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On November 07 2013 04:42 LaLuSh wrote:Show nested quote +On November 07 2013 03:56 Ctone23 wrote: I think the fact that SC2 was built without LAN capability could explain the shot point delay. I'm not sure if they would be willing to change that whatsoever, the more I think about it.
The separation radius, on the other hand, could and should be implemented.
No delay on Marauder. No delay on Muta. Less delay on marine, zergling, zealot. Doesn't explain much aside from Blizzard being inconsistent in their design (if latency were the reason).
Yea good point.
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On November 07 2013 06:31 Laertes wrote:You wanna see Reavers with perfect AI? Watch some Starbow vods, Starbow helps to disprove a huge amount of the bullshit in this threads. Vods can be found here and here. I'll be streaming here in a little bit. Yikes. A lot of those are just painful to watch.
Are there any VODs in particular that you'd recommend for getting a feel for decent-quality games in this mod?
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On November 07 2013 06:40 Thieving Magpie wrote:Show nested quote +On November 07 2013 06:34 Laertes wrote:On November 07 2013 03:51 Thieving Magpie wrote:On November 07 2013 03:40 Xiphos wrote:On November 07 2013 03:29 sabas123 wrote:On November 07 2013 02:03 Zenbrez wrote:On November 05 2013 21:10 Elldar wrote:On November 05 2013 12:07 Zenbrez wrote: Reaver attacks and dragoons were not really consistent at all That was due to pathfinding and/or ai so your argument is not about micro. Lalush said units should be consistent, they were absolutely not consistent. with those units you know if i can execute A, B will happen, that kind of analogy is almost imposable in sc2. You need to design that game such that if you do A, B/C/D will happen and then each of those scenerio, there will be separated consequences to those that the opponents have to respond. Now that's decision making. You need to create game to contains those, otherwise, its plain banal. Not always (GO is a good example) but most definitely more true than not by leaps and bounds. (There's a reason that GO is like the only real answer that contradicts this idea and almost all other variations don't contradict) GO is not in fact a good example because shit has consequences, its just not apparant until later. Yeah, but each "unit" in GO is only able to do 1 action and nothing else. There is no dynamic back and forth, you either complete the territory and your opponent loses all his pieces or you simply fill up the board and have to count points. Now, the process of filling up the board is dynamic and entertaining, but for the most part it is build up to 200/200 and everything dies in 1-2 actions. But GO is really the only board game that does that while still being interesting. Go is the classic example that complexity does not equal depth. With the number of openings, styles and ways of playing, GO is as varied as SC2 will ever be and takes as long to master. Then again, it is also 2,500 years old and has ever been patched and no one calls it a dead game.
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On November 07 2013 22:52 Laertes wrote:Show nested quote +On November 07 2013 09:47 Plansix wrote:On November 07 2013 06:40 Thieving Magpie wrote:On November 07 2013 06:34 Laertes wrote:On November 07 2013 03:51 Thieving Magpie wrote:On November 07 2013 03:40 Xiphos wrote:On November 07 2013 03:29 sabas123 wrote:On November 07 2013 02:03 Zenbrez wrote:On November 05 2013 21:10 Elldar wrote:On November 05 2013 12:07 Zenbrez wrote: Reaver attacks and dragoons were not really consistent at all That was due to pathfinding and/or ai so your argument is not about micro. Lalush said units should be consistent, they were absolutely not consistent. with those units you know if i can execute A, B will happen, that kind of analogy is almost imposable in sc2. You need to design that game such that if you do A, B/C/D will happen and then each of those scenerio, there will be separated consequences to those that the opponents have to respond. Now that's decision making. You need to create game to contains those, otherwise, its plain banal. Not always (GO is a good example) but most definitely more true than not by leaps and bounds. (There's a reason that GO is like the only real answer that contradicts this idea and almost all other variations don't contradict) GO is not in fact a good example because shit has consequences, its just not apparant until later. Yeah, but each "unit" in GO is only able to do 1 action and nothing else. There is no dynamic back and forth, you either complete the territory and your opponent loses all his pieces or you simply fill up the board and have to count points. Now, the process of filling up the board is dynamic and entertaining, but for the most part it is build up to 200/200 and everything dies in 1-2 actions. But GO is really the only board game that does that while still being interesting. Go is the classic example that complexity does not equal depth. With the number of openings, styles and ways of playing, GO is as varied as SC2 will ever be and takes as long to master. Then again, it is also 2,500 years old and has ever been patched and no one calls it a dead game. Yes, but Chess is widely considered deeper than Go. Chess is like the Dota of its genre, the ultimate formula for a game that takes years to master and still has not been figured out with the help of computers!(Fun fact: People are starting to understand the psychology of computers, while once they seemed invincible, computers have their own psychology and weaknesses sort of like humans. In fact, computers are so solid that they lack the ability to "see" in complex positions. Their weaknesses revolve around tactics, they are actually really bad at seeing tactics if there is more than just a few in the position and they have longterm subtle attributes that make the win really complicated. Also, modern computers are really bad at openings, their openings are not always correct. The stronger the computer and the more time the humans programming them have spent on lines, the less of an issue this is, because the entire problem comes down to human laziness in programming opening lines)
No it's not... i'm an avid chess player, but everybody knows that GO is the more complex/deeper game... It's simple math, there are just much-much more possible positions on the board, even though the rules that create these positions are simpler for GO (though just by a little).
What you say about computer chess is just plain wrong. Computers are the strongest in complex tactical positions, because they are basically one fantastically optimized search function with some limited strategic knowledge and are the weakest in static, closed positions and the endgame. (Still better than most humans in these as well though...) If you would very very optimistically state that the strongest human like Magnus Carlsen could achieve 2900 elo on this rating list, than there are still multitudes of programs that would beat the living shit out of him every day of the week... Understanding the psychology of computer?! That's just wishful thinking aka utter bullshit. Computers are just better at playing chess than humans by a very large margin, and have been for the past 20 years. Any "evidence" that would suggest otherwise turns out to be a fraud.
Comparing board games like go and chess to Starcraft is just so wrong, they are so incredibly different. Starcraft is primarly a physical sport (gotta have that APM) and the intellectual part is so incredibly different, for starters you have limited information in Starcraft (like in poker) but in chess and go you see everything.
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On November 07 2013 22:52 Laertes wrote:Show nested quote +On November 07 2013 09:47 Plansix wrote:On November 07 2013 06:40 Thieving Magpie wrote:On November 07 2013 06:34 Laertes wrote:On November 07 2013 03:51 Thieving Magpie wrote:On November 07 2013 03:40 Xiphos wrote:On November 07 2013 03:29 sabas123 wrote:On November 07 2013 02:03 Zenbrez wrote:On November 05 2013 21:10 Elldar wrote:On November 05 2013 12:07 Zenbrez wrote: Reaver attacks and dragoons were not really consistent at all That was due to pathfinding and/or ai so your argument is not about micro. Lalush said units should be consistent, they were absolutely not consistent. with those units you know if i can execute A, B will happen, that kind of analogy is almost imposable in sc2. You need to design that game such that if you do A, B/C/D will happen and then each of those scenerio, there will be separated consequences to those that the opponents have to respond. Now that's decision making. You need to create game to contains those, otherwise, its plain banal. Not always (GO is a good example) but most definitely more true than not by leaps and bounds. (There's a reason that GO is like the only real answer that contradicts this idea and almost all other variations don't contradict) GO is not in fact a good example because shit has consequences, its just not apparant until later. Yeah, but each "unit" in GO is only able to do 1 action and nothing else. There is no dynamic back and forth, you either complete the territory and your opponent loses all his pieces or you simply fill up the board and have to count points. Now, the process of filling up the board is dynamic and entertaining, but for the most part it is build up to 200/200 and everything dies in 1-2 actions. But GO is really the only board game that does that while still being interesting. Go is the classic example that complexity does not equal depth. With the number of openings, styles and ways of playing, GO is as varied as SC2 will ever be and takes as long to master. Then again, it is also 2,500 years old and has ever been patched and no one calls it a dead game. Yes, but Chess is widely considered deeper than Go. Chess is like the Dota of its genre, the ultimate formula for a game that takes years to master and still has not been figured out with the help of computers!(Fun fact: People are starting to understand the psychology of computers, while once they seemed invincible, computers have their own psychology and weaknesses sort of like humans. In fact, computers are so solid that they lack the ability to "see" in complex positions. Their weaknesses revolve around tactics, they are actually really bad at seeing tactics if there is more than just a few in the position and they have longterm subtle attributes that make the win really complicated. Also, modern computers are really bad at openings, their openings are not always correct. The stronger the computer and the more time the humans programming them have spent on lines, the less of an issue this is, because the entire problem comes down to human laziness in programming opening lines) what?? where did you read that? Chess is NOT deeper than Go. http://games.yahoo.com/blogs/plugged-in/ancient-boardgame-more-complex-deeper-chess-microsoft-researchers-295.html http://mathforum.org/kb/message.jspa?messageID=73453
the super computer now only can beat a mid tier pro-Go player http://users.eniinternet.com/bradleym/Compare.html
fun fact: the design of Go bend in with eastern philosophy and culture elements (Yin Yang - that's why the pieces are black/white, board is square and pieces are round!)
or even a simple TL thread pretty much thinks Go is a harder game over all http://www.teamliquid.net/blogs/viewblog.php?topic_id=118340¤tpage=3
also to not derail completely, I agree with the poster above me completely. SC2 should be compared with sport, not chess. Too many people relate tactics/strategy with chess. Sports contain a certain depth in strategy too (simple example, from soccar players wasting time when they are a few goals ahead to each individual tactics in how to get the positional advantage)
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On November 07 2013 23:55 ETisME wrote:Show nested quote +On November 07 2013 22:52 Laertes wrote:On November 07 2013 09:47 Plansix wrote:On November 07 2013 06:40 Thieving Magpie wrote:On November 07 2013 06:34 Laertes wrote:On November 07 2013 03:51 Thieving Magpie wrote:On November 07 2013 03:40 Xiphos wrote:On November 07 2013 03:29 sabas123 wrote:On November 07 2013 02:03 Zenbrez wrote:On November 05 2013 21:10 Elldar wrote: [quote]
That was due to pathfinding and/or ai so your argument is not about micro.
Lalush said units should be consistent, they were absolutely not consistent. with those units you know if i can execute A, B will happen, that kind of analogy is almost imposable in sc2. You need to design that game such that if you do A, B/C/D will happen and then each of those scenerio, there will be separated consequences to those that the opponents have to respond. Now that's decision making. You need to create game to contains those, otherwise, its plain banal. Not always (GO is a good example) but most definitely more true than not by leaps and bounds. (There's a reason that GO is like the only real answer that contradicts this idea and almost all other variations don't contradict) GO is not in fact a good example because shit has consequences, its just not apparant until later. Yeah, but each "unit" in GO is only able to do 1 action and nothing else. There is no dynamic back and forth, you either complete the territory and your opponent loses all his pieces or you simply fill up the board and have to count points. Now, the process of filling up the board is dynamic and entertaining, but for the most part it is build up to 200/200 and everything dies in 1-2 actions. But GO is really the only board game that does that while still being interesting. Go is the classic example that complexity does not equal depth. With the number of openings, styles and ways of playing, GO is as varied as SC2 will ever be and takes as long to master. Then again, it is also 2,500 years old and has ever been patched and no one calls it a dead game. Yes, but Chess is widely considered deeper than Go. Chess is like the Dota of its genre, the ultimate formula for a game that takes years to master and still has not been figured out with the help of computers!(Fun fact: People are starting to understand the psychology of computers, while once they seemed invincible, computers have their own psychology and weaknesses sort of like humans. In fact, computers are so solid that they lack the ability to "see" in complex positions. Their weaknesses revolve around tactics, they are actually really bad at seeing tactics if there is more than just a few in the position and they have longterm subtle attributes that make the win really complicated. Also, modern computers are really bad at openings, their openings are not always correct. The stronger the computer and the more time the humans programming them have spent on lines, the less of an issue this is, because the entire problem comes down to human laziness in programming opening lines) what?? where did you read that? Chess is NOT deeper than Go. http://games.yahoo.com/blogs/plugged-in/ancient-boardgame-more-complex-deeper-chess-microsoft-researchers-295.htmlhttp://mathforum.org/kb/message.jspa?messageID=73453the super computer now only can beat a mid tier pro-Go player http://users.eniinternet.com/bradleym/Compare.htmlfun fact: the design of Go bend in with eastern philosophy and culture elements (Yin Yang - that's why the pieces are black/white, board is square and pieces are round!) or even a simple TL thread pretty much thinks Go is a harder game over all http://www.teamliquid.net/blogs/viewblog.php?topic_id=118340¤tpage=3also to not derail completely, I agree with the poster above me completely. SC2 should be compared with sport, not chess. Too many people relate tactics/strategy with chess. Sports contain a certain depth in strategy too (simple example, from soccar players wasting time when they are a few goals ahead to each individual tactics in how to get the positional advantage)
In fairness, the discussion was about unit design => which games such as Go and Chess are relevant to.
But as a discussion on overall gameplay, yes--we can't compare turned based with real time.
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What if neither BW or SC2 is perfect and we could combine the best of both into something that is even better?
Everyone seems focused on whether one thing was better than the other. Can't we just agree that BW had micro that would be exciting to watch in SC2 and therefore help the viewer experience? This thread should be about "Is X is better than Y?". It should be about "How can we combine the best of both to make something truly epic?"
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On November 08 2013 06:01 Traceback wrote: What if neither BW or SC2 is perfect and we could combine the best of both into something that is even better?
Everyone seems focused on whether one thing was better than the other. Can't we just agree that BW had micro that would be exciting to watch in SC2 and therefore help the viewer experience? This thread should be about "Is X is better than Y?". It should be about "How can we combine the best of both to make something truly epic?"
Because, sadly, good gameplay does not come a la cart.
Tetris is a great game, but we can't really copy it to SC2 Red Alert was terrible--but it probably has things SC2 could add in that would improve SC2
The point being that we need to fix SC2 as a totality.
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Northern Ireland23740 Posts
Red Alert was terrible? I never played myself but I thought it was highly regarded historically among RTS games?
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On November 08 2013 11:56 Wombat_NI wrote: Red Alert was terrible? I never played myself but I thought it was highly regarded historically among RTS games? Original red alert? It was fine for its time. Good even. Its doesn't hold up, but neither does Sonic.
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On November 08 2013 06:15 Thieving Magpie wrote:Show nested quote +On November 08 2013 06:01 Traceback wrote: What if neither BW or SC2 is perfect and we could combine the best of both into something that is even better?
Everyone seems focused on whether one thing was better than the other. Can't we just agree that BW had micro that would be exciting to watch in SC2 and therefore help the viewer experience? This thread should be about "Is X is better than Y?". It should be about "How can we combine the best of both to make something truly epic?" Because, sadly, good gameplay does not come a la cart. Tetris is a great game, but we can't really copy it to SC2 Red Alert was terrible--but it probably has things SC2 could add in that would improve SC2 The point being that we need to fix SC2 as a totality. The big difference is those games are either different genres or have different gameplay flows. SC2 and BW are special in that the general flow of the game is very similar. The starting position, the mid game expansion phase etc. Yes, they are different in these ways, but when compared to other games, they are the most similar.
Remember this thread is about micro. The general creating of armies and bases is fundamentally the same between the two games. Certainly there are shifts and scaling changes, but the framework is the same. Therefore, unlike those other games, it will be much easier to adapt good things from each together. Should we expect it to work for every good thing? Of course not. However, everyone should go into this matter with the mindset that we should be trying to combine the best of both, instead of a pro-BW/anti-BW attitude, which only serves to create divisions.
If we focus on the best of both, BW and SC2, and try to adapt some of these things together, we will have progress in the game. We shouldn't be afraid of change, we should be focused on improvement. You can't improve something if you don't make changes. All too often people go to the excuse "We don't need to improve! It's good enough!". This is silly. Why should we settle for what we have if there are ways right in front of us to make the game more exciting. Making the viewing experience more exciting is never a bad thing, the key is having the right attitude when attempting to do so.
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On November 07 2013 22:52 Laertes wrote:Show nested quote +On November 07 2013 09:47 Plansix wrote:On November 07 2013 06:40 Thieving Magpie wrote:On November 07 2013 06:34 Laertes wrote:On November 07 2013 03:51 Thieving Magpie wrote:On November 07 2013 03:40 Xiphos wrote:On November 07 2013 03:29 sabas123 wrote:On November 07 2013 02:03 Zenbrez wrote:On November 05 2013 21:10 Elldar wrote:On November 05 2013 12:07 Zenbrez wrote: Reaver attacks and dragoons were not really consistent at all That was due to pathfinding and/or ai so your argument is not about micro. Lalush said units should be consistent, they were absolutely not consistent. with those units you know if i can execute A, B will happen, that kind of analogy is almost imposable in sc2. You need to design that game such that if you do A, B/C/D will happen and then each of those scenerio, there will be separated consequences to those that the opponents have to respond. Now that's decision making. You need to create game to contains those, otherwise, its plain banal. Not always (GO is a good example) but most definitely more true than not by leaps and bounds. (There's a reason that GO is like the only real answer that contradicts this idea and almost all other variations don't contradict) GO is not in fact a good example because shit has consequences, its just not apparant until later. Yeah, but each "unit" in GO is only able to do 1 action and nothing else. There is no dynamic back and forth, you either complete the territory and your opponent loses all his pieces or you simply fill up the board and have to count points. Now, the process of filling up the board is dynamic and entertaining, but for the most part it is build up to 200/200 and everything dies in 1-2 actions. But GO is really the only board game that does that while still being interesting. Go is the classic example that complexity does not equal depth. With the number of openings, styles and ways of playing, GO is as varied as SC2 will ever be and takes as long to master. Then again, it is also 2,500 years old and has ever been patched and no one calls it a dead game. Yes, but Chess is widely considered deeper than Go. Chess is like the Dota of its genre, the ultimate formula for a game that takes years to master and still has not been figured out with the help of computers!(Fun fact: People are starting to understand the psychology of computers, while once they seemed invincible, computers have their own psychology and weaknesses sort of like humans. In fact, computers are so solid that they lack the ability to "see" in complex positions. Their weaknesses revolve around tactics, they are actually really bad at seeing tactics if there is more than just a few in the position and they have longterm subtle attributes that make the win really complicated. Also, modern computers are really bad at openings, their openings are not always correct. The stronger the computer and the more time the humans programming them have spent on lines, the less of an issue this is, because the entire problem comes down to human laziness in programming opening lines)
Beating a dead horse here, but Go is deeper than Chess, and what you say about Chess computers is the opposite of what is true. Tactics are a computer's greatest strength, and they once seemed NOT invincible because of the difficulty in incorporating more abstract concepts that would enable them to see long term advantages and disadvantages (aka strategy). Now that doesn't even matter and from a human perspective they almost play perfectly. Today a free chess engine running on a budget laptop is as strong as Deep Blue ever was, while the best chess engines on a supercomputer would be far stronger.
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On November 08 2013 12:30 Traceback wrote:Show nested quote +On November 08 2013 06:15 Thieving Magpie wrote:On November 08 2013 06:01 Traceback wrote: What if neither BW or SC2 is perfect and we could combine the best of both into something that is even better?
Everyone seems focused on whether one thing was better than the other. Can't we just agree that BW had micro that would be exciting to watch in SC2 and therefore help the viewer experience? This thread should be about "Is X is better than Y?". It should be about "How can we combine the best of both to make something truly epic?" Because, sadly, good gameplay does not come a la cart. Tetris is a great game, but we can't really copy it to SC2 Red Alert was terrible--but it probably has things SC2 could add in that would improve SC2 The point being that we need to fix SC2 as a totality. The big difference is those games are either different genres or have different gameplay flows. SC2 and BW are special in that the general flow of the game is very similar. The starting position, the mid game expansion phase etc. Yes, they are different in these ways, but when compared to other games, they are the most similar. Remember this thread is about micro. The general creating of armies and bases is fundamentally the same between the two games. Certainly there are shifts and scaling changes, but the framework is the same. Therefore, unlike those other games, it will be much easier to adapt good things from each together. Should we expect it to work for every good thing? Of course not. However, everyone should go into this matter with the mindset that we should be trying to combine the best of both, instead of a pro-BW/anti-BW attitude, which only serves to create divisions. If we focus on the best of both, BW and SC2, and try to adapt some of these things together, we will have progress in the game. We shouldn't be afraid of change, we should be focused on improvement. You can't improve something if you don't make changes. All too often people go to the excuse "We don't need to improve! It's good enough!". This is silly. Why should we settle for what we have if there are ways right in front of us to make the game more exciting. Making the viewing experience more exciting is never a bad thing, the key is having the right attitude when attempting to do so.
Because the good things were not good in a vacuum.
I agree that air units should move similar to how they move in the video Lalush has in the OP. I agree that more units should have the numbers that the marine have. But I also know that it would make Phoenixes and Corruptors be nerfed as fuck.
When we change those, then we have to change the units they effect and so on and so forth.
It percolates throughout the entire game and it isn't as simple as "make air units move this way" since it affects more than just air units.
And no, I don't think BW and SC2 are that similar at all. UI is different, pathing is different, scale of control is different, average unit speed/map size ratio is different, damage system is different, etc...
They are conceptually very different games save for graphics and overall RTSness about them.
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TL:DR
Great work! Damn now I know why things are so sluggish...
I agree with the fundamental thing that units shld be more microable, and it should make a difference in battle. Shld it be the same as broodwar? I dunno...
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great work! thanks for the video!
and the awesome BW micro compilation!
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On November 08 2013 15:35 Thieving Magpie wrote:Show nested quote +On November 08 2013 12:30 Traceback wrote:On November 08 2013 06:15 Thieving Magpie wrote:On November 08 2013 06:01 Traceback wrote: What if neither BW or SC2 is perfect and we could combine the best of both into something that is even better?
Everyone seems focused on whether one thing was better than the other. Can't we just agree that BW had micro that would be exciting to watch in SC2 and therefore help the viewer experience? This thread should be about "Is X is better than Y?". It should be about "How can we combine the best of both to make something truly epic?" Because, sadly, good gameplay does not come a la cart. Tetris is a great game, but we can't really copy it to SC2 Red Alert was terrible--but it probably has things SC2 could add in that would improve SC2 The point being that we need to fix SC2 as a totality. The big difference is those games are either different genres or have different gameplay flows. SC2 and BW are special in that the general flow of the game is very similar. The starting position, the mid game expansion phase etc. Yes, they are different in these ways, but when compared to other games, they are the most similar. Remember this thread is about micro. The general creating of armies and bases is fundamentally the same between the two games. Certainly there are shifts and scaling changes, but the framework is the same. Therefore, unlike those other games, it will be much easier to adapt good things from each together. Should we expect it to work for every good thing? Of course not. However, everyone should go into this matter with the mindset that we should be trying to combine the best of both, instead of a pro-BW/anti-BW attitude, which only serves to create divisions. If we focus on the best of both, BW and SC2, and try to adapt some of these things together, we will have progress in the game. We shouldn't be afraid of change, we should be focused on improvement. You can't improve something if you don't make changes. All too often people go to the excuse "We don't need to improve! It's good enough!". This is silly. Why should we settle for what we have if there are ways right in front of us to make the game more exciting. Making the viewing experience more exciting is never a bad thing, the key is having the right attitude when attempting to do so. Because the good things were not good in a vacuum. I agree that air units should move similar to how they move in the video Lalush has in the OP. I agree that more units should have the numbers that the marine have. But I also know that it would make Phoenixes and Corruptors be nerfed as fuck. When we change those, then we have to change the units they effect and so on and so forth. It percolates throughout the entire game and it isn't as simple as "make air units move this way" since it affects more than just air units. And no, I don't think BW and SC2 are that similar at all. UI is different, pathing is different, scale of control is different, average unit speed/map size ratio is different, damage system is different, etc... They are conceptually very different games save for graphics and overall RTSness about them.
Phoenix already has hot fix shooting while moving so move shooting would only mess that up. Corruptors are only produced if you go are and has low range. So I can't see being that game changing.
However the control of the units could be analyzed in vacuum since it does not affect overall balance. If you tweak damage then the unit will be better/worse against other units always. If you make the control less rigid then a player with good control will do better than a player with bad control. For a player with bad control this type of change would not matter that much but a player with good control could excel.
I think since BW and SC2 is close enough that you can copy concept but tweak strategy/build in order to make it work in SC2. The strategy might look completly different but the underlying idea is the same. It is fun to do aswell.
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