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Is SC2 too fast? - Page 17

Forum Index > SC2 General
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ilililililililiii
Profile Joined October 2013
United States93 Posts
July 28 2016 10:46 GMT
#321
so what is it that you propose to make up for removing 12 max groups
MockHamill
Profile Joined March 2010
Sweden1798 Posts
July 28 2016 10:56 GMT
#322
I do not think the pace of the game itself is too fast.

The problem is more that you can die in seconds to anything. A single mistake should not cost you the game at least not on non-pro level.

Basically cheese and harassment are much too strong on non-pro level (and maybe even on pro-level).

You should harass to get an advantage. Not auto-win if your opponent does react immediately.

This game has almost no defenders advantage any more, except for Protoss who are immune to early attacks (which is going too far in the other direction).
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
July 28 2016 12:14 GMT
#323
On July 28 2016 19:56 MockHamill wrote:
I do not think the pace of the game itself is too fast.

The problem is more that you can die in seconds to anything. A single mistake should not cost you the game at least not on non-pro level.

Basically cheese and harassment are much too strong on non-pro level (and maybe even on pro-level).

You should harass to get an advantage. Not auto-win if your opponent does react immediately.

This game has almost no defenders advantage any more, except for Protoss who are immune to early attacks (which is going too far in the other direction).

Aside from dt and oracles, what other harrasment gives an auto win?
The harder it becomes, the more you should focus on the basics.
imp42
Profile Blog Joined November 2010
398 Posts
July 28 2016 13:45 GMT
#324
On July 28 2016 10:47 _Major wrote:
Show nested quote +
On July 28 2016 03:44 imp42 wrote:
I get the impression that many readers/posters confuse two concepts when talking about "speed".
+ Show Spoiler +

1) One concept is about how much a player is rewarded for one additional action. The best example here are the maximum number of units per control group allowed in bw and sc2.
In bw you have to control groups of max. 12 units separately = big reward. In sc2 you can move all units with 1 command (2 actions: select, move). Therefore giving much less reward for players using 2 control groups, although it is still beneficial.
The more he is rewarded per additional action, the faster (as in more actions per time) a player will play.

2) The other concept is about how fast things happen in the game. How long does it take for one medivac full of marines to take out a hatchery? How many seconds does it take for a battle between two fully maxed armies to finish?


These two concepts are not the same, rather the latter influences the former. If a battle happens too fast, the reward for an additional action like microing a single unit diminishes to the point that it is not worth it. This is what other posters have described as "more speed = less control".

I argue that:
- concept 1 is what makes a game great and distinguishes good from bad players.
- concept 2 just increases variance (read: chance), thereby narrowing the gap between good and bad players.

Unfortunately, Blizzard seems to push concept 2, which negatively influences concept 1


The 2nd concept doesn't exist in a vacuum. The value and opportunity costs of the units have to be factored in too.



That is exactly what I am saying: the 2nd concept does not exist in a vacuum, but influences the first one. I like your example of upgrading. Upgrading costs about 2-3 actions (adjust screen, select building, select upgrade), yet it gives huge rewards.
However, when it comes to microing units in a battle it comes down to opportunity costs just as you say. Given the speed of the battle (and therefore the lower control) the opportunity costs of microing are just too big = small reward. It is more rewarding to spend the actions on producing new units, except for the most expensive and slow to produce units.

Superior control (upgrading, supporting, and microing units to increase their lifespans) will still be worth it, because favorable tradeoffs are the key to keeping/taking the iniative. Superior control is also what opens the door for more advanced strategies like gambits because strategic sacrifices can be pulled off convincingly.

Even the best pros maybe move their damaged immortal back, if they find the time during the battle, but not much more. Basically the only example of true micro battles I know are blink stalkers. This is no coincidence: The blink ability greatly changes how much distance a unit can travel per time (blink: large distance in short time). This mechanism therefore rewards the player much more, making micro worth it. Try moving a zealot back, he will take so much damage while moving back that the micro actually affects the battle negatively.

Therefore: Yes, superior control makes a difference, but a comparatively small one due to the high opportunity cost while at the same time the risk (=variance) is relatively high.

Just remember this rule: the higher the variance, the less consistently a good player will prevail over a bad one.
Blizzard thinks this makes for fun games (see Hearthstone...), especially having the casual gamer in mind. However, designing a strategy game towards the casual gamer in such a way is poison.
Making a game appealing to casual players is not about increasing their chance to win against a good player through narrowing the skill gap or increasing random chance, but about making a fun experience playing against other casual players.
50 pts Copper League
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