Thanks Lalush!
Depth of Micro - Page 28
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Supert0fu
United States499 Posts
Thanks Lalush! | ||
willoc
Canada1530 Posts
On November 02 2013 01:14 LaLuSh wrote: But then again. It's hard to make 6000 posts in 3 months by actually reading and considering the arguments of the comments you respond to. This is the last time I ever respond to a comment of yours. Even this response is completely pointless since all you're doing is talking and responding to yourself. If you're not an intentional troll then there's something seriously wrong with the way you argue. In Russia, post make you! | ||
lolfail9001
Russian Federation40186 Posts
On November 02 2013 02:10 Elldar wrote: And you had this epiphany now? But I wouldn't say easier, more repsponsive to your action and you can control them in the way that you want, not in the way the game wants so of course it feels easier. No, essentially i just tried 1 banshee against 20 marines. In SC2 without this i actually need to carefully time the banshee, since it decelerates before attack and thus i need to have a careful micro if i actually do not want to take damage, yes, careful. In this thing all i do is just circle around and patrol click move click without even caring about direction banshee is facing, just making sure it does not fly too far away. Result is obvious: banshee in usual SC2 dies with my rather bad micro, but can kill 16 marines. In this one, all 20 marines are dead with banshee on half HP. So yes, i does not feel easier. It IS straight up easier. Not to mention that this is straight up miles easier than BW air unit micro. Seriously, it is rage-inducing if you do not know that attacker essentially needs to face it's target. | ||
Spawkuring
United States755 Posts
On November 02 2013 02:02 lolfail9001 wrote: On a second thought, (not talking about that default stack behavior, after all what do you think separation radius variable was responsible for after all), kiting is actually like... easier now. Yes, this does not raise skill cap (it is infinite after all) in the slighest, it just makes game easier. That's funny, like really funny. On another thought, if Blizzard ever reacts to this video (i just pray they will not try to watch full video), they will just make attack command being more prioritized over separation, while keeping separation having higher priority over move and other comannds. Now that actually makes a BW-style muta micro possible, while keeping magic box and what not as it is. I don't agree that kiting is easier. Rather I'd argue that proper kiting is possible. The thing about how SC2 designed right now is that very few units, outside of terran infantry, can truly kite their enemy. The tank vs. zealot portion in the video is a great example of that. Siege tanks can kite the zealots, but only to an extent since their turrets constantly reset. No matter how skilled the player, the zealots will get enough free hits in that the tanks will always lose the battle. That's a stark difference from the tweaked example, where the modified tanks can actually beat the zealots if kited enough. This is what people mean when they say SC2 is less skill based. If you don't have the proper numbers, unit comp, or pre-battle positioning, you will lose no matter how skilled you are. The "in-battle" micro is de-emphasized, so it creates a meta-game where timing pushes, all-ins, and build orders often decide more games than they should. It's still a skill intensive game, but it's also an arguable one that's less entertaining to watch. | ||
lolfail9001
Russian Federation40186 Posts
On November 02 2013 02:28 Spawkuring wrote: I don't agree that kiting is easier. Rather I'd argue that proper kiting is possible. The thing about how SC2 designed right now is that very few units, outside of terran infantry, can truly kite their enemy. The tank vs. zealot portion in the video is a great example of that. Siege tanks can kite the zealots, but only to an extent since their turrets constantly reset. No matter how skilled the player, the zealots will get enough free hits in that the tanks will always lose the battle. That's a stark difference from the tweaked example, where the modified tanks can actually beat the zealots if kited enough. This is what people mean when they say SC2 is less skill based. If you don't have the proper numbers, unit comp, or pre-battle positioning, you will lose no matter how skilled you are. The "in-battle" micro is de-emphasized, so it creates a meta-game where timing pushes, all-ins, and build orders often decide more games than they should. It's still a skill intensive game, but it's also an arguable one that's less entertaining to watch. I was only talking about air units here ofc, forgot to mention. Turrent thing just triggers my common sense to support it (yet, as someone pointed out, it is just a straight up buff, not much else). What i mean is that air unit kiting now ignores deceleration factor, and thus is easier to be performed close to perfect. P. S. Why the hell vikings move like if they were mutas. The problem with in-battle micro being de-emphasized has a whole bunch of reasons, and those ideas in their current form won't help that most likely. | ||
phodacbiet
United States1739 Posts
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sabas123
Netherlands3122 Posts
thanks for pointing this out! ![]() | ||
Yorbon
Netherlands4272 Posts
On November 02 2013 02:33 lolfail9001 wrote: Doesn't this 'easiness' trigger trying doing the same, but with 2 control groups? I would argue it'd be hard, but not impossible. Compare that with the current case. If it's too easy, maybe 3? I was only talking about air units here ofc, forgot to mention. Turrent thing just triggers my common sense to support it (yet, as someone pointed out, it is just a straight up buff, not much else). What i mean is that air unit kiting now ignores deceleration factor, and thus is easier to be performed close to perfect. P. S. Why the hell vikings move like if they were mutas. The problem with in-battle micro being de-emphasized has a whole bunch of reasons, and those ideas in their current form won't help that most likely. Point being that easy mechanics do not necessarily reduce depth. The only other requirement is that it there needs to be an incentive to create the additional control groups. For example: multiple harassable bases. edit: this actually was more a reaction to your previous post, sorry for quoting this one | ||
JimmyJRaynor
Canada16382 Posts
i remember Blizzard put an end to the "Viking Flower" due to opponent readability. players could not tell how many Vikings his opponent had. | ||
Logo
United States7542 Posts
On November 02 2013 00:34 Falling wrote: 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. Haha no need to self promote, I certainly remember that article from before. Plus as a not even middling player who likes to evangelize Nydus wurms outside of base infiltration I'm pretty familiar with the idea of 'best practice' vs 'worth doing'. | ||
Rainling
United States456 Posts
On November 02 2013 02:48 phodacbiet wrote: Hopefully blizzard change something though. These changes, even if just a few, would be great for the game because it would increase the skill cap. At the highest level we need to know/see the pros do some super crazy human micro. While the godly decision level making of the pros is cool too, it gets boring after awhile because people want to see action, not "oh his ball moved up, oh now its down, oh its up again! Wow! Concave! Wow! Lazer!" Sc2 right now focuses way too much on the pre fight and once the fight start there is not much you can do to win if youre behind (unless you aren't too far behind). But let's be real here, blizzard will probably say something like "we won't do any of these changes because itll change too much of the game and its too late. Sorry please buy LoTV!" A good example of this is how popular Dota 2 is right now. Dota is to a large extent about high-skill plays and teamfights, although hero positioning and out of fight decision-making is also very important. If Starcraft 2 had higher skillcaps on units, it would have a spectator appeal approaching Dota's in engagements while retaining the characteristics people like in rts games. | ||
playnice
Malaysia299 Posts
On November 02 2013 02:33 lolfail9001 wrote: I was only talking about air units here ofc, forgot to mention. Turrent thing just triggers my common sense to support it (yet, as someone pointed out, it is just a straight up buff, not much else). What i mean is that air unit kiting now ignores deceleration factor, and thus is easier to be performed close to perfect. P. S. Why the hell vikings move like if they were mutas. The problem with in-battle micro being de-emphasized has a whole bunch of reasons, and those ideas in their current form won't help that most likely. Calling the turret thing just a straight up buff is really oversimplifying it. It's about adding extra dimensions to what already exist in the game. A moving unit is now capable of avoiding damage while dealing it. No straight up change in numerical parameters eg fire rate, damage can achieve this without making the unit better overall. I'm not sure what kind of reasons you are alluding to for in-battle micro being de-emphasized. The turret behavior in SC2 to me feels like an oversight during the development of the game engine than an intentional design. | ||
valaki
Hungary2476 Posts
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lolfail9001
Russian Federation40186 Posts
On November 02 2013 03:10 playnice wrote: Calling the turret thing just a straight up buff is really oversimplifying it. It's about adding extra dimensions to what already exist in the game. A moving unit is now capable of avoiding damage while dealing it. No straight up change in numerical parameters eg fire rate, damage can achieve this without making the unit better overall. I'm not sure what kind of reasons you are alluding to for in-battle micro being de-emphasized. The turret behavior in SC2 to me feels like an oversight during the development of the game engine than an intentional design. 1. It is a change in numerical parameter essentially: it just reduces delay between the stop to attack and the attack itself to a borderline non-existent value. But yes, it is deeper, as currently that delay depends on angle between target and tank. And yet again, i do not argue against it, that's a thing that i cannot argue against as, in case of tanks, it is just a ****** common sense. 2. I was answering to the quote, sorry if that was kinda confusing. What i mean that as of now, battles do happen insanely fast (and tbh as long as pre-battle period is awesome, i am fine, sadly in TvP it is not T_T most of time at least, sometimes SummerTaeJa plays), so there is basically no time to micro most of time. Unless you actually force a smaller battles all game long ofc (reference: Maru vs Dear). On November 02 2013 03:12 valaki wrote: I'm just amazed how Blizzard made a literal gem back in 1998 when they made BW. These are the things 99% of the people wouldn't even notice, and most of the pros are just somehow "feel" them. It's like Heroes 3, when you step out of offline play and jump into the competitive online scene, you discover how much you didn't know about the game, and how small things that you didn't notice make so much sense. Hey, human is a product of a bunch of random mutations too, is not it :3? Yet, from technical point of view (or should i say biological) it is about as close to masterpiece as it gets. And i hope you will understand what i mean. | ||
lolfail9001
Russian Federation40186 Posts
On November 02 2013 03:06 Rainling wrote: A good example of this is how popular Dota 2 is right now. Dota is to a large extent about high-skill plays and teamfights, although hero positioning and out of fight decision-making is also very important. If Starcraft 2 had higher skillcaps on units, it would have a spectator appeal approaching Dota's in engagements while retaining the characteristics people like in rts games. Dammit, misusage of word skill cap starts to annoy me. If there is a skillcap on a single unit, make 3 and attack in 3 different places. Bang, you suddenly increased skill cap. Not to mention, that Dota's engagements most of time are just either fakes either bunch of explosions with something dying. | ||
Nirel
Israel1526 Posts
I doubt anyone from Blizzard cared about the community's thoughts then though | ||
rasers
Sweden691 Posts
On November 01 2013 18:10 Sissors wrote: And I guess that is where we disagree. Because I consider this EXTREMELY good. I don't want a game where your click speed is what seperates you from worse players. Sure micro should have a role, and does have a role. But I rather have it also important how you manage your economy (no that is not the same as how fast you had to click in BW just to mine), which units you decide to make (Yes I know there has been alot of bitching by BW players that that would be too important in SC2, I disagree), where you engage, how you engage, etc. Now by making it alot easier to properly kite with vikings for example, you imo only make the winner depend more on who can click faster. That might sound like a paradox, easier kiting yet you have to spend more clicks on it. The problem is that what is ignored is balance. If you make vikings a lolol kiting into eternity unit then you have to hit it quite hard with the nerf hammer on its stats. That means for the same effectiveness you have to spend more time clicking it. Those clicks aren't exactly the hardest one, definately easier than kiting now. But you do have to click a shitton. At the same time this comes at the cost of important of stuff like positioning your vikings. In the end you are just raising the required amount of clicks to play well, but does that mean there is more depth in the game? I don't think so. i think hot_bid said it quite well. http://www.teamliquid.net/blogs/viewblog.php?topic_id=411247¤tpage=2#33 | ||
Cheren
United States2911 Posts
On November 02 2013 03:38 Nirel wrote: I doubt anyone from Blizzard cared about the community's thoughts then though Pretty much. They did change the design of the Phoenix (not the way that Lalush wanted it) but the only time they've done non-balance changes was HotS beta. If this stuff gets posted a lot at the beginning of LoV beta, and I mean on TL, reddit, and Bnet forums every day, and if pros really want this (was it talked about on Meta?) then they should send lots of emails to David Kim and spam the LoV beta forums. But there will be no non-balance changes to HotS, besides the 2.1 bnet improvements. | ||
tns
1054 Posts
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Rainling
United States456 Posts
On November 02 2013 03:32 lolfail9001 wrote: Dammit, misusage of word skill cap starts to annoy me. If there is a skillcap on a single unit, make 3 and attack in 3 different places. Bang, you suddenly increased skill cap. Not to mention, that Dota's engagements most of time are just either fakes either bunch of explosions with something dying. The problem with that logic is attacking in different locations often isn't a good idea, because units are typically stronger in clumps than alone. I don't know what you mean about Dota engagements... | ||
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