unless they were made too strong. Taking a pack of wraiths and flying them over the enemy mineral line repeatedly even while being chased by mutas and hydras is worth it because those wraiths can move shot to pick off scvs while flying. Because of that the incentive to try and do that is increased and that tactical gameplay has a ton of interesting decisions around positioning and control to keep those units alive (or on the otherside to hunt them down) we get better gameplay.
Logo
Elldar
Profile Joined July 2010
Sweden287 Posts
Last Edited: 2013-11-01 15:09:20
November 01 2013 15:07 GMT
#514
On November 01 2013 23:59 bhfberserk wrote:
I just watched the video. I definitely think the tracking turret on the immortal and tanks can be a good start to add some more micro mechanic back into the game. How often do we see a Protoss/terran players lose all their support units for immortal and tanks. And their expensive units are just left there to die. It would be cool if the progamers is given the tools to micro the shit out of them and save them.

The air collision seems like a problem and should be fixed by Blizzard immediately.

But I am not too sure about reducing all damage point to 0. This will simply make all long range units untouchable. No corruptors will ever touch a viking again.



And when corruptor get in range of the vikings then they will never survive ever again. Corruptors are faster by 0.2:ish movement speed.

Get the sarcasm? You can't have it both ways.
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
November 01 2013 15:16 GMT
#515
On November 02 2013 00:07 Elldar wrote:
Show nested quote +
On November 01 2013 23:59 bhfberserk wrote:
I just watched the video. I definitely think the tracking turret on the immortal and tanks can be a good start to add some more micro mechanic back into the game. How often do we see a Protoss/terran players lose all their support units for immortal and tanks. And their expensive units are just left there to die. It would be cool if the progamers is given the tools to micro the shit out of them and save them.

The air collision seems like a problem and should be fixed by Blizzard immediately.

But I am not too sure about reducing all damage point to 0. This will simply make all long range units untouchable. No corruptors will ever touch a viking again.



And when corruptor get in range of the vikings then they will never survive ever again. Corruptors are faster by 0.2:ish movement speed.


If nessesary Corrupters can just get a small speed buff...

This creates simple but satisfying micro for both sides.

Vikings will try to kite their distance because they have longer range and can do moving shots. Corruptors will want to get in close and keep in range with THEIR moving shots. Because Corruptors are faster, they will win this battle, but since the fight is moving constantly, the Vikings might get to safety before they are killed.

In other words, moving shots on both sides will give a very dynamic battle with roughly the same balance, as long as both sides has an advantage to use.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
November 01 2013 15:26 GMT
#516
Okay guys, let's put it short. Where is the mod with that stuff implemented. Under mod i mean current SC2 with those changes implemented. Just to see how hilarious/OP/whatever it is.
DeMoN pulls off a Miracle and Flies to the Moon
ETisME
Profile Blog Joined April 2011
12870 Posts
Last Edited: 2013-11-01 15:28:37
November 01 2013 15:26 GMT
#517
On November 02 2013 00:16 Zaphod Beeblebrox wrote:
Show nested quote +
On November 02 2013 00:07 Elldar wrote:
On November 01 2013 23:59 bhfberserk wrote:
I just watched the video. I definitely think the tracking turret on the immortal and tanks can be a good start to add some more micro mechanic back into the game. How often do we see a Protoss/terran players lose all their support units for immortal and tanks. And their expensive units are just left there to die. It would be cool if the progamers is given the tools to micro the shit out of them and save them.

The air collision seems like a problem and should be fixed by Blizzard immediately.

But I am not too sure about reducing all damage point to 0. This will simply make all long range units untouchable. No corruptors will ever touch a viking again.



And when corruptor get in range of the vikings then they will never survive ever again. Corruptors are faster by 0.2:ish movement speed.


If nessesary Corrupters can just get a small speed buff...

This creates simple but satisfying micro for both sides.

Vikings will try to kite their distance because they have longer range and can do moving shots. Corruptors will want to get in close and keep in range with THEIR moving shots. Because Corruptors are faster, they will win this battle, but since the fight is moving constantly, the Vikings might get to safety before they are killed.

In other words, moving shots on both sides will give a very dynamic battle with roughly the same balance, as long as both sides has an advantage to use.

it's more than just vikings and corruptors.
TvP for example, due to low dps from toss stalker and storm becomes more dodgable, vikings can snipe off obs/colossus so easily that terran can just snipes all day without any drawbacks.
Right now toss and terran is at a fine line that if the vikings try to snipe, the stalkers and storm will scare them off.

But are you going to buff stalkers and storm just so that vikings won't get close so easily?

I watched the starbow tournaments and honestly they didn't look anything better than what we have for diamond players game now and that is after the micro tricks already utilized and developed
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Falling
Profile Blog Joined June 2009
Canada11607 Posts
November 01 2013 15:34 GMT
#518
On November 02 2013 00:00 Logo wrote:
Show nested quote +
On November 01 2013 23:49 Falling wrote:
Wow. This has gone downhill in the last few pages. This sort of micro gives players more tools and gives units greater functionality. Why are we against units that respond better and are more maneuverable. Why should players "fight against the computer."

Why this is good for an RTS is because the most successful RTS's as competitive games and as spectator sports were ones that married Strategy and Tactics from RTS's and twitch response unit control from Fighting Games. Probably not intentionally, but that's the best description I can give. Day9's so-called frisbee analogy comes exactly into play here.

It's not just a click fest and he that has the higher apm spam wins. It is creating these little unit combo moves that allows players to gain advantages beyond simply positioning and unit composition. In addition to. Not in place of. That's why it creates more depth the gameplay. You take the fundamentals of a strategy game with unit positioning, composition decisions, tech choices and add in rapid response unit maneuvers.

Yes some of that already exists. My fallback example is Marines vs Banelings. We like that stuff. This adds more. Or enhances what already exists. It makes the micro smoother, more snappy, more crisp. Rather than making it feel like you are microing through mud. You can do it, but without the crisp, clean feel it doesn't feel nearly as fun to perform. You always feel like you are waiting for the computer to do its thing before performing the next action. Like playing in a high latency environment. Doable, but not as fun.

Marines vs Banelings is visual, it requires skill, and it is about rapid response and both players microing back and forth. Why would we sniff our noses at getting rid of engine limitations that choke unit functionality, that grinds unit movement to a halt and forces them to pause before firing. Maybe some units should keep that pause. But should all? Just because it's status quo and it might shake up the game. Delving down to these fundamentals and making smart changes can only be a good thing for the game for competitors and spectators alike.

(Oh and by the way, most of these maneuvers can be performed by low level players. I'm only 1700 D on iccup now, but the vast majority of the micro tricks I can do and could do when I was hovering between D/D-. Just not consistently and while macroing. It's fun for low level player as well as high level players. Even my brother (LordBryon of my BW is for Newbs blogs) has started trying Vulture patrol micro. It looks cool even for new players and they want to try it out.)



Micro also changes the incentives and makes things worthwhile that otherwise might not be unless they were made too strong. Taking a pack of wraiths and flying them over the enemy mineral line repeatedly even while being chased by mutas and hydras is worth it because those wraiths can move shot to pick off scvs while flying. Because of that the incentive to try and do that is increased and that tactical gameplay has a ton of interesting decisions around positioning and control to keep those units alive (or on the otherside to hunt them down) we get better gameplay.

I 100% agree. Incentive to micro is HUGE. That's why I don't buy the argument that players have not yet and will never reach the current skill ceiling so we need not add anything new. Skill ceilings will never be reached in that sense because we are not computer AI and do no play like robots.

Even though there might be this 'best practice' which requires micro, progamers will not generally do it if the incentive to do so is not sufficient.
To unabashadly self-promote, the example I usedA-move by Design I argued that at some point in the game, every unit (except pure spellcasters), best practice can be to just A-move in win. Yes you could micro like crazy, but you have such an overwhelming advantage, normally microed units are just sent in to receive more damage, but to just roll them. Sometimes you just go and kill them.

The example I used was if Seige Tanks had their splash damage removed. It might be that 'best practice' would still be to set them up for that extra armour damage. However, progamers aren't there to be fancy, but to win. So for them, best practice is a less than ideal micro, slightly higher damage taken, but we'd rarely see them seiged up. No matter how often we harangue them for not playing perfectly and therefore there is still something to improve. The incentive is not there. And if progamers don't do it, beginners certainly won't. But you would probably get some middling players with a hardcore following preaching the merits of that extra micro on TL. Meanwhile, progamers would continue roll their tanks around, never touching siege mode.

The incentive needs to be sufficiently high for it to be a worthwhile investment for players to perform it. Even if there is a slight edge. Maybe one or two of the very top players would use it in specific situations. But the goal is to open it up for all. Incentivize the progamers and the lower players will follow suit because it looks so cool.
Moderator5000 of our finest Taliban warriors have been released! Rise up my brothers. Mashalla! al-Donald ibn-Frederick al-Masih allows it.
Azelja
Profile Joined May 2011
Japan762 Posts
Last Edited: 2013-11-01 15:37:16
November 01 2013 15:36 GMT
#519
On November 02 2013 00:26 ETisME wrote:
(...)

I watched the starbow tournaments and honestly they didn't look anything better than what we have for diamond players game now and that is after the micro tricks already utilized and developed


There have been so many changes around Starbow since the last tournament that you can barely even say it's the same mod atm, especially in terms of micro (macro as well, but that's a different topic).
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 01 2013 15:38 GMT
#520
On November 01 2013 23:09 Sissors wrote:
Show nested quote +
On November 01 2013 23:03 Elldar wrote:
On November 01 2013 22:39 RampancyTW wrote:
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.

How is a corruptor ever going to get near those vikings? He won't. And in general the anti-kiting micro isn't improved, it would only be that kiting would be much easier.


Flanking? Fungals? Pulling away to re-engage later?

Just off the top of my head....
Hark, what baseball through yonder window breaks?
Prev 1 24 25 26 27 28 61 Next
Please log in or register to reply.
Live Events Refresh
Sparkling Tuna Cup
10:00
Weekly #146
CranKy Ducklings41
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Trap 33
MindelVK 17
StarCraft: Brood War
Britney 13429
Calm 4241
Shuttle 2682
PianO 1805
Jaedong 800
Larva 385
firebathero 360
Pusan 281
Hyun 180
Sharp 177
[ Show more ]
Stork 127
Shinee 48
Last 46
Killer 44
Aegong 38
Mong 38
sSak 25
HiyA 19
NaDa 17
Hm[arnc] 17
yabsab 17
ZerO 16
ajuk12(nOOB) 14
JulyZerg 11
Shine 11
SilentControl 10
Rock 9
Dota 2
XcaliburYe657
ODPixel455
Fuzer 136
Counter-Strike
edward70
Other Games
summit1g16571
mouzStarbuck597
Pyrionflax122
KnowMe121
ZerO(Twitch)5
Organizations
Other Games
BasetradeTV215
StarCraft: Brood War
UltimateBattle 20
lovetv 8
[ Show 14 non-featured ]
StarCraft 2
• StrangeGG 100
• LUISG 39
• CranKy Ducklings SOOP14
• Adnapsc2 3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1909
• Stunt305
Upcoming Events
WardiTV Invitational
41m
ByuN vs Percival
Cure vs Classic
Shopify Rebellion Sundays
4h 41m
Spirit vs Mixu
Clem vs TBD
RSL Revival
5h 41m
Serral vs Rogue
BlizzCon
8h 11m
IdrA vs MC
Replay Cast
13h 41m
Afreeca Starleague
23h 41m
Light vs JyJ
Soulkey vs hero
WardiTV Weekly
1d
Monday Night Weeklies
1d 5h
Afreeca Starleague
1d 23h
Snow vs Shinee
Shine vs EffOrt
GSL
2 days
[ Show More ]
PiGosaur Cup
2 days
The PondCast
2 days
Kung Fu Cup
3 days
Replay Cast
3 days
KCM Race Survival
3 days
IntoTheTV X SOOP
4 days
Replay Cast
4 days
IntoTheTV X SOOP
5 days
Replay Cast
5 days
GSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Acropolis #5 - TRS
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Blizzard Classic Cup 2026
Blizzard Classic Cup 2026
RSL Revival: Season 6
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
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
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.