• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 01:59
CET 07:59
KST 15:59
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
RSL Season 3: RO16 results & RO8 bracket13Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge1[TLMC] Fall/Winter 2025 Ladder Map Rotation14Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA13
StarCraft 2
General
SC: Evo Complete - Ranked Ladder OPEN ALPHA RSL Season 3: RO16 results & RO8 bracket RSL Season 3 - Playoffs Preview Mech is the composition that needs teleportation t GM / Master map hacker and general hacking and cheating thread
Tourneys
RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship StarCraft Evolution League (SC Evo Biweekly) Constellation Cup - Main Event - Stellar Fest 2025 RSL Offline Finals Dates + Ticket Sales!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened
Brood War
General
2v2 maps which are SC2 style with teams together? Data analysis on 70 million replays soO on: FanTaSy's Potential Return to StarCraft BGH Auto Balance -> http://bghmmr.eu/ A cwal.gg Extension - Easily keep track of anyone
Tourneys
[BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET [BSL21] RO16 Tie Breaker - Group A - Sat 21:00 CET [Megathread] Daily Proleagues Small VOD Thread 2.0
Strategy
Current Meta Game Theory for Starcraft How to stay on top of macro? PvZ map balance
Other Games
General Games
Path of Exile Clair Obscur - Expedition 33 Stormgate/Frost Giant Megathread EVE Corporation [Game] Osu!
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine About SC2SEA.COM
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread Korean Music Discussion
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
The Health Impact of Joining…
TrAiDoS
Dyadica Evangelium — Chapt…
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1913 users

Artosis says SC2 is more strategic than BW - Page 3

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 27 28 29 Next All
friendship
Profile Joined November 2014
32 Posts
June 30 2015 05:25 GMT
#41
What I’m trying to say here is, it is far more important to be in the top 95% of macro players and know all the different reactionary branches of your build orders, than to be in the top 99.9% of macro players and have a general idea of what to do.


This isn't a good point because the it means almost nothing, or is a miserable failure at expressing a meaningful thought:
top 95% of macro players =95/100 macro players...
top 99.9% of (yes he says it again) macro players = 99.9/100 macro players...

So I think he wanted to turn the numbers upside down and one of these macros is micro?
Subversive
Profile Joined October 2009
Australia2229 Posts
Last Edited: 2015-06-30 05:30:03
June 30 2015 05:29 GMT
#42
On June 30 2015 14:25 friendship wrote:
Show nested quote +
What I’m trying to say here is, it is far more important to be in the top 95% of macro players and know all the different reactionary branches of your build orders, than to be in the top 99.9% of macro players and have a general idea of what to do.


This isn't a good point because the it means almost nothing, or is a miserable failure at expressing a meaningful thought:
top 95% of macro players =95/100 macro players...
top 99.9% of (yes he says it again) macro players = 99.9/100 macro players...

So I think he wanted to turn the numbers upside down and one of these macros is micro?


No, he means what he's saying. He's saying in broodwar literally being the best in macro meant you'd never lose to a top semi-pro (see the example about Sea having 7 more marines). Whereas in sc2 he's saying you can be that slight cut below in macro and still win if you have a much better idea what strategic branches come along as the game develops.
#1 Great fan ~ // Khan // FlaSh // JangBi // EffOrt //
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
Last Edited: 2015-06-30 07:30:31
June 30 2015 05:44 GMT
#43
My fellow SC2 friends: I'm not bashing SC2 today im refuting Artosis

The main factor for the Kespa defeat is money and time. Artosis seems to have forgotten that it did not pay to play BW outside of kespa, unlike SC2. Of course things will change! Koreans don't have some special "mechanics" gene.

Now everyone else can play SC2 full time whereas only kespa players in bw could play it full time. It completely natural that the playing field be level.


His entire article is now rubbish but I'll refute it anyway.

SC1 is a game of speed and mechanics. Yes, there is a lot of strategy, of course, but it is certainly secondary to being able to make as many units as possible and to move those units in the right way.

SC2 is a game of strategy. Yes, there are lots of mechanics and speed required, of course, but those are much less punishing than making incorrect strategic choices...


of course you don't need to move units in the right way as much because it's just blob vs blob, with many exceptions of course, and he's basically saying that you don't need to move units in the right way in SC2. Imagine not needing to shoot a basketball in the right way. how is that a plus point?

The units we love to hate, the Marauder, the Roach and the Immortal actually themselves add a whole different type of depth that just doesn’t exist in SC1.


rock paper scissors isn't depth.

2 lurkers can sometimes kill 40 marines, while 3 marines can sometimes kill 2 lurkers, all depending on how you use them. Now that's depth.

The first is pretty straight forward. There’s such a multitude of different strategies, with so much variation in the meta game, that the ladder is actually useful. Radically new approaches for matchups are constantly popping up all over the place. These strategies move most quickly through the ladder environment.


when blizz is making new units every few years and making game changing balances of course the meta will vary

By playing ladder you are exposed to every single pro, as well as amateur thought which moves up the ranks.

then you will literally never beat him by practicing on the ladder.


true, but you won't be able to beat the pros regardless of whether you are exposed to them or not.

The second is kind of related to what is written above. Once you have become a top level progamer, you already have acceptable mechanics. You can’t get there otherwise.


So he's admitting you need good mechanics in both games, which is good to hear.

In SC1, a lot of winning was about practicing with the best.


I didn't know you could win in sc2 by not practising with the best

If Sea[Shield] can get 11 more Marines than the average top Ladder player by the 12 minute mark, then you will literally never beat him by practicing on the ladder. On the contrary, in SC2, if you know your opponent is going Roaches, it doesn’t matter if he has 12 or 17 in the mid game push quite as much, because you are taking the fight in a choke with Immortal tech and Forcefields.


does artosis love his rps that much? Anyway we do that in ZvT too, 2 lurkers can guard a ramp against a billion Marines, which is way more effective than the number of immortals and forcefields needed.

Also, surely a top SC2 pro can get way more than 11 marines than an average ladder player in sc2 by the 12 minute mark


Artosis is talking funny... is Blizz pointing a gun at his head while he was writing that?
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
BronzeKnee
Profile Joined March 2011
United States5217 Posts
Last Edited: 2015-06-30 06:00:24
June 30 2015 05:51 GMT
#44
He is probably right because SC1 was so mechanically demanding, though I played and watched very little BW.

But his post is very confused when it comes to hard counters and ladder.

While there is strategy in rock-paper-scissors, the presence of hard counters makes the game pretty darn dull and the game usually reserved for settling which bar you're going to go to.

And the same can be said for SC2's use of hard counters. Without going into too much detail, Day[9] once said (and this isn't an exact quote, but the general idea is from him) that you don't build Immortals to counter Tanks, you build Immortals so your opponent doesn't build Tanks.

And we all know how that worked out for Tanks in TvP.

Where is the strategic depth there? If your opponent builds Tanks, you just win, and if they don't you might lose? That isn't exactly deep "reactionary branching" of build orders. And most of the reactionary branching is so quite simple in SC2 unfortunately... "oh look my opponent has Colossus, better build Vikings... oh look he has High Templars now, better build Ghosts."

And what exactly does the Roach hard counter? Zealots? Not without those mechanics... Marines? Not really. The Roach is a pretty plain run of the mill unit, it doesn't hard counter anything really.

I also disagree about the usefulness of ladder. If SC1 was all about mechanics, then ladder is perfect practice because the game is more about grinding mechanics until you can't get them wrong. And what better place to do than ladder?

In SC2, you're not going to see the most creative builds on ladder from top pros in SC2. Remember Nestea's Spine Crawler rush vs a FFE? My guess is he didn't practice that over and over on ladder. Or Naniwa's amazing two base build versus Mutalisk Zergs that got him to the finals of MLG versus a variety of Koreans? Yeah he would've been stupid to practice that on the ladder prior to the tournament.

In other words, if the game is about strategy, then ladder is not a good place to practice, but if it is about mechanics, ladder is a perfect place.

Usually I see eye to eye with Artosis, but we shouldn't be surprised here. He is paid to cast SC2, and I don't think he is dumb enough to bite the hand that feeds him.
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
June 30 2015 05:52 GMT
#45
On June 30 2015 14:44 JieXian wrote:
Show nested quote +
SC1 is a game of speed and mechanics. Yes, there is a lot of strategy, of course, but it is certainly secondary to being able to make as many units as possible and to move those units in the right way.

SC2 is a game of strategy. Yes, there are lots of mechanics and speed required, of course, but those are much less punishing than making incorrect strategic choices...


of course you don't need to move units in the right way as much because it's just blob vs blob. With many exceptions of course, and he's basically saying that you don't need to move units in the right way. Imagine not needing to shoot a basketball in the right way. how is that a plus point?

Show nested quote +
SC2, if you know your opponent is going Roaches, it doesn’t matter if he has 12 or 17 in the mid game push quite as much, because you are taking the fight in a choke with Immortal tech and Forcefields.


hard counters. tell me how is that a plus point?

Show nested quote +
The units we love to hate, the Marauder, the Roach and the Immortal actually themselves add a whole different type of depth that just doesn’t exist in SC1.


rock paper scissors isn't depth.

2 lurkers can sometimes kill 40 marines, while 3 marines can sometimes kill 2 lurkers, all depending on how you use them. Now that's depth.


Saying you don't need to move your army the right way or it's just blob vs blob vs SC2 is objectively wrong. And the same example of marine vs lurker could be applied to marine vs baneling.
ETisME
Profile Blog Joined April 2011
12542 Posts
Last Edited: 2015-06-30 05:54:18
June 30 2015 05:52 GMT
#46
He isn't wrong.
In relative terms, sc2 strategic is more valued because mechanics doesn't make as big of a difference

You can especially see this in pvp (past early game)
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
stuchiu
Profile Blog Joined June 2010
Fiddler's Green42661 Posts
June 30 2015 05:55 GMT
#47
I like how this thread has already devolved into unnuanced arguments and overgeneralized blanket statements.
Moderator
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
Last Edited: 2015-06-30 06:02:10
June 30 2015 05:55 GMT
#48
On June 30 2015 14:51 BronzeKnee wrote:
He is probably right because SC1 was so mechanically demanding, though I played and watched very little BW.

But his confusing defense of hard counters is sad. While there is strategy in rock-paper-scissors, the presence of hard counters makes the game pretty darn dull and the game usually reserved for settling which bar you're going to go to.

And the same can be said for SC2's use of hard counters. Without going into too much detail, Day[9] once said (and this isn't an exact quote, but the general idea is from him) that you don't build Immortals to counter Tanks, you build Immortals so your opponent doesn't build Tanks.

And we all know how that worked out for Tanks in TvP.

Where is the strategic depth there? If your opponent builds Tanks, you just win, and if they don't you might lose? That isn't exactly deep "reactionary branching" of build orders. And most of the reactionary branching is so quite simple in SC2 unfortunately... "oh look my opponent has Colossus, better build Vikings... oh look he has High Templars now, better build Ghosts."

And what exactly does the Roach hard counter? Zealots? Not without those mechanics... Marines? Not really. The Roach is a pretty plain run of the mill unit, it doesn't hard counter anything really.

Usually I see eye to eye with Artosis, but we shouldn't be surprised here. He is paid to cast SC2, and I don't think he is dumb enough to bite the hand that feeds him.


It's not as simple as colossi>viking High templar>ghost. There are many factors into play that you have to take into consideration. The example is how Maru lately haven't been making vikings and such. It's pretty much wrong that Day9 said that you don't build to counter but to prevent. Siege Tank and Immortal may be the only case that's true. You have to build collosi as Protoss even if there are vikings. You still see roaches even with Immortal.

The point you said about the game settling which bar you gonna go is not really a new thing considering BW didn't really have more varied unit compositions than in SC2.
UberNuB
Profile Joined December 2010
United States365 Posts
June 30 2015 06:00 GMT
#49
On June 30 2015 14:55 stuchiu wrote:
I like how this thread has already devolved into unnuanced arguments and overgeneralized blanket statements.


Shock of the century.
the absence of evidence, is not the evidence of absence.
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
Last Edited: 2015-06-30 06:06:27
June 30 2015 06:01 GMT
#50
On June 30 2015 14:52 Wildmoon wrote:
Show nested quote +
On June 30 2015 14:44 JieXian wrote:
SC1 is a game of speed and mechanics. Yes, there is a lot of strategy, of course, but it is certainly secondary to being able to make as many units as possible and to move those units in the right way.

SC2 is a game of strategy. Yes, there are lots of mechanics and speed required, of course, but those are much less punishing than making incorrect strategic choices...


of course you don't need to move units in the right way as much because it's just blob vs blob. With many exceptions of course, and he's basically saying that you don't need to move units in the right way. Imagine not needing to shoot a basketball in the right way. how is that a plus point?

SC2, if you know your opponent is going Roaches, it doesn’t matter if he has 12 or 17 in the mid game push quite as much, because you are taking the fight in a choke with Immortal tech and Forcefields.


hard counters. tell me how is that a plus point?

The units we love to hate, the Marauder, the Roach and the Immortal actually themselves add a whole different type of depth that just doesn’t exist in SC1.


rock paper scissors isn't depth.

2 lurkers can sometimes kill 40 marines, while 3 marines can sometimes kill 2 lurkers, all depending on how you use them. Now that's depth.


Saying you don't need to move your army the right way or it's just blob vs blob vs SC2 is objectively wrong. And the same example of marine vs lurker could be applied to marine vs baneling.


you're completely right. i did say "with many exceptions". And im not bashing sc2 but refuting artosis because he seems to be bashing sc2 without being aware of it.

and he's basically saying that you don't need to move units in the right way.


in other words im on your side
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
G5
Profile Blog Joined August 2005
United States2919 Posts
June 30 2015 06:01 GMT
#51
Read his entire post. Couldn't agree more. Well said Dan.
BronzeKnee
Profile Joined March 2011
United States5217 Posts
Last Edited: 2015-06-30 06:11:32
June 30 2015 06:01 GMT
#52
On June 30 2015 14:55 stuchiu wrote:
I like how this thread has already devolved into unnuanced arguments and overgeneralized blanket statements.


Welcome to Team Liquid.

I see you've joined the club of people (actually, you might not just be a member, but the President at this point) who make one liners and don't delve into the conversations because then you might actually have to make an argument.

You miss 100% of the shots you don't take.

On June 30 2015 14:55 Wildmoon wrote:
Show nested quote +
On June 30 2015 14:51 BronzeKnee wrote:
He is probably right because SC1 was so mechanically demanding, though I played and watched very little BW.

But his confusing defense of hard counters is sad. While there is strategy in rock-paper-scissors, the presence of hard counters makes the game pretty darn dull and the game usually reserved for settling which bar you're going to go to.

And the same can be said for SC2's use of hard counters. Without going into too much detail, Day[9] once said (and this isn't an exact quote, but the general idea is from him) that you don't build Immortals to counter Tanks, you build Immortals so your opponent doesn't build Tanks.

And we all know how that worked out for Tanks in TvP.

Where is the strategic depth there? If your opponent builds Tanks, you just win, and if they don't you might lose? That isn't exactly deep "reactionary branching" of build orders. And most of the reactionary branching is so quite simple in SC2 unfortunately... "oh look my opponent has Colossus, better build Vikings... oh look he has High Templars now, better build Ghosts."

And what exactly does the Roach hard counter? Zealots? Not without those mechanics... Marines? Not really. The Roach is a pretty plain run of the mill unit, it doesn't hard counter anything really.

Usually I see eye to eye with Artosis, but we shouldn't be surprised here. He is paid to cast SC2, and I don't think he is dumb enough to bite the hand that feeds him.


It's not as simple as colossi>viking High templar>ghost. There are many factors into play that you have to take into consideration. The example is how Maru lately haven't been making vikings and such. It's pretty much wrong that Day9 said that you don't build to counter but to prevent. Siege Tank and Immortal may be the only case that's true. You have to build collosi as Protoss even if there are vikings. You still see roaches even with Immortal.


That could very well be true. But it doesn't change the fact that reactionary branching is quite simple in SC2. You build X to counter Y, you might go with a non-traditional counter, such as trying to beat back Mutalisks with Blink Stalkers and HT/Archons instead of Phoenixes, or beat Colossus with Marauders, but in the end it is more about how you control said units (mechanics) than thinking hard about what units counter said units and making a difficult decision (strategy).

If you want to argue that SC2 is a great strategic game, that is fine, but using the presence of simple counters isn't a good example.

On June 30 2015 14:55 Wildmoon wrote:
The point you said about the game settling which bar you gonna go is not really a new thing considering BW didn't really have more varied unit compositions than in SC2.


That was in relation to rock-paper-scissors...
duckk
Profile Joined March 2013
United States622 Posts
June 30 2015 06:04 GMT
#53
Broodwar and WC3 require literally 100x more strategy and skill than sc2. SC2 build order losses and lack of finesse micro is a big issue IMO. Units like the oracle, blink, and force fields are really dumb forms of micro. In wc3 you can win with 1 hero vs 3 heroes and 50 food armies if you are good enough, but in sc2 I can't think of any similar situations. Losing in sc2 never feels like I have been outplayed either. The fact I can offrace protoss and proxygate life and win without using my keyboard is just bad game design.

I will say lotv has a lot more promise if they tweak units like the ravagers correctly.
Musicus
Profile Joined August 2011
Germany23576 Posts
June 30 2015 06:04 GMT
#54
haha, this title, gj Wax :D
Maru and Serral are probably top 5.
ppshchik
Profile Joined September 2010
United States862 Posts
Last Edited: 2015-06-30 06:12:12
June 30 2015 06:05 GMT
#55
I agree that map diversity is a huge problem in BW since 90% of the makers host FS or Python, but it has more to do with the outdated ladder system than the game / community itself.

But I completely disagree with this statement

"SC1 is a game of speed and mechanics. Yes, there is a lot of strategy, of course, but it is certainly secondary to being able to make as many units as possible and to move those units in the right way."

In BW games especially in PvT or TvT, you can build more units / max out than your opponent quick and still throw the game if you just blindly A move towards well positioned siege tanks.

The rate of worker production in SC2 (mule / chronoboost / inject larva) also makes aggressive harass strategies / comebacks less common. Reminds me of a game between Flash and Soo in previous GSL seasons where Flash played a perfect harass opening and killed like 20~ drones and still lost the game since Soo can replenish his workers quickly.

EDIT: Here's the link of the game, there is no way Soo would've came back in BW terms if he was harassed like that. Which proves Artosis wrong since a well planned aggressive opening can still be equalized with mechanics like inject larva

Legends never die... they end up working in McDonalds.
stuchiu
Profile Blog Joined June 2010
Fiddler's Green42661 Posts
June 30 2015 06:11 GMT
#56
On June 30 2015 15:01 BronzeKnee wrote:
Show nested quote +
On June 30 2015 14:55 stuchiu wrote:
I like how this thread has already devolved into unnuanced arguments and overgeneralized blanket statements.


Welcome to Team Liquid.

I see you've joined the club of people who make one liners and don't delve into the conversations because then you might actually have to make an argument.

You miss 100% of the shots you don't take.

Show nested quote +
On June 30 2015 14:55 Wildmoon wrote:
On June 30 2015 14:51 BronzeKnee wrote:
He is probably right because SC1 was so mechanically demanding, though I played and watched very little BW.

But his confusing defense of hard counters is sad. While there is strategy in rock-paper-scissors, the presence of hard counters makes the game pretty darn dull and the game usually reserved for settling which bar you're going to go to.

And the same can be said for SC2's use of hard counters. Without going into too much detail, Day[9] once said (and this isn't an exact quote, but the general idea is from him) that you don't build Immortals to counter Tanks, you build Immortals so your opponent doesn't build Tanks.

And we all know how that worked out for Tanks in TvP.

Where is the strategic depth there? If your opponent builds Tanks, you just win, and if they don't you might lose? That isn't exactly deep "reactionary branching" of build orders. And most of the reactionary branching is so quite simple in SC2 unfortunately... "oh look my opponent has Colossus, better build Vikings... oh look he has High Templars now, better build Ghosts."

And what exactly does the Roach hard counter? Zealots? Not without those mechanics... Marines? Not really. The Roach is a pretty plain run of the mill unit, it doesn't hard counter anything really.

Usually I see eye to eye with Artosis, but we shouldn't be surprised here. He is paid to cast SC2, and I don't think he is dumb enough to bite the hand that feeds him.


It's not as simple as colossi>viking High templar>ghost. There are many factors into play that you have to take into consideration. The example is how Maru lately haven't been making vikings and such. It's pretty much wrong that Day9 said that you don't build to counter but to prevent. Siege Tank and Immortal may be the only case that's true. You have to build collosi as Protoss even if there are vikings. You still see roaches even with Immortal.


Show nested quote +
On June 30 2015 14:55 Wildmoon wrote:
The point you said about the game settling which bar you gonna go is not really a new thing considering BW didn't really have more varied unit compositions than in SC2.



I once wrote 63 pages about the greatest players of all time in SC2 and learned in those thousands of posts that most people don't read what I write, make bad arguments, straw man, get caught out, deny they made bad arguments, said I was biased, said I wasn't biased enough. Basically what I learned was that the people that I'd be arguing against aren't here to argue so I don't see the point in it.

And more than that, I respect BW enough as a game to know that the meager few hundreds hours I've watched does not qualify me as an expert of its strategic depth.
Moderator
a_flayer
Profile Blog Joined April 2010
Netherlands2826 Posts
June 30 2015 06:12 GMT
#57
On June 30 2015 13:36 Hier wrote:
Proportionally? Yes. Relatively? No.


Succinctly put.
When you came along so righteous with a new national hate, so convincing is the ardor of war and of men, it's harder to breathe than to believe you're a friend. The wars at home, the wars abroad, all soaked in blood and lies and fraud.
Subversive
Profile Joined October 2009
Australia2229 Posts
Last Edited: 2015-06-30 06:14:54
June 30 2015 06:12 GMT
#58
On June 30 2015 14:44 JieXian wrote:

Show nested quote +
If Sea[Shield] can get 11 more Marines than the average top Ladder player by the 12 minute mark, On the contrary, in SC2, if you know your opponent is going Roaches, it doesn’t matter if he has 12 or 17 in the mid game push quite as much, because you are taking the fight in a choke with Immortal tech and Forcefields.


oh ya and his sentence isn't coherent. We are all left in suspense not knowing what happens if sea gets 11 more marines


His sentence is coherent. For some reason you've just butchered it:

If Sea[Shield] can get 11 more Marines than the average top Ladder player by the 12 minute mark, then you will literally never beat him by practicing on the ladder. On the contrary...

#1 Great fan ~ // Khan // FlaSh // JangBi // EffOrt //
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
June 30 2015 06:13 GMT
#59
On June 30 2015 15:04 duckk wrote:
Broodwar and WC3 require literally 100x more strategy and skill than sc2. SC2 build order losses and lack of finesse micro is a big issue IMO. Units like the oracle, blink, and force fields are really dumb forms of micro. In wc3 you can win with 1 hero vs 3 heroes and 50 food armies if you are good enough, but in sc2 I can't think of any similar situations. Losing in sc2 never feels like I have been outplayed either. The fact I can offrace protoss and proxygate life and win without using my keyboard is just bad game design.

I will say lotv has a lot more promise if they tweak units like the ravagers correctly.


err WC3 is the least strategic of them all due not having real macro and upkeep mechanic. You said strategy then proceed to describe micro...
SuperFanBoy
Profile Joined June 2011
New Zealand1068 Posts
June 30 2015 06:13 GMT
#60
Sc2 is harder and more strategic than Sc1.

That is why MVP goes down as the greatest Starcraft player ever.
Prev 1 2 3 4 5 27 28 29 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 31m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 131
StarCraft: Brood War
Britney 18102
PianO 195
Larva 179
Noble 117
ToSsGirL 71
yabsab 66
soO 50
Sharp 34
ajuk12(nOOB) 30
Bale 23
[ Show more ]
Hm[arnc] 13
Sacsri 11
Dota 2
monkeys_forever612
NeuroSwarm126
League of Legends
Reynor68
Other Games
summit1g12382
WinterStarcraft441
fl0m255
ViBE149
Organizations
Other Games
gamesdonequick683
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1470
• Stunt552
Upcoming Events
RSL Revival
31m
Classic vs SHIN
Maru vs TBD
herO vs TBD
Wardi Open
7h 1m
IPSL
13h 1m
StRyKeR vs OldBoy
Sziky vs Tarson
BSL 21
13h 1m
StRyKeR vs Artosis
OyAji vs KameZerg
OSC
16h 1m
OSC
1d 2h
Wardi Open
1d 5h
Monday Night Weeklies
1d 10h
OSC
1d 16h
Wardi Open
2 days
[ Show More ]
Replay Cast
3 days
Wardi Open
3 days
Tenacious Turtle Tussle
3 days
The PondCast
4 days
Replay Cast
4 days
LAN Event
5 days
Replay Cast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-11-21
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.