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Depth of Micro - Page 28

Forum Index > SC2 General
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Supert0fu
Profile Blog Joined July 2011
United States499 Posts
November 01 2013 17:15 GMT
#541
This was fucking incredible. I would love blizz to implement these changes. The game looks like it'd just be more fun that way.

Thanks Lalush!
willoc
Profile Joined February 2011
Canada1530 Posts
November 01 2013 17:17 GMT
#542
On November 02 2013 01:14 LaLuSh wrote:
Show nested quote +
On November 02 2013 00:51 lolfail9001 wrote:
Thanks to Lalush to making that hilarious unit tester.
Mutas(apparently vikings, oracles and phoenix too lol) that are perma stacked. Worst thing ever against thors. Yes, Rabiator, auto-max of DPS is bad if your whole army gets raped by couple of shots.
Banshees that can kite marines without stim even with lag spike every second. But suddenly are not stacked from beginning.
Hilarious.


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!
Be bold and mighty forces will come to your aid!
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
Last Edited: 2013-11-01 17:24:26
November 01 2013 17:21 GMT
#543
On November 02 2013 02:10 Elldar wrote:
Show nested quote +
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.


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.
DeMoN pulls off a Miracle and Flies to the Moon
Spawkuring
Profile Joined July 2008
United States755 Posts
November 01 2013 17:28 GMT
#544
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
Profile Joined August 2013
Russian Federation40190 Posts
Last Edited: 2013-11-01 17:35:07
November 01 2013 17:33 GMT
#545
On November 02 2013 02:28 Spawkuring wrote:
Show nested quote +
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.

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.
DeMoN pulls off a Miracle and Flies to the Moon
phodacbiet
Profile Joined August 2010
United States1740 Posts
November 01 2013 17:48 GMT
#546
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!"
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
November 01 2013 17:49 GMT
#547
such an amazing video!!! blizard should change this!!!

thanks for pointing this out!
The harder it becomes, the more you should focus on the basics.
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
Last Edited: 2013-11-01 17:55:40
November 01 2013 17:54 GMT
#548
On November 02 2013 02:33 lolfail9001 wrote:
Show nested quote +
On November 02 2013 02:28 Spawkuring wrote:
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.

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.
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?

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
Profile Blog Joined April 2010
Canada16684 Posts
Last Edited: 2013-11-01 17:56:06
November 01 2013 17:55 GMT
#549
if "spectator readabiility" or even "opponent readability" is the reason for Blizzard making unit spread a high priority then you'll have to convince Blizz that 8 clumped up banshees is "still readable".
i remember Blizzard put an end to the "Viking Flower" due to opponent readability.

players could not tell how many Vikings his opponent had.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2013-11-01 18:01:53
November 01 2013 18:00 GMT
#550
On November 02 2013 00:34 Falling wrote:
Show nested quote +
On November 02 2013 00:00 Logo wrote:
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.


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'.
Logo
Rainling
Profile Joined June 2011
United States456 Posts
November 01 2013 18:06 GMT
#551
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
Profile Joined October 2011
Malaysia299 Posts
November 01 2013 18:10 GMT
#552
On November 02 2013 02:33 lolfail9001 wrote:
Show nested quote +
On November 02 2013 02:28 Spawkuring wrote:
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.

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
Profile Joined June 2009
Hungary2476 Posts
November 01 2013 18:12 GMT
#553
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.
ggaemo fan
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
Last Edited: 2013-11-01 18:24:11
November 01 2013 18:22 GMT
#554
On November 02 2013 03:10 playnice wrote:
Show nested quote +
On November 02 2013 02:33 lolfail9001 wrote:
On November 02 2013 02:28 Spawkuring wrote:
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.

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.

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.
DeMoN pulls off a Miracle and Flies to the Moon
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
November 01 2013 18:32 GMT
#555
On November 02 2013 03:06 Rainling wrote:
Show nested quote +
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.

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.
DeMoN pulls off a Miracle and Flies to the Moon
Nirel
Profile Joined September 2011
Israel1526 Posts
Last Edited: 2013-11-01 18:38:47
November 01 2013 18:38 GMT
#556
On November 01 2013 02:53 DinoToss wrote:
Show nested quote +
On November 01 2013 01:58 Nirel wrote:
I have a feeling that if this video was made before SC2s lunch all of these changes would've been implemented, sadly after 2 expansions I find it very hard to believe they are going to change anything of value with the mechanics.



Oh Micro, Where Art Thou? april 2010 by guess who

I doubt anyone from Blizzard cared about the community's thoughts then though
rasers
Profile Joined February 2010
Sweden691 Posts
November 01 2013 18:57 GMT
#557
On November 01 2013 18:10 Sissors wrote:
Show nested quote +
On November 01 2013 17:55 dutchfriese wrote:
On November 01 2013 17:45 Sissors wrote:
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.

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&currentpage=2#33
Cheren
Profile Blog Joined September 2013
United States2911 Posts
November 01 2013 19:03 GMT
#558
On November 02 2013 03:38 Nirel wrote:
Show nested quote +
On November 01 2013 02:53 DinoToss wrote:
On November 01 2013 01:58 Nirel wrote:
I have a feeling that if this video was made before SC2s lunch all of these changes would've been implemented, sadly after 2 expansions I find it very hard to believe they are going to change anything of value with the mechanics.



Oh Micro, Where Art Thou? april 2010 by guess who

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
Profile Joined June 2011
1054 Posts
November 01 2013 19:20 GMT
#559
SC2 micro is so war3 like... SC2 macro is pretty how to say...
firebathero miss u♥! http://youtu.be/AXkoG9GnpcM - 1998/11/30 to 2001/05/18 BW stabilized! - WoL v.alpha HotS v.beta LotD v.gamma... summer 2017 SC3 (sc1remastered)
Rainling
Profile Joined June 2011
United States456 Posts
November 01 2013 19:23 GMT
#560
On November 02 2013 03:32 lolfail9001 wrote:
Show nested quote +
On November 02 2013 03:06 Rainling wrote:
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.

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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