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On November 09 2013 07:09 Plexa wrote:Show nested quote +On November 09 2013 07:04 LittLeD wrote: David Kim answered the question about the 'Depth of Micro' video. His answer was that it draws back to the viability of moves, and that it should be easily viable when a 'cool' move is made that gets someone an advantage. What a cop out answer =[ UPDATE: Show nested quote +You all appear to be drawing conclusions without hearing what David said in context. He said that the type of micro implemented back in Brood War was not easy to understand and appreciate as a casual viewer. These were hidden mechanics (so hidden that it even took a specific video made by a passionate investigator that to explain the nuances to our most invested followers). We think we can do better than that. Skill based tactics like Blink, or zerg surrounds - those are the kinds of things that are easy to understand. Others like Spawn Larvae and Chrono Boost, carrier micro etc. - these are not easy to watch and appreciate to new viewers. We feel that the game needs a healthy mix of skill abilities that are easy to appreciate along side the deeper unseen technical stuff. Right now, we think the game leans too heavy on the hard-to-appreciate-for-a-new-viewer side. Another disappointing response. The micro displayed in the video was anything but subtle. The video explained why the SC2 engine was preventing this micro from happening (hence the research) but the micro is EASILY seen as impressive. It absolutely falls into the class of Blink micro or Surrounds because you see units moving in impressive ways. Just.... wow.... The healthy mix they want is being prevented by their own engine for exactly the reasons that Lalush outlines aslkdfa;lskdfna You don't need to add flashy abilities to create this healthy mix, you just need to open up the potential of units so that players can do impressive things with them. ._.
To be honest, less flash is better. That way, you can see more of the subtleties of what is going on in the battle. However, there needs to be enough flash to show what is going on (like debuffs and storms being obvious, but not cluttering the screen too much).
To be honest, Blink micro is fine, but I consider surrounds to be a relative joke when you have an extra 2 movespeed over your target (even more on creep).
Face it, we might as well let SC2 die, and pray to God they get it right with SC3.
And how it LOOKS to casual viewers doesn't mean jack shit and has no value. You have very good casters like Day9 and Tastosis that EXPLAIN EVERYTHING that needs to be explained for the casuals. They will still understand what's going on and will plenty appreciate it. Seeing Marines kite slow lings is far more enjoyable than watching Stimmed Marines kite speed lings on creep for 2 seconds before they get surrounded. The fact is, Blizzard had to make the most obnoxiously overpowered numbers for ling speed, otherwise it would be terrible. Can you imagine trying to chase Marines with lings being any slower than a movement speed of 4 given the way Marines currently function? You'd lose all your lings before doing any damage. I mean, they had to buff charge to deal with bio kiting, cause there is no other way to deal with bio micro (cause other units don't have legitimate means of being microed effectively).
As it currently is, SC2 is mechanically less demanding than fucking LoL in terms of micro except in the case of splitting Marines on creep against more than twice as many speed Banelings (and even the very best would find it tough to be successful there). Not saying LoL is a more mechanically difficult game overall (they have 0 sense of multitasking or anything really to prevent it from being a pure micro fest). But LoL has (for the most part) VERY basic concepts of micro aside from skill shots. It's heavily focused on stutter step micro and kiting/comboing your abilities. In essence, it's a constant interaction of kiting and chasing, with mechanics to do damage and promote or deny kiting. SC2 is simply get ahead, march your big army into a good spot into anything but a bad spot to fight, and roll the guy over either slowly or instantly.
Promoting skirmish battles (resulting from improving micro possibilities) would greatly improve the viewability of the game. Cheeses would be more effective, while countering it would also be more effective. Currently, you need to hit certain benchmarks to defend cheeses (or make them happen), but with more micro possibility, you might be able to get away with one or two less units and still succeed if you are the better player mechanically. Also, games would be far less greedy since you can straight up die to 6-8 units. People LIKE watching skirmishes. They LIKE tons of small engagements. They DON'T like waiting 20 minutes for 2 guys to finish the game with a fight scene out of a Michael Bay movie. They won't mind if it's how it consistently finishes, but there needs to be distinction between matches. It needs to be more than "Every Terran/Zerg/Protoss will do exactly this, or some variation, hit all the benchmarks exactly, then poke, and move on to the next set of benchmarks, then hit a timing, then go for a deathball and ram it into the enemy's face."
On another note, Blizzard also fucked up how they decided to broadcast Blizzcon. It was so terrible, I decided not to even bother and would just rather look up the results here and maybe look at vods later if any are available.
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Canada16217 Posts
On November 09 2013 17:23 RyLai wrote:Show nested quote +On November 09 2013 07:09 Plexa wrote:On November 09 2013 07:04 LittLeD wrote: David Kim answered the question about the 'Depth of Micro' video. His answer was that it draws back to the viability of moves, and that it should be easily viable when a 'cool' move is made that gets someone an advantage. What a cop out answer =[ UPDATE: You all appear to be drawing conclusions without hearing what David said in context. He said that the type of micro implemented back in Brood War was not easy to understand and appreciate as a casual viewer. These were hidden mechanics (so hidden that it even took a specific video made by a passionate investigator that to explain the nuances to our most invested followers). We think we can do better than that. Skill based tactics like Blink, or zerg surrounds - those are the kinds of things that are easy to understand. Others like Spawn Larvae and Chrono Boost, carrier micro etc. - these are not easy to watch and appreciate to new viewers. We feel that the game needs a healthy mix of skill abilities that are easy to appreciate along side the deeper unseen technical stuff. Right now, we think the game leans too heavy on the hard-to-appreciate-for-a-new-viewer side. Another disappointing response. The micro displayed in the video was anything but subtle. The video explained why the SC2 engine was preventing this micro from happening (hence the research) but the micro is EASILY seen as impressive. It absolutely falls into the class of Blink micro or Surrounds because you see units moving in impressive ways. Just.... wow.... The healthy mix they want is being prevented by their own engine for exactly the reasons that Lalush outlines aslkdfa;lskdfna You don't need to add flashy abilities to create this healthy mix, you just need to open up the potential of units so that players can do impressive things with them. ._. To be honest, less flash is better. That way, you can see more of the subtleties of what is going on in the battle. However, there needs to be enough flash to show what is going on (like debuffs and storms being obvious, but not cluttering the screen too much). To be honest, Blink micro is fine, but I consider surrounds to be a relative joke when you have an extra 2 movespeed over your target (even more on creep). Face it, we might as well let SC2 die, and pray to God they get it right with SC3.And how it LOOKS to casual viewers doesn't mean jack shit and has no value. You have very good casters like Day9 and Tastosis that EXPLAIN EVERYTHING that needs to be explained for the casuals. They will still understand what's going on and will plenty appreciate it. Seeing Marines kite slow lings is far more enjoyable than watching Stimmed Marines kite speed lings on creep for 2 seconds before they get surrounded. The fact is, Blizzard had to make the most obnoxiously overpowered numbers for ling speed, otherwise it would be terrible. Can you imagine trying to chase Marines with lings being any slower than a movement speed of 4 given the way Marines currently function? You'd lose all your lings before doing any damage. I mean, they had to buff charge to deal with bio kiting, cause there is no other way to deal with bio micro (cause other units don't have legitimate means of being microed effectively). As it currently is, SC2 is mechanically less demanding than fucking LoL in terms of micro except in the case of splitting Marines on creep against more than twice as many speed Banelings (and even the very best would find it tough to be successful there). Not saying LoL is a more mechanically difficult game overall (they have 0 sense of multitasking or anything really to prevent it from being a pure micro fest). But LoL has (for the most part) VERY basic concepts of micro aside from skill shots. It's heavily focused on stutter step micro and kiting/comboing your abilities. In essence, it's a constant interaction of kiting and chasing, with mechanics to do damage and promote or deny kiting. SC2 is simply get ahead, march your big army into a good spot into anything but a bad spot to fight, and roll the guy over either slowly or instantly. Promoting skirmish battles (resulting from improving micro possibilities) would greatly improve the viewability of the game. Cheeses would be more effective, while countering it would also be more effective. Currently, you need to hit certain benchmarks to defend cheeses (or make them happen), but with more micro possibility, you might be able to get away with one or two less units and still succeed if you are the better player mechanically. Also, games would be far less greedy since you can straight up die to 6-8 units. People LIKE watching skirmishes. They LIKE tons of small engagements. They DON'T like waiting 20 minutes for 2 guys to finish the game with a fight scene out of a Michael Bay movie. They won't mind if it's how it consistently finishes, but there needs to be distinction between matches. It needs to be more than "Every Terran/Zerg/Protoss will do exactly this, or some variation, hit all the benchmarks exactly, then poke, and move on to the next set of benchmarks, then hit a timing, then go for a deathball and ram it into the enemy's face." On another note, Blizzard also fucked up how they decided to broadcast Blizzcon. It was so terrible, I decided not to even bother and would just rather look up the results here and maybe look at vods later if any are available.
This whole post is all so wrong.
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On November 09 2013 17:29 NovemberstOrm wrote:Show nested quote +On November 09 2013 17:23 RyLai wrote:On November 09 2013 07:09 Plexa wrote:On November 09 2013 07:04 LittLeD wrote: David Kim answered the question about the 'Depth of Micro' video. His answer was that it draws back to the viability of moves, and that it should be easily viable when a 'cool' move is made that gets someone an advantage. What a cop out answer =[ UPDATE: You all appear to be drawing conclusions without hearing what David said in context. He said that the type of micro implemented back in Brood War was not easy to understand and appreciate as a casual viewer. These were hidden mechanics (so hidden that it even took a specific video made by a passionate investigator that to explain the nuances to our most invested followers). We think we can do better than that. Skill based tactics like Blink, or zerg surrounds - those are the kinds of things that are easy to understand. Others like Spawn Larvae and Chrono Boost, carrier micro etc. - these are not easy to watch and appreciate to new viewers. We feel that the game needs a healthy mix of skill abilities that are easy to appreciate along side the deeper unseen technical stuff. Right now, we think the game leans too heavy on the hard-to-appreciate-for-a-new-viewer side. Another disappointing response. The micro displayed in the video was anything but subtle. The video explained why the SC2 engine was preventing this micro from happening (hence the research) but the micro is EASILY seen as impressive. It absolutely falls into the class of Blink micro or Surrounds because you see units moving in impressive ways. Just.... wow.... The healthy mix they want is being prevented by their own engine for exactly the reasons that Lalush outlines aslkdfa;lskdfna You don't need to add flashy abilities to create this healthy mix, you just need to open up the potential of units so that players can do impressive things with them. ._. To be honest, less flash is better. That way, you can see more of the subtleties of what is going on in the battle. However, there needs to be enough flash to show what is going on (like debuffs and storms being obvious, but not cluttering the screen too much). To be honest, Blink micro is fine, but I consider surrounds to be a relative joke when you have an extra 2 movespeed over your target (even more on creep). Face it, we might as well let SC2 die, and pray to God they get it right with SC3.And how it LOOKS to casual viewers doesn't mean jack shit and has no value. You have very good casters like Day9 and Tastosis that EXPLAIN EVERYTHING that needs to be explained for the casuals. They will still understand what's going on and will plenty appreciate it. Seeing Marines kite slow lings is far more enjoyable than watching Stimmed Marines kite speed lings on creep for 2 seconds before they get surrounded. The fact is, Blizzard had to make the most obnoxiously overpowered numbers for ling speed, otherwise it would be terrible. Can you imagine trying to chase Marines with lings being any slower than a movement speed of 4 given the way Marines currently function? You'd lose all your lings before doing any damage. I mean, they had to buff charge to deal with bio kiting, cause there is no other way to deal with bio micro (cause other units don't have legitimate means of being microed effectively). As it currently is, SC2 is mechanically less demanding than fucking LoL in terms of micro except in the case of splitting Marines on creep against more than twice as many speed Banelings (and even the very best would find it tough to be successful there). Not saying LoL is a more mechanically difficult game overall (they have 0 sense of multitasking or anything really to prevent it from being a pure micro fest). But LoL has (for the most part) VERY basic concepts of micro aside from skill shots. It's heavily focused on stutter step micro and kiting/comboing your abilities. In essence, it's a constant interaction of kiting and chasing, with mechanics to do damage and promote or deny kiting. SC2 is simply get ahead, march your big army into a good spot into anything but a bad spot to fight, and roll the guy over either slowly or instantly. Promoting skirmish battles (resulting from improving micro possibilities) would greatly improve the viewability of the game. Cheeses would be more effective, while countering it would also be more effective. Currently, you need to hit certain benchmarks to defend cheeses (or make them happen), but with more micro possibility, you might be able to get away with one or two less units and still succeed if you are the better player mechanically. Also, games would be far less greedy since you can straight up die to 6-8 units. People LIKE watching skirmishes. They LIKE tons of small engagements. They DON'T like waiting 20 minutes for 2 guys to finish the game with a fight scene out of a Michael Bay movie. They won't mind if it's how it consistently finishes, but there needs to be distinction between matches. It needs to be more than "Every Terran/Zerg/Protoss will do exactly this, or some variation, hit all the benchmarks exactly, then poke, and move on to the next set of benchmarks, then hit a timing, then go for a deathball and ram it into the enemy's face." On another note, Blizzard also fucked up how they decided to broadcast Blizzcon. It was so terrible, I decided not to even bother and would just rather look up the results here and maybe look at vods later if any are available. This whole post is all so wrong.
This is why we can't have nice things.
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On November 09 2013 17:29 NovemberstOrm wrote:Show nested quote +On November 09 2013 17:23 RyLai wrote:On November 09 2013 07:09 Plexa wrote:On November 09 2013 07:04 LittLeD wrote: David Kim answered the question about the 'Depth of Micro' video. His answer was that it draws back to the viability of moves, and that it should be easily viable when a 'cool' move is made that gets someone an advantage. What a cop out answer =[ UPDATE: You all appear to be drawing conclusions without hearing what David said in context. He said that the type of micro implemented back in Brood War was not easy to understand and appreciate as a casual viewer. These were hidden mechanics (so hidden that it even took a specific video made by a passionate investigator that to explain the nuances to our most invested followers). We think we can do better than that. Skill based tactics like Blink, or zerg surrounds - those are the kinds of things that are easy to understand. Others like Spawn Larvae and Chrono Boost, carrier micro etc. - these are not easy to watch and appreciate to new viewers. We feel that the game needs a healthy mix of skill abilities that are easy to appreciate along side the deeper unseen technical stuff. Right now, we think the game leans too heavy on the hard-to-appreciate-for-a-new-viewer side. Another disappointing response. The micro displayed in the video was anything but subtle. The video explained why the SC2 engine was preventing this micro from happening (hence the research) but the micro is EASILY seen as impressive. It absolutely falls into the class of Blink micro or Surrounds because you see units moving in impressive ways. Just.... wow.... The healthy mix they want is being prevented by their own engine for exactly the reasons that Lalush outlines aslkdfa;lskdfna You don't need to add flashy abilities to create this healthy mix, you just need to open up the potential of units so that players can do impressive things with them. ._. To be honest, less flash is better. That way, you can see more of the subtleties of what is going on in the battle. However, there needs to be enough flash to show what is going on (like debuffs and storms being obvious, but not cluttering the screen too much). To be honest, Blink micro is fine, but I consider surrounds to be a relative joke when you have an extra 2 movespeed over your target (even more on creep). Face it, we might as well let SC2 die, and pray to God they get it right with SC3.And how it LOOKS to casual viewers doesn't mean jack shit and has no value. You have very good casters like Day9 and Tastosis that EXPLAIN EVERYTHING that needs to be explained for the casuals. They will still understand what's going on and will plenty appreciate it. Seeing Marines kite slow lings is far more enjoyable than watching Stimmed Marines kite speed lings on creep for 2 seconds before they get surrounded. The fact is, Blizzard had to make the most obnoxiously overpowered numbers for ling speed, otherwise it would be terrible. Can you imagine trying to chase Marines with lings being any slower than a movement speed of 4 given the way Marines currently function? You'd lose all your lings before doing any damage. I mean, they had to buff charge to deal with bio kiting, cause there is no other way to deal with bio micro (cause other units don't have legitimate means of being microed effectively). As it currently is, SC2 is mechanically less demanding than fucking LoL in terms of micro except in the case of splitting Marines on creep against more than twice as many speed Banelings (and even the very best would find it tough to be successful there). Not saying LoL is a more mechanically difficult game overall (they have 0 sense of multitasking or anything really to prevent it from being a pure micro fest). But LoL has (for the most part) VERY basic concepts of micro aside from skill shots. It's heavily focused on stutter step micro and kiting/comboing your abilities. In essence, it's a constant interaction of kiting and chasing, with mechanics to do damage and promote or deny kiting. SC2 is simply get ahead, march your big army into a good spot into anything but a bad spot to fight, and roll the guy over either slowly or instantly. Promoting skirmish battles (resulting from improving micro possibilities) would greatly improve the viewability of the game. Cheeses would be more effective, while countering it would also be more effective. Currently, you need to hit certain benchmarks to defend cheeses (or make them happen), but with more micro possibility, you might be able to get away with one or two less units and still succeed if you are the better player mechanically. Also, games would be far less greedy since you can straight up die to 6-8 units. People LIKE watching skirmishes. They LIKE tons of small engagements. They DON'T like waiting 20 minutes for 2 guys to finish the game with a fight scene out of a Michael Bay movie. They won't mind if it's how it consistently finishes, but there needs to be distinction between matches. It needs to be more than "Every Terran/Zerg/Protoss will do exactly this, or some variation, hit all the benchmarks exactly, then poke, and move on to the next set of benchmarks, then hit a timing, then go for a deathball and ram it into the enemy's face." On another note, Blizzard also fucked up how they decided to broadcast Blizzcon. It was so terrible, I decided not to even bother and would just rather look up the results here and maybe look at vods later if any are available. This whole post is all so wrong.
Yeah... Rylai should just go play LoL since it's the better game in every aspect. At least for him.
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What does "all 3 races will be available in starter edition" ? Does it mean that you can play multiplayer with all the 3 races without buying the game ?
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On November 09 2013 18:15 MagmaPunch wrote: What does "all 3 races will be available in starter edition" ? Does it mean that you can play multiplayer with all the 3 races without buying the game ?
It might mean you can play custom games with other people (not sure if for any map or select maps) without buying the game. But you can't ladder probably.
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On November 09 2013 07:09 Plexa wrote:Show nested quote +On November 09 2013 07:04 LittLeD wrote: David Kim answered the question about the 'Depth of Micro' video. His answer was that it draws back to the viability of moves, and that it should be easily viable when a 'cool' move is made that gets someone an advantage. What a cop out answer =[ UPDATE: Show nested quote +You all appear to be drawing conclusions without hearing what David said in context. He said that the type of micro implemented back in Brood War was not easy to understand and appreciate as a casual viewer. These were hidden mechanics (so hidden that it even took a specific video made by a passionate investigator that to explain the nuances to our most invested followers). We think we can do better than that. Skill based tactics like Blink, or zerg surrounds - those are the kinds of things that are easy to understand. Others like Spawn Larvae and Chrono Boost, carrier micro etc. - these are not easy to watch and appreciate to new viewers. We feel that the game needs a healthy mix of skill abilities that are easy to appreciate along side the deeper unseen technical stuff. Right now, we think the game leans too heavy on the hard-to-appreciate-for-a-new-viewer side. Another disappointing response. The micro displayed in the video was anything but subtle. The video explained why the SC2 engine was preventing this micro from happening (hence the research) but the micro is EASILY seen as impressive. It absolutely falls into the class of Blink micro or Surrounds because you see units moving in impressive ways. Just.... wow.... The healthy mix they want is being prevented by their own engine for exactly the reasons that Lalush outlines aslkdfa;lskdfna You don't need to add flashy abilities to create this healthy mix, you just need to open up the potential of units so that players can do impressive things with them. ._.
EXACTLY!!! it is so dissapointing to get this kind of dishonest ignorance again and again and again and again... i guess we don't have to assume mallice when it might just be plain stupidity? blizzcon is so epic that i'm kind of in a forgiving mood and all the other changes are really pointing in the right direction...
still I would have much preferred a kind of anwser like: - we are focusing with all our efforts on all the other stuff, we just don't have the resources to look into it - implementing these changes would initially imbalance the game so much that we won't risk it untill the next expansion and beta testing
this STUPID argument of accessibility is just enraging... if they wanted accesability, they should have made the multiplayer and the arcade free to play ages ago and implement some sort of grass-root / regionlock WCS system from the getgo... STOP DUMBING DOWN THE GAME right now the world chess championship started with a 2.5 million USD prize pool and hundereds of thousands of viewers... 99.99% of these people couldn't spot a checkmate in 2 moves, still they are watching the twelve 7 hours long (!) matches for the next 2 weeks... most Starcraft players don't even know how to take an expansion properly and when to attack (David, ever heard of timings? like THE most important thing in Starcraft EVER those are so easy to spot riht?), and they still enjoy and watch the game because... we have casters and experts, who explain these nuances to them!
okay, rant off, go Jaedong :D
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United Kingdom1381 Posts
I wonder how the Open Games lobby will work now?
Does the extension mod have to be set before the game appears or can it be undefined. Im guessing the 'Join Game' button would have to be removed when creating a new map.
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Russian Federation40186 Posts
So, essentially they are making the only difference between buying SC2 and starter version: A. no solo ladder (be it random team one or 1v1) B. no campaign. Hm, cool. That's about as close as they can get to F2P.
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Isnt the micro thing suppose to be a Game design thing and not a Balance thing? I dont know if David Kim is the guy that is in charge of that.
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On November 09 2013 19:16 Dreamsmasher2 wrote: Isnt the micro thing suppose to be a Game design thing and not a Balance thing? I dont know if David Kim is the guy that is in charge of that.
he regularly anwsers questions about forcefields, warpgate and other similar design stuff, so...
I think at this level balance and design shouldn't be separated, because balance isn't just a numbers game.
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I do not understand - did you honestly think they could just go deep into the engine and correct the things that lalush outlines in the video? If they did that it would change the balance of every single unit in the game. All matchups all races would need a complete rebalancing - it would basicly be a whole new game.
I mean great and cool if they could or would do it - but dont you guys remember how much they struggled with adding a new couple of HOTS units - just think or how broken the warhound was, and they thought that was a great addition.
To rebalance the whole of the game with this new set of micro skills for all units, blizzard would need almost all of their development team back for on sc2 and that is clearly not happening - instead the sc2 folks are being put on new projects like Heroes or whatnot.
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The clan decal example with the TL logo looks utterly lame and poorly attached to the hatchery to me, but the idea of it is good, so if it ended up looking good (such as wrapping around the hatchery or just being placed on the ground with/instead of the other chosen decal), sure, that's great.
Extension Mods, WC3 models and the AFK game host issues are all very good but yeah, I originally completely missed
On November 09 2013 07:18 ShowTheLights wrote: uhhhhhhhhhhhhh Starcraft 1 music remastered in SC2?!
BEST ANNOUNCEMENT That's wonderful!
I don't like the comments about "Skill involved in micro" needing to be so clearly apparent to casual viewers, because it's quite a limiting factor, I would imagine and commentators are meant to be able to clarify such things. That gives Tastosis and others more extra teaching lines to use in casts that are actually important bits of information that can be interesting for newer viewers, such as talking about carrier micro.
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So does this patch give me the reason to reinstall WoL?
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when is this patch going to come out?
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Man what a let down. Did DK even ever watch professional BW?! Those micro moments are the ones where casters fire up, and it's possible to see game-changing fights and winner is not pre-determined like in most cases in SC2.
I guess that DK answer to depth of micro shows how far apart are the vision of game devs vs. players of the game. Blizzard games used to be easy to play, difficult to master. In micro department there's not that much things to master. 
I can't get over why they are not willing to give it a shot on PTR. I'm sure that the game might need rebalancing which needs to be addressed.
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On November 09 2013 19:54 Akira_fn wrote: I do not understand - did you honestly think they could just go deep into the engine and correct the things that lalush outlines in the video? If they did that it would change the balance of every single unit in the game. All matchups all races would need a complete rebalancing - it would basicly be a whole new game.
I mean great and cool if they could or would do it - but dont you guys remember how much they struggled with adding a new couple of HOTS units - just think or how broken the warhound was, and they thought that was a great addition.
To rebalance the whole of the game with this new set of micro skills for all units, blizzard would need almost all of their development team back for on sc2 and that is clearly not happening - instead the sc2 folks are being put on new projects like Heroes or whatnot. from a practical application standpoint adding this kind of functionality to the game would be a silly idea mid-expansion and a huge waste of energy and resources. I dont' think anyone would be advocating adding in this stuff until LotV as it would fundamentally change some unit interactions and would be better suited and more compacted as a development cycle if done then. That being said, I really hope they re-examine their position on this as DKim's current perspective on this topic is quite flawed.
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Let's face it guys = the new Macro in SC2 is much more APM and attention-demanding than in BW used to be (ofc. - with the exception of TvZ Bio play.. )
It's like if they implemented things as Lalush said, it would be almost impossible to play well.. SC2 is much more fast-paced game in terms of mineral-gathering ratio therefore much more Macro-over-micro-demanding.. Sure BW had much harder mechanics in demand cause of no multi-building selection and such things, but again - in SC2 minerals are much more fastly gathered, so overall IMO ends up more Macro-demanding game..
However - DK could at least acknowledge and say like something, "We saw the video and we're currently pleased as to how units behave but we'll see if some of the lesser micro-d or lesser used units continue to have their status as lesser used units then we'd like to implement and test them with some of those changes"..
I for example would like some Improvements to the Vikings and Carriers.. Maybe Corruptors could be affordable (if not reccomendable) to have a small benefit of those changes as well..
Like --> CAREFULLY choose which units to improve in their responsiveness.. IMO Vikings and Carriers are #1 in the "club" there.. AND HERE'S THE BEST PART - the possibility is ALREADY THERE, and can be made sooooo subtle and so accurate in 2 decimal points any moment there..
As for the other/rest things said/mentioned --> I'm so pleased with the 2 things they said though:
1 - is the BW music remastered (hopefully in ways that fits their SC2 counterparts so it would be a "lean" experience with the music ingame), and
2 - is the careful observation of Swarm-Host play..
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