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When I play, I dun really see any opportunity to really be 'strategic,' yknow?
Like, why waste my time making solid tanks lines and defenses when I could just as easily mash A and stim attack-move till I win?
Or even if it does go to late game, I'm just left in a trance where I'm just pressing buttons until I win, trying to keep up production at max.
Thoughts?
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As I see it you have 3 options: 1) Become faster 2) Play a slower game 3) Whine on the internet about it
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On April 15 2016 15:42 RoomOfMush wrote: As I see it you have 3 options: 1) Become faster 2) Play a slower game 3) Whine on the internet about it
Well that's not 'thoughts' more-so orders. I'm not complaining, no need to be rude. It's not an issue of skill, I'm just asking people what they think of game speed, jeez >.>
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Well, that is my opinion on game speed. There is games with different game speeds. Some people like it faster and some like it slower. You should pick the game you feel comfortable with. You dont like the speed in a particular game? Doesnt mean there is nobody who likes it how it is. For this reason it comes to you to fix it with either step I enumerated in my first post.
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The time to be strategic is in between games, where you plan a reaction to a build you've lost to or create an aggressive build, ect...
When you are in game, it is just act and react and you do what you know. If you try to make things up in game, you'll just get crushed, at least at the higher levels.
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Try Battlefleet Gothic Armada if you want a slower RTS. It even has a minute of slo-mo time every player can use in multiplayer to micro in almost quasi pause, even though its already quite slow compared to SC2. It so slow I don't even bothered to look up hotkeys yet.
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Part of strategy is executing quickly. This requires good mechanics which simply increases the skill cap of the game. League of Legends requires strategy too but you have essentially infinite amounts of time to make strategic decisions.
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For any RTS mechanics will play a role to some extent. But if both players are as good at 'pressing buttons' the person who presses buttons more strategically will have the edge. Simply stim a-moving won't always get you there, and knowing when to do so, and when to form tank lines is part of strategy. Even at a low level there is room for strategy (which units to build, when to attack etc) though sheer mechanical skill still matters.
Interestingly there is a good argument that Starcraft 2 is too fast, that units deal too much damage and that consequently battles don't last long enough to allow tactical decisions to sway them. However that isn't really relevant to your question which doesn't really relate to the speed of the game per se, but rather whether the game is too 'mechanical' and not 'strategic' enough.
Personally I think there is room at all levels to be strategic.
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On April 15 2016 15:46 Laul wrote:Show nested quote +On April 15 2016 15:42 RoomOfMush wrote: As I see it you have 3 options: 1) Become faster 2) Play a slower game 3) Whine on the internet about it Well that's not 'thoughts' more-so orders. I'm not complaining, no need to be rude. It's not an issue of skill, I'm just asking people what they think of game speed, jeez >.>
Well in General i would agree - but i am a BW kid and i think its safe to say that SC2 would be retarded on slower speed just play a game vs AI and see how "boring" it gets due to all the automation's the game has (Multiple Building Selection, Mineral Mine Rally etc.) But I know what you mean just play more and the game will slow down due to your actions becoming more fluid ( Liquid ;-) )
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Wasn't Blizzard planning on creating an unranked matchmaking option with game speed set to Fast?
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On April 15 2016 15:37 Laul wrote:When I play, I dun really see any opportunity to really be 'strategic,' yknow? Same here, it's a game of "build more stuff and a-move", unless you are in the top ten of pro players.
I'd really like to do an experiment - sc2 with slow speed, both players always revealed and without supply cap. I expect to see very interesting games. Hell, I'd even sponsor the price pool to get somewhat able players into such a tournament :-)
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Czech Republic12129 Posts
The pace of the game is too bloody fast. Search for Canata and LotV being too difficult ,-)
(IIRC Canata is a former BW pro)
Edit:
On April 15 2016 16:17 Darkn3ssFallz wrote: Wasn't Blizzard planning on creating an unranked matchmaking option with game speed set to Fast? Yes, but that is not what people want. Many people want the game be slower in terms of pace. SLower game speed is fucked up idea because then you cannot use it when you advance beyond the fast speed. Muscle memory is bad, timings are off, everything is fucked up. WoL has the exact same speed but yet it feels much slower, why is that? because mutas don§t have turboregen, ferrarivacs are slow, no speedy gonzales disco ball destroying mineral lines left and right in few seconds. The game is fast yet it feels much slower compared to LotV ,-)
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Sometimes I think it is, wc3 and BW were both slower, but then again it's also very exciting due to the speed. Every time I go back to wc3, it just feels soooo slow.
You can just set the game speed to fast instead of faster and play a custom game like this and see if you enjoy it more. I don't think you will.
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speedy gonzales disco ball :D
imo, it's true there are things that are too fast in SC2, it puts too much emphasis on reflexes and speed, and strategy needs to be more planned in advance not much time to think, or to observe, position, decide, etc. The element of volatility in SC2 is worsened by the speed of it, which increases the luck factor too.
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Czech Republic12129 Posts
On April 15 2016 16:32 Musicus wrote: Sometimes I think it is, wc3 and BW were both slower, but then again it's also very exciting due to the speed. Every time I go back to wc3, it just feels soooo slow.
You can just set the game speed to fast instead of faster and play a custom game like this and see if you enjoy it more. I don't think you will. Faster vs. Fast isn't even an option. Unless you want to spend your SC2 time in games vs. AI. Because of the way how custom games are created ><
(Also I think the OP is writing about the pacing of the game, not the game speed itself)
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I heard a lot of non sc players saying this is the reason why they won't play sc, as if this game is literally about who can click the fastest, but I think this actually makes the ability to be more strategic more important because time is always pressuring you.
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On April 15 2016 16:17 Darkn3ssFallz wrote: Wasn't Blizzard planning on creating an unranked matchmaking option with game speed set to Fast? Yea but Blizzard realized players will most likely eventually move on to ranked games and then they just have to get used to the pace of the game again.
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I think it isn't too fast.
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Depends what your definition of strategy is. In my opinion, Strategy is used in higher or lower degree in every aspect of my life. Some decisions require time and calculations. Others are snap decisions that are based on limited information.
If I understand it correctly, you are saying that SC2 is so fast, that you find the amount of strategy less than ideal for your liking.
If that is the case, unfortunately, there are not many options...
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Bisutopia19295 Posts
The damage output was extremely high and max supply death balls ended games in seconds. DPS still is on the strong side, but I think the redesign of LoTV has made the damage output more reasonable to manage. So while I wouldn't say the game speed is too fast, I would nerf the DPS across the board just the slightest bit.
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Czech Republic12129 Posts
On April 15 2016 17:08 BisuDagger wrote: The damage output was extremely high and max supply death balls ended games in seconds. DPS still is on the strong side, but I think the redesign of LoTV has made the damage output more reasonable to manage. So while I wouldn't say the game speed is too fast, I would nerf the DPS across the board just the slightest bit. Wouldn't hurt IMO.
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"Real time" Strategy not Strategy
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On April 15 2016 16:39 deacon.frost wrote:Show nested quote +On April 15 2016 16:32 Musicus wrote: Sometimes I think it is, wc3 and BW were both slower, but then again it's also very exciting due to the speed. Every time I go back to wc3, it just feels soooo slow.
You can just set the game speed to fast instead of faster and play a custom game like this and see if you enjoy it more. I don't think you will. Faster vs. Fast isn't even an option. Unless you want to spend your SC2 time in games vs. AI. Because of the way how custom games are created >< (Also I think the OP is writing about the pacing of the game, not the game speed itself)
Hm not sure about the pacing, I like the games to be shorter so you can play more. CS and moba games take way too long imo. I also like to get right into the action so the 12 worker change in LotV is great imo.
I thought OP was talking about the game speed, as in he wanted more time to do stuff like micro in battles, have more time to think about stuff, since everything is build slower, have lower dps etc...
Well game speed changes the pace of the game of course, so it's almost the same.
On April 15 2016 17:10 deacon.frost wrote:Show nested quote +On April 15 2016 17:08 BisuDagger wrote: The damage output was extremely high and max supply death balls ended games in seconds. DPS still is on the strong side, but I think the redesign of LoTV has made the damage output more reasonable to manage. So while I wouldn't say the game speed is too fast, I would nerf the DPS across the board just the slightest bit. Wouldn't hurt IMO.
I mean people wanted this and plus the economy/worker saturation change, but I think we are past those changes now and Blizz said they tested both and didn't like it, if I remember correctly.
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Not sure if trolling or actually retarded lol.
User was temp banned for this post.
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On April 15 2016 17:29 SaraNghaeyosc2 wrote: Not sure if trolling or actually retarded lol.
sadly this attitude appears to be the "foreign" approach to the game
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On April 15 2016 17:28 Musicus wrote:Show nested quote +On April 15 2016 16:39 deacon.frost wrote:On April 15 2016 16:32 Musicus wrote: Sometimes I think it is, wc3 and BW were both slower, but then again it's also very exciting due to the speed. Every time I go back to wc3, it just feels soooo slow.
You can just set the game speed to fast instead of faster and play a custom game like this and see if you enjoy it more. I don't think you will. Faster vs. Fast isn't even an option. Unless you want to spend your SC2 time in games vs. AI. Because of the way how custom games are created >< (Also I think the OP is writing about the pacing of the game, not the game speed itself) Hm not sure about the pacing, I like the games to be shorter so you can play more. CS and moba games take way too long imo. I also like to get right into the action so the 12 worker change in LotV is great imo. I thought OP was talking about the game speed, as in he wanted more time to do stuff like micro in battles, have more time to think about stuff, since everything is build slower, have lower dps etc... Well game speed changes the pace of the game of course, so it's almost the same. Show nested quote +On April 15 2016 17:10 deacon.frost wrote:On April 15 2016 17:08 BisuDagger wrote: The damage output was extremely high and max supply death balls ended games in seconds. DPS still is on the strong side, but I think the redesign of LoTV has made the damage output more reasonable to manage. So while I wouldn't say the game speed is too fast, I would nerf the DPS across the board just the slightest bit. Wouldn't hurt IMO. I mean people wanted this and plus the economy/worker saturation change, but I think we are past those changes now and Blizz said they tested both and didn't like it, if I remember correctly.
Well, if you think about it, CS GO is actually a much faster game than SC2 because engagements generally happen in the space of milliseconds or a few seconds.
Each round is like one and a half minutes of preparation and then a flurry of action followed by a bit more of preparation (depending on what happens). It's just that there's a minimum of 16 rounds that make the game a lot longer.
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The game is fast but it doesn`t eliminate the strategy. And apm skill doesn`t necessarliy give you free win. I usually play for fun and many times I lose to a player that is two or three times slower than me because I often over-macro my games (concentrate only on good economy and have only few units and mothership to defend) - and it is always very exiciting to defend a push of 10 marines with for example 2 stokers and mother ship but sometimes I fail this game is about fun and I don`t agree that only a-move is enough to win the game - when I do 4gate for example - if I don`t micro my first four stalkers I would lose them all in a moment. So strategy is always important - I may go stalkers and lose for example to DT - it happened to me yesterday - and I had a strong push with my 180 apm - and the opponent won with only 50 apm because I didnt expected DT. So apm doesnt matter in low league.
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I wish units were more expensive, take longer to build and take longer to kill so preserving units is more rewarding than overwhelming your opponent through macro advantage.
Until you have decent macro (huge part of macro is just having fast hands), army control is not very important. This is why sc2 feels too fast for newbs, being just fast is the most rewarding thing up to a certain point.
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More people need to read this article by TLO:
http://www.teamliquid.net/forum/legacy-of-the-void/495925-tlo-on-macro-mechanics
It seems to me that far too often lower league players are tying themselves unnecessarily to the way progamers play. They see, learn and even get taught builds of progamers, without adjusting them to their own skill level. Let me give you an example of how you can change that and probably have a better personal experience with the game.
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It's an interesting question. I wonder if a ladder which plays at a slower pace would be popular. Something for everyone as opposed to everyone being required to play at Faster. Thid wouldn't affect the players that think the speed is just fine, just add an option for the rest. Don't really see the downside, perhaps except the money they'd need to invest and maybe not get back.
For the pros, the dedicated and those that like the current speed it's not a problem, but I can see many not spending as much time on the game because it's too fast. There are many fans of Warcraft, Age of Empires, Red Alert etc., which are all considerably slower.
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Some of the units are too fast imo yes.
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Starcraft is strategic in the same way Hockey is.
You have pre-practiced strategies, and practiced defenses to strategies, and you execute and identify those for the duration of the game.
I think what you're saying is, there's not a lot of room for positional play, rather than strategy. As in, spending a lot of time securing a position is less beneficial than just losing your army and remaking it.
I'd agree. I think the way way you can really "secure a position" is to play a turtle style.
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4713 Posts
The game itself is not too fast, the pace of the game however is way too fast, there are some units that are particularly guilty of this, like mutas, oracles and speedivacs.
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Czech Republic12129 Posts
On April 15 2016 18:26 Big J wrote: Some of the units are too fast imo yes. Basically this.
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Yes game is too fast.I think becuase dustin browder used to make Red alert 3. That why we have viking and micheal bay's game.
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I think it's too fast, but not by too, too much. Starcraft is the RTS that really pushes the real time aspect of RTS and the game should remain iconic to that. People like to feel like they have control and so when harassment units are this fast and strong it can really be disheartening. Personally I just would like to see the defenders advantage turned up a notch on main bases, so you don't instantly die when behind, but rather you lose the economy game. Harassment units will still be dominant once you expand.
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I think SC2 is neither too fast in gamespeed nor the pace of the game. BW was a little bit slower overall, but you need A LOT more mechanics to do anything. If a human being can play SC2 to 100% perfection, I think the game design has failed. There needs to be a bottleneck for the skill, like speed because it is a RTS.
Furthermore, people who complain about game x being too fast, are people who have never trained the game (most of the time). Any such complaint has no value imo, because it isn't founded on any substantial experience.
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Czech Republic12129 Posts
You are not supposed to train to enjoy a game unless you want to be a pro. This game requires training for being a FUCKING GOLD PLAYER! Get better isn't an aswer to someone who doesn't have the time and just wants to enjoy the game... never mind, why am I trying?
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On April 15 2016 16:32 Musicus wrote: Sometimes I think it is, wc3 and BW were both slower, but then again it's also very exciting due to the speed. Every time I go back to wc3, it just feels soooo slow.
hahaha for me too
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On April 15 2016 17:08 BisuDagger wrote: The damage output was extremely high and max supply death balls ended games in seconds. DPS still is on the strong side, but I think the redesign of LoTV has made the damage output more reasonable to manage. So while I wouldn't say the game speed is too fast, I would nerf the DPS across the board just the slightest bit. yeah this would make fights last a litle bit longer + Show Spoiler + maybe the way to go a Global DPS nerf
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On April 15 2016 19:20 deacon.frost wrote: You are not supposed to train to enjoy a game unless you want to be a pro. This game requires training for being a FUCKING GOLD PLAYER! Get better isn't an aswer to someone who doesn't have the time and just wants to enjoy the game... never mind, why am I trying? No mate, clearly games are made to get mad and not to have fun d:
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I think hots speed + lotv economy would have made much more sense.
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I love the fact that it always feels a bit too fast. SC2 is the meth version of rts games. Pure adrenaline, everything seems to happen at once, highly addictive. Once you get decently fast, the game opens up strategically. I agree that some parts of the game are ridiculously hard for slower players, especially battle micro is absurd sometimes. (CLICK ! ALL! ABILITIES! QUICKLY!)
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On April 15 2016 15:37 Laul wrote: When I play, I dun really see any opportunity to really be 'strategic,' yknow?
Like, why waste my time making solid tanks lines and defenses when I could just as easily mash A and stim attack-move till I win?
Or even if it does go to late game, I'm just left in a trance where I'm just pressing buttons until I win, trying to keep up production at max.
Thoughts?
I'm very curious to know your league to better understand where you're coming from. I don't agree at all that the game is too fast or that there aren't enough opportunities to be strategic. I very much doubt mashing a and a moving works for very long, and if it does - hey, you've mastered macro. Soon enough you'll hit people that can defend that stuff and you'll be forced to think more strategically.
Then again, you might be a grandmaster and I'm just wrong, but it looks to me like you've quickly improved your macro skills and haven't ranked up enough yet to hit people who give you a proper challenge.
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sc2 is like formula one. It is too fast so that you only can play/drive damn straightforwardly, very rare back and forth raand overtaking maneuvers in sc2/F1. Can you drive 300km/h by a bend? Slower them then you (better players/drivers) can finally overtaking something. They all only do waiting on mistakes by opponents all day long, so a such damn boring tactic.
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I don't really see it that way. In fact, players like ForGG and FanTaSy back in the day inspired me, because they could always beat players much more mechanically sound than they were, FanTaSy especially. Heck, avilo still exists and still in GM. Anything is possible yo.
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France12904 Posts
On April 15 2016 19:20 deacon.frost wrote: You are not supposed to train to enjoy a game unless you want to be a pro. This game requires training for being a FUCKING GOLD PLAYER! Get better isn't an aswer to someone who doesn't have the time and just wants to enjoy the game... never mind, why am I trying? You don't need training to be a gold player wtf? As opposed to games like fighters (Street Fighter especially) you don't need to play / train a lot in training mode or 1v1 CPU to just be able to enjoy the game... You can start ranked right after purchasing LotV and do real games that are therefore fun without having to practice basic combos or whatever.
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On April 15 2016 15:37 Laul wrote: When I play, I dun really see any opportunity to really be 'strategic,' yknow?
Like, why waste my time making solid tanks lines and defenses when I could just as easily mash A and stim attack-move till I win?
Or even if it does go to late game, I'm just left in a trance where I'm just pressing buttons until I win, trying to keep up production at max.
Thoughts?
This is just a really inane set of questions. You should be defending and attacking at the same time if you are any good. And if you're not you can win through macro, a move, and nothing else.
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On April 15 2016 15:37 Laul wrote: When I play, I dun really see any opportunity to really be 'strategic,' yknow?
Like, why waste my time making solid tanks lines and defenses when I could just as easily mash A and stim attack-move till I win?
Or even if it does go to late game, I'm just left in a trance where I'm just pressing buttons until I win, trying to keep up production at max.
Thoughts?
1 - until a certain level what only matters is the macro and the micro BEFORE battles, like how you split and set your concave. Thinking you can individually micro units and be efficient is a mistake. So yes, positioning your army, then A moving and stiming is the correct way to go in lower leagues.
2 - If you really focus on improving step by step, you'll get to a point where macro will be semi automatic, your positioning almost instant and then you'll have time to do more micro in battles. Best example (as you seem to be terran) is the marine split vs bane. At first, you will just hear the death sounds and step by step you will start to react faster and faster up to a point you'll be so fast at doing it that you'll be able to manage a drop while you're splitting.
3 - all in all I think it's all about learning curve and mechanics' routine. I don't think the game is too fast in the end because you end up somewhat addicted to this speed and it's a huge part of the skill ceiling in this game. Someone talked about WC3, but WC3 failed because it was too slow - even if the fact that it was playable in LAN mode created opportunities for lot of reactive micro.
That said, where there is a problem IMHO is the fact it relies a lot on your hardware, if your GPU/CPU can't handle a big ling/bane engagement decently, you'll be in trouble, same thing with your mouse, if it's a standard mouse you may have issues.
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On April 15 2016 19:20 deacon.frost wrote: You are not supposed to train to enjoy a game unless you want to be a pro. This game requires training for being a FUCKING GOLD PLAYER! Get better isn't an aswer to someone who doesn't have the time and just wants to enjoy the game... never mind, why am I trying?
Seriously, I think it's about being at ease with yourself. If you don't have time and can't train, you can have fun in silver league, you have silly games you do your silly strats you execute them like crap but it's fun nonetheless. you sound like you'd want to be good without putting the effort to be good, that's will get you extremely frustrated. If you don't want to try hard, just don't and enjoy silver league or team games fun. It's cool to be bad at something when you're ok with it.
But more importantly, I personnally don't see any game in the world where you don't actually train one way or another. The least you do is to get just a tad better than last time you played. Trying to get better is the core of any game for me. If I don't want to get better, I just usually don't play at all.
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in the first place, why is it bad to train to be in gold ? another words is being gold a shame ? if u are a casual player and have 6 leagues, i think that being in the middle isn`t so bad. When u are gold almost 1/3 SC2 players are below your level and I think it`s not so bad. I`m proud of my being gold even if I never go further because I`m still better than many others younger than me (im 37). And think that the level of play is still increasing. Two years ago it was much easier so you can add at least one level of league - if you are gold in lotv it means you would be platinum in hots. so cheer up and have fun Master league should be for masters so for pro players and diamond for great talents but for casual player : gold is fully appropriate.
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i love playing WoL on Faster the most (release version x3). But different people different tastes. Some of my friends really enjoy the autopiloting you do in Fastest Sc2. You need a really high apm that doesn't come from your muscle memory though if you want to play LotV Ladder more strategic/tactical rather then macro oriented. But its possible and actually easier as in HotS. I think Grid Layout helps me alot to prevent my muscles doing things on their own. But the easier way is to concentrate on macro and muscle memoery it seems.
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On April 15 2016 20:42 Gwavajuice wrote:Show nested quote +On April 15 2016 19:20 deacon.frost wrote: You are not supposed to train to enjoy a game unless you want to be a pro. This game requires training for being a FUCKING GOLD PLAYER! Get better isn't an aswer to someone who doesn't have the time and just wants to enjoy the game... never mind, why am I trying? Seriously, I think it's about being at ease with yourself. If you don't have time and can't train, you can have fun in silver league, you have silly games you do your silly strats you execute them like crap but it's fun nonetheless. you sound like you'd want to be good without putting the effort to be good, that's will get you extremely frustrated. If you don't want to try hard, just don't and enjoy silver league or team games fun. It's cool to be bad at something when you're ok with it. But more importantly, I personnally don't see any game in the world where you don't actually train one way or another. The least you do is to get just a tad better than last time you played. Trying to get better is the core of any game for me. If I don't want to get better, I just usually don't play at all.
I mean, the bolded part is your personal assessment of fun. I personally do not like these kinds of games. As you say, they are silly. I don't have to play an RTS if all I want to do is micromanage a reaper while stockpiling money, I can just play a game that is actually designed to just micromanage a single character/unit and it's going to be lightyears better fit for that type of gameplay.
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I have recently began playing AoE2. (I play HD on steam primarily) and prefer fast game speed. (there is slow, normal, fast). 'Normal' is what the 'professional' players use which is largely due to them playing on the non-HD version that doesn't have thing like multi queue, and certain attack commands.
If a game has a UI capable of performing all actions in a fluid way (SC2 definitely does) then it should be played at the fastest setting possible.
Granted this is just my opinion, if there is an issue with a game's speed it is almost always attributed to UI functionality, or a bad choice in elements of the game's design.
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The game speed is fine IMHO, it's the pacing and the volatility that are the main issues. The game feels super fast because you can literally lose your entire mineral line or army in just 3 seconds if you're not paying attention. This makes the game feel much faster and more frantic than it actually is.
I believe that OP was talking about game pace and volatility and not the actual game speed.
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SC2 wasn't fast till LotV came out, you can sense 12 workers made their work into speed. I suggest you to play BW, you start with 4 workers and go to late game with strategic mind not in rush, caught up in cheese, all in - it's all stoppable on BW.
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play dominions4 
1 game can last 1 year. and still you will not figure how to outflank your opponents.
In sc2 when your mind habituate to the fast speed you start seeing the strategical options you can execute.
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On April 15 2016 16:32 Musicus wrote: Sometimes I think it is, wc3 and BW were both slower, but then again it's also very exciting due to the speed. Every time I go back to wc3, it just feels soooo slow.
but at the same time, every player in BW was much slower themselves because it took a lot more time to execute the same actions
SC2 had to speed up to remain mechnically challenging in any way.
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If the attacks of every unit was slightly decrease I think we will see more opportunities for longer battles and micro. Harass would be less devastating as well and gives new players more time to react. Granted I think harass/drops are an integral part of strategy and should be rewarded, but in lower level play a medivac loaded with 8 marines has the opportunity to win the game. That said, I love them game the way it is now!
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Definitely too fast. When I watch and play low economy games where every unit is important to the bitter end, I find those kinds of games can be more interesting than the standard macro games.
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On April 15 2016 21:49 Big J wrote:Show nested quote +On April 15 2016 20:42 Gwavajuice wrote:On April 15 2016 19:20 deacon.frost wrote: You are not supposed to train to enjoy a game unless you want to be a pro. This game requires training for being a FUCKING GOLD PLAYER! Get better isn't an aswer to someone who doesn't have the time and just wants to enjoy the game... never mind, why am I trying? Seriously, I think it's about being at ease with yourself. If you don't have time and can't train, you can have fun in silver league, you have silly games you do your silly strats you execute them like crap but it's fun nonetheless. you sound like you'd want to be good without putting the effort to be good, that's will get you extremely frustrated. If you don't want to try hard, just don't and enjoy silver league or team games fun. It's cool to be bad at something when you're ok with it. But more importantly, I personnally don't see any game in the world where you don't actually train one way or another. The least you do is to get just a tad better than last time you played. Trying to get better is the core of any game for me. If I don't want to get better, I just usually don't play at all. I mean, the bolded part is your personal assessment of fun. I personally do not like these kinds of games. As you say, they are silly. I don't have to play an RTS if all I want to do is micromanage a reaper while stockpiling money, I can just play a game that is actually designed to just micromanage a single character/unit and it's going to be lightyears better fit for that type of gameplay. The point isn't to make the game what it isn't mean to be by playing not optimal (like only microing the reaper), as you said if you wanna play a game where you only have to micro one unit sc2 probably wouldn't be the best option. It's rather that no matter how good you are you will have games which are competetive because of the matchmaking. I think that is pretty much the most important part, as long as it doesn't feel unfair the player usually has some form of fun (if he actually is interested in the game he is playing, that is the requirement obviously) "Silly" here simply means not optimal, the lower the skill the less optimal you probably can play, you actually don't need to cut corners and can build static d (people always say "hey if only the zegr would have built 2-3 spores everywhere, yeah not gonna happen, at lower lvl it's no problem) Now you maybe try to be actually good, but that is the same in every game. In LoL you have to learn to lasthit and every single laning matchup you could encounter, in csgo you have to learn flashes/smokes and the spray control, etc As soon as you actually give a damn about your skill level every single game becomes a "grindfest" and you have to actually analyze your gameplay. People saying sc2 is so different in that regard are wrong imo, in sc2 the mechanics are more demanding (but that's what i would think people actually enjoy about rts games) so there's the main difference i guess.
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Czech Republic12129 Posts
On April 15 2016 20:42 Gwavajuice wrote:Show nested quote +On April 15 2016 19:20 deacon.frost wrote: You are not supposed to train to enjoy a game unless you want to be a pro. This game requires training for being a FUCKING GOLD PLAYER! Get better isn't an aswer to someone who doesn't have the time and just wants to enjoy the game... never mind, why am I trying? Seriously, I think it's about being at ease with yourself. If you don't have time and can't train, you can have fun in silver league, you have silly games you do your silly strats you execute them like crap but it's fun nonetheless. you sound like you'd want to be good without putting the effort to be good, that's will get you extremely frustrated. If you don't want to try hard, just don't and enjoy silver league or team games fun. It's cool to be bad at something when you're ok with it. But more importantly, I personnally don't see any game in the world where you don't actually train one way or another. The least you do is to get just a tad better than last time you played. Trying to get better is the core of any game for me. If I don't want to get better, I just usually don't play at all. That's not right.
I want a game that is not a frustrating. Right now the game is about do a mistake -> lose a game. One. Fucking. Mistake. Oh, you missed an oracle, game over, man. Oh, you missed a mine drop, game over, man. Oh, you don't have here a pylon, let me place a liberator there(though this is probably not that game ending damage). Oh, you wasn't watching your army for a split second, game over, man!
You can lose the game so fast with 1 mistake. And then there;s no way to get back. I could count my comebacks on 1 hand.
I don't want to get better for free, I want to have a chance to make a mistake. RIght now I don't have that opportunity thus the game is frustrating. And that is the reason why I stopped playing. The game needs to slower down on lower levels. But no, Blizzard buffed everything so it is faster(even the creep spreads/receids faster now ) WTF?! The game was hard before and now it is only harder and less enjoyable. I was awed by templar openings from Parting. I was enjoying them so much I was playing ONLY them. I am bad at the game but I was thrilled. Compare to nowadays PvT... (BTW I am not gold neither silver)
Edit> Maybe that's just me and my never ending love of Protoss, because I hate adepts, oracles, MSC, pylon overcharge, disruptor and WP pick up range aaand DT speed buff. Also tempests.
Basically the game is frustrating and they destroyed Protoss. Damn, I hate Blizzard and its design team. Hope they are not reading this.
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the "stim attack move win" thing only applies when you're playing someone who has far inferior macro to you, which is going to happen inevitably when using a matchmaker that ranks players against each other. but strategy absolutely certainly plays a big role in the game if you're playing against someone of comparable mechanical skill. strategy and ingenuity have played a role in lots of my games. at the same time, i've also won games because my opponent didn't know how to build things. that's just RTS. has nothing to do with speed
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All people who find sc2 too fast. Are you sure you want to play 1vs1 competitive ladder? Are you not looking for campaign esque gameplay with long drawn out games just like vs AI or like in age of empire (even age of empire has fast strats/rushs). Even when sc2 was slower, as long as it has an impossible skill ceiling, you will always complain about something.
I sometimes think you guys play the wrong game or the wrong mode. The game gives you a certain number of tasks which sets the skill ceiling. If we reduce that number, so that everyone can do everything, then skill has no meaning. Also it wouldnt be fair for fast players.
The only way to make the game slower without reducing skill ceiling is to offer more tasks in the same time period. In that case fast players will be even faster. Not sure if you really want that. The community doesnt like a slow game. Wol at release was slow, blizzard made it faster because we wanted it. Second proof is the popularity of fastest maps.
Why are you playing a game that you think is too fast for you? If you like you can play a custom game with someone at your level and change the speed to slow. But from my experience 1vs1 is not what you want and you arent alone. Most of them play just the campaign or co-op.
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Czech Republic12129 Posts
On April 15 2016 22:57 todespolka wrote: All people who find sc2 too fast. Are you sure you want to play 1vs1 competitive ladder? Are you not looking for campaign esque gameplay with long drawn out games a la vs ki or like age of empire (even age of empire has fast strats). I am fine with WoL "speed". I would be kinda fine with a slightly slower HotS. I find LotV more frustrating than HotS, more volatile and faster. And I want to play against real people, AI has, in the end, the same behavior in some states and that's quite boring.
Honestly, I think that rebalanced WoL would be awesome, but that's me, maybe I am too old for this stuff
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The game gets much more strategic over a series of map picks, and I view it as each map offers and approach or general strategy (depending on race matchup) for each player to take.
For example, this map I try rush build if my position is close, this map I spawned far so 3 base expand before hatch, etc.
During the game there are many points which you need to make a strategic response to what you scout from the other player in response to how they are playing.
Do I play all-in or reactively to another player? That in and of itself is a strategic choice.
Personally, I would much rather play 3 15 minute games where I explore a completely different approach each game, rather than one long 45 minute game using just 1 overall approach to the game strategy.
besides... who got time for 1 hour games 0_0
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On April 15 2016 22:48 deacon.frost wrote:Show nested quote +On April 15 2016 20:42 Gwavajuice wrote:On April 15 2016 19:20 deacon.frost wrote: You are not supposed to train to enjoy a game unless you want to be a pro. This game requires training for being a FUCKING GOLD PLAYER! Get better isn't an aswer to someone who doesn't have the time and just wants to enjoy the game... never mind, why am I trying? Seriously, I think it's about being at ease with yourself. If you don't have time and can't train, you can have fun in silver league, you have silly games you do your silly strats you execute them like crap but it's fun nonetheless. you sound like you'd want to be good without putting the effort to be good, that's will get you extremely frustrated. If you don't want to try hard, just don't and enjoy silver league or team games fun. It's cool to be bad at something when you're ok with it. But more importantly, I personnally don't see any game in the world where you don't actually train one way or another. The least you do is to get just a tad better than last time you played. Trying to get better is the core of any game for me. If I don't want to get better, I just usually don't play at all. That's not right. I want a game that is not a frustrating. Right now the game is about do a mistake -> lose a game. One. Fucking. Mistake. Oh, you missed an oracle, game over, man. Oh, you missed a mine drop, game over, man. Oh, you don't have here a pylon, let me place a liberator there(though this is probably not that game ending damage). Oh, you wasn't watching your army for a split second, game over, man! You can lose the game so fast with 1 mistake. And then there;s no way to get back. I could count my comebacks on 1 hand. I don't want to get better for free, I want to have a chance to make a mistake. RIght now I don't have that opportunity thus the game is frustrating. And that is the reason why I stopped playing. The game needs to slower down on lower levels. But no, Blizzard buffed everything so it is faster(even the creep spreads/receids faster now  ) WTF?! The game was hard before and now it is only harder and less enjoyable. I was awed by templar openings from Parting. I was enjoying them so much I was playing ONLY them. I am bad at the game but I was thrilled. Compare to nowadays PvT... (BTW I am not gold neither silver) Edit> Maybe that's just me and my never ending love of Protoss, because I hate adepts, oracles, MSC, pylon overcharge, disruptor and WP pick up range aaand DT speed buff. Also tempests. Basically the game is frustrating and they destroyed Protoss. Damn, I hate Blizzard and its design team. Hope they are not reading this.
This point I actually agree with, but it doesn't have anything to do with game speed, imo. Someone else made the comment, (I believe BisuDagger) that dps should be lowered for the units. Deathball fights use to last 10 seconds tops and the game was all decided there.
I definitely think games should be decided on a series of small fights the player wins, more of a tug of war back and forth.
Which... LOTV actually does better than HOTS or WOL.
At least that is my experience, but I haven't played for a long time now. My experience of legacy of the void, this that skirmishes happened more frequently and comebacks seemed more possible then they ever were in WOL and HOTS.
In those games, the feeling was you died if you got behind by a couple workers.
And even worse, the games lasted maybe 45-1 hour. So yea, when I invest 1 hour of my time to lose because I made 1 misclick in a 10 second fight... The frustration was REALLY HIGH.
In LOTV, if I lose to oracle its only 15 min, the loss doesn't feel remotely close to as bad as it did in WOL.
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On April 15 2016 22:45 The_Red_Viper wrote: It's rather that no matter how good you are you will have games which are competetive because of the matchmaking. I think that is pretty much the most important part, as long as it doesn't feel unfair the player usually has some form of fun (if he actually is interested in the game he is playing, that is the requirement obviously) "Silly" here simply means not optimal, the lower the skill the less optimal you probably can play, you actually don't need to cut corners and can build static d (people always say "hey if only the zegr would have built 2-3 spores everywhere, yeah not gonna happen, at lower lvl it's no problem) Now you maybe try to be actually good, but that is the same in every game. In LoL you have to learn to lasthit and every single laning matchup you could encounter, in csgo you have to learn flashes/smokes and the spray control, etc As soon as you actually give a damn about your skill level every single game becomes a "grindfest" and you have to actually analyze your gameplay.
Exactly, the competitive part of your argument is the one that is important here. It applies to any competitive game out there. But so far nothing of that tells me why I would be playing SC2 over any other competitive game. So that's the question: What makes me play SC2 over any other game? And I think the major weakness SC2 has is that its unique selling points - strategy, compositions, playstyles - are behind a glass skill ceiling. Noobs can see them performed by better players, but will struggle to get anywhere close to them. Which is why they turn away and play games in which the unique selling point is accessible. That this in no way compromises with being a competitive high-skill game can be seen by LoL, DotA, CS:Go etc, games that sell the core unique gameplay to everyone, yet have a crazy highlevel proscene.
SC2 fails here. The game is has been catered to a hardcore and proscene alone and mainly through speed, instead of thinking about ways that make the core gameplay accessible and then finding tools that make it hard and deep enough for professionals to differentiate.
On April 15 2016 22:57 todespolka wrote: All people who find sc2 too fast. Are you sure you want to play 1vs1 competitive ladder? Are you not looking for campaign esque gameplay with long drawn out games just like vs AI or like in age of empire (even age of empire has fast strats/rushs). Even when sc2 was slower, as long as it has an impossible skill ceiling, you will always complain about something.
I sometimes think you guys play the wrong game or the wrong mode. The game gives you a certain number of tasks which sets the skill ceiling. If we reduce that number, so that everyone can do everything, then skill has no meaning. Also it wouldnt be fair for fast players.
The only way to make the game slower without reducing skill ceiling is to offer more tasks in the same time period. In that case fast players will be even faster. Not sure if you really want that. The community doesnt like a slow game. Wol at release was slow, blizzard made it faster because we wanted it. Second proof is the popularity of fastest maps.
Even if sc2 were slower. You will complain about something else.
These skill ceiling arguments get thrown around a lot in this context. I haven't seen someone play perfect WoL and WoL had a much slower pace. Even HotS had a much slower pace and I haven't seen someone play perfect HotS either. Dunno why this gets brought up again and again as if the current iteration of SC2 was always on the verge of being too easy for pros. And even WoL was already faster than any MobA out there. But MobA's understood that skill can come in various forms, making everything too fast to manage is just one way to do so.
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On April 15 2016 23:46 Big J wrote:Show nested quote +On April 15 2016 22:45 The_Red_Viper wrote: It's rather that no matter how good you are you will have games which are competetive because of the matchmaking. I think that is pretty much the most important part, as long as it doesn't feel unfair the player usually has some form of fun (if he actually is interested in the game he is playing, that is the requirement obviously) "Silly" here simply means not optimal, the lower the skill the less optimal you probably can play, you actually don't need to cut corners and can build static d (people always say "hey if only the zegr would have built 2-3 spores everywhere, yeah not gonna happen, at lower lvl it's no problem) Now you maybe try to be actually good, but that is the same in every game. In LoL you have to learn to lasthit and every single laning matchup you could encounter, in csgo you have to learn flashes/smokes and the spray control, etc As soon as you actually give a damn about your skill level every single game becomes a "grindfest" and you have to actually analyze your gameplay. Exactly, the competitive part of your argument is the one that is important here. It applies to any competitive game out there. But so far nothing of that tells me why I would be playing SC2 over any other competitive game. So that's the question: What makes me play SC2 over any other game? And I think the major weakness SC2 has is that its unique selling points - strategy, compositions, playstyles - are behind a glass skill ceiling. Noobs can see them performed by better players, but will struggle to get anywhere close to them. Which is why they turn away and play games in which the unique selling point is accessible. That this in no way compromises with being a competitive high-skill game can be seen by LoL, DotA, CS:Go etc, games that sell the core unique gameplay to everyone, yet have a crazy highlevel proscene. SC2 fails here. The game is has been catered to a hardcore and proscene alone and mainly through speed, instead of thinking about ways that make the core gameplay accessible and then finding tools that make it hard and deep enough for professionals to differentiate.
See i don't agree with this all that much. The main selling point for sc2 is that it's an rts. People who like rts games like it for different reasons, but mainly i would imagine for the strategy, multitasking (macro/micro) and 1vs1 gameplay. You saying this is behind a "glass skill ceiling" doesn't do it for me. You can do different strategies at silver level. You can do everything the pros do, just a lot worse (but as i said before, it doesn't matter because the matchmaking will give you opponents close to your skill) You don't need 200 apm to have fun with sc2, you also can play it with 50 and be happy in silver league. Just as you can play csgo without having the perfect spray control or lol without having perfect cs. The only difference might be that in sc2 there aren't a lot of new players which could play against each other to begin with, at that point the matchmaking kinda fails obviously.
If we are talking about attracting the masses to play sc2, sure then the general lvl of mechanics might be a problem (aka you kinda need to know all the hotkeys) But i still think that the masses will never have fun with a game where multitasking is required, so i think it's more about rts as a genre and not so much about the specific design choices. Even though that could help a bit.
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On April 15 2016 15:54 RoomOfMush wrote: Well, that is my opinion on game speed. There is games with different game speeds. Some people like it faster and some like it slower. You should pick the game you feel comfortable with. You dont like the speed in a particular game? Doesnt mean there is nobody who likes it how it is. For this reason it comes to you to fix it with either step I enumerated in my first post.
he didnt ask what he should do about anything he asked what people think of the current gamespeed.
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On April 15 2016 15:37 Laul wrote: When I play, I dun really see any opportunity to really be 'strategic,' yknow?
Like, why waste my time making solid tanks lines and defenses when I could just as easily mash A and stim attack-move till I win?
Or even if it does go to late game, I'm just left in a trance where I'm just pressing buttons until I win, trying to keep up production at max.
Thoughts?
No.
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On April 15 2016 15:54 RoomOfMush wrote: Well, that is my opinion on game speed. There is games with different game speeds. Some people like it faster and some like it slower. You should pick the game you feel comfortable with. You dont like the speed in a particular game? Doesnt mean there is nobody who likes it how it is. For this reason it comes to you to fix it with either step I enumerated in my first post.
he didnt ask what he should do about anything he asked what people think of the current gamespeed.
on topic: I think its fine as it is. if it were slower it would have to have some other mechanical hindrance e.g worse pathing
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Mechanics gate strategic aspect of SC2 imo. Having good mechanics can get you very far up top of the ladder and you need even better mechanics to climb more. I am semi old, not have time to get faster & precise nor have the skill beforehand so I don't play SC.
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United Kingdom20319 Posts
The game has put much more emphasis on expanding constantly and multitasking. I'm not a big fan of that direction
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On April 15 2016 23:57 The_Red_Viper wrote:Show nested quote +On April 15 2016 23:46 Big J wrote:On April 15 2016 22:45 The_Red_Viper wrote: It's rather that no matter how good you are you will have games which are competetive because of the matchmaking. I think that is pretty much the most important part, as long as it doesn't feel unfair the player usually has some form of fun (if he actually is interested in the game he is playing, that is the requirement obviously) "Silly" here simply means not optimal, the lower the skill the less optimal you probably can play, you actually don't need to cut corners and can build static d (people always say "hey if only the zegr would have built 2-3 spores everywhere, yeah not gonna happen, at lower lvl it's no problem) Now you maybe try to be actually good, but that is the same in every game. In LoL you have to learn to lasthit and every single laning matchup you could encounter, in csgo you have to learn flashes/smokes and the spray control, etc As soon as you actually give a damn about your skill level every single game becomes a "grindfest" and you have to actually analyze your gameplay. Exactly, the competitive part of your argument is the one that is important here. It applies to any competitive game out there. But so far nothing of that tells me why I would be playing SC2 over any other competitive game. So that's the question: What makes me play SC2 over any other game? And I think the major weakness SC2 has is that its unique selling points - strategy, compositions, playstyles - are behind a glass skill ceiling. Noobs can see them performed by better players, but will struggle to get anywhere close to them. Which is why they turn away and play games in which the unique selling point is accessible. That this in no way compromises with being a competitive high-skill game can be seen by LoL, DotA, CS:Go etc, games that sell the core unique gameplay to everyone, yet have a crazy highlevel proscene. SC2 fails here. The game is has been catered to a hardcore and proscene alone and mainly through speed, instead of thinking about ways that make the core gameplay accessible and then finding tools that make it hard and deep enough for professionals to differentiate. See i don't agree with this all that much. The main selling point for sc2 is that it's an rts. People who like rts games like it for different reasons, but mainly i would imagine for the strategy, multitasking (macro/micro) and 1vs1 gameplay. You saying this is behind a "glass skill ceiling" doesn't do it for me. You can do different strategies at silver level. You can do everything the pros do, just a lot worse (but as i said before, it doesn't matter because the matchmaking will give you opponents close to your skill) You don't need 200 apm to have fun with sc2, you also can play it with 50 and be happy in silver league. Just as you can play csgo without having the perfect spray control or lol without having perfect cs. The only difference might be that in sc2 there aren't a lot of new players which could play against each other to begin with, at that point the matchmaking kinda fails obviously. If we are talking about attracting the masses to play sc2, sure then the general lvl of mechanics might be a problem (aka you kinda need to know all the hotkeys) But i still think that the masses will never have fun with a game where multitasking is required, so i think it's more about rts as a genre and not so much about the specific design choices. Even though that could help a bit.
But those are the specific desing choices. That's what we basically understand under phrases like "faster pace in LotV than in WoL". For example in WoL you could make a turret ring and be eventually safe against drops. You made a strategic decision and investment and you got a pay off if your opponent still tried... or you got punished by your opponent making the proper strategical decisions against investments that he doesn't have to run into. Then they tuned up medivac speed and muta regeneration/speed and gave out other similar buffs and nerfs to force you into multitasking strategies. Mechplay and Swarm Host play were made weak so that you have to play the fast-paced styles. Many underused units don't get more stability with combat stats and better counterrelations so that they get more costefficient and useful, but they get faster, so that instead of having fights and getting numbers right, you get rewarded for lots of hit-and-run strategies. Units like adepts or new swarm hosts have been designed to bypass defenses, so you have to rely on multitasking more and more. Half the game is about popping out of the fog of war and quickly killing the opponent where he is not. For worse players this means they just die a lot randomly, because there are just no safety nets besides being incredibly good at the game, which is the only way you can pay enough attention and react/position with units all the time on time.
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On April 15 2016 15:37 Laul wrote: When I play, I dun really see any opportunity to really be 'strategic,' yknow?
Like, why waste my time making solid tanks lines and defenses when I could just as easily mash A and stim attack-move till I win?
Or even if it does go to late game, I'm just left in a trance where I'm just pressing buttons until I win, trying to keep up production at max.
Thoughts?
I kind of feel like this is an issue yes. I can see why you would think that. "Like, why waste my time making solid tanks lines and defenses when I could just as easily mash A and stim attack-move till I win?" The answer is that you do what you enjoy. If you look at high level play and its not your style its fine play what you like. Realize that there is actual strategy and talk about strategy. If you just play the mechanics and game speed don't actually feel like it's a problem. Even in my league I still lose to much slower and mechanically weaker players because of good strategy. There is no secondary casual ladder. I've been an advocate for a casual ladder for some time with a few more maps, more vetoes, game speed options, game mode options and queuing in many queues like there is in cs:go or Dota.
Aside, personally i don't find the game speed to be an issue myself and even feel faster is kind of slow sometimes. Like PvZ, i feel like i'm just waiting for the right engagement to occur. Like I play multiple RTS games, not just starcraft like coh2, warhammer40k, grey goo, and total war. sometimes when i'm stressed i boot up warcraft 3 or warhammer 40k because i cannot play at full speed. I feel that there is a lot of positional strategy, even more than exists in other games, and the game requires much more attention to setting up before and engagement to manage the micro. In contrast to other rts, its not a build units and keep improving them as you go so that the armies stay small, but still improve in terms of power. If you are brand new playing against someone who plays rts for 10 plus years, its like playing against a I suggest playing co-op customs at slower game speed. There are many guides on how to increase the mechanical competence. If you feel that the pace of the micro and multitasking is to high, please realize that is what makes starcraft 2 the strongest game for competitve styles. Its strategy and execution. The skill cap is extremely high and you have to make decisions much faster than you are used to from playing other games.
The super fast pace, making 300 decisions in a matter of 8-10 minutes that starcraft is, may be too much to try and make all the decisions at once. I think you are making it hard on yourself trying to make too many decisions to be honest. starcraft is a game that takes a few thousand hours to get to a high level of play, but can be played by anyone. If you lose to a mechancally easier strategy such as mass marines, you might consider trying to figure out how to beat it with fewer decisions. If you don't play to have this pace, starcraft may not be something that you play a ton, but can watch and appreciate. I highly recommend warhammer 40k and company of heroes for a game that requires much fewer decisions in an equal time frame to play.
So, Yes, I agree the game speed is an issue for newer players, and there is no casual ladder. As an alternative, play coop for a bit until you feel better about the speed and can really focus on different units. It has multiple game modes and plays at a much slower speed. Feel free to message me if you need someone to talk to. I do coaching and consulting. It depends on what the player wants to get out of it i can go over some of the ways to play low apm and still win with strategy.
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On April 16 2016 00:20 Big J wrote:Show nested quote +On April 15 2016 23:57 The_Red_Viper wrote:On April 15 2016 23:46 Big J wrote:On April 15 2016 22:45 The_Red_Viper wrote: It's rather that no matter how good you are you will have games which are competetive because of the matchmaking. I think that is pretty much the most important part, as long as it doesn't feel unfair the player usually has some form of fun (if he actually is interested in the game he is playing, that is the requirement obviously) "Silly" here simply means not optimal, the lower the skill the less optimal you probably can play, you actually don't need to cut corners and can build static d (people always say "hey if only the zegr would have built 2-3 spores everywhere, yeah not gonna happen, at lower lvl it's no problem) Now you maybe try to be actually good, but that is the same in every game. In LoL you have to learn to lasthit and every single laning matchup you could encounter, in csgo you have to learn flashes/smokes and the spray control, etc As soon as you actually give a damn about your skill level every single game becomes a "grindfest" and you have to actually analyze your gameplay. Exactly, the competitive part of your argument is the one that is important here. It applies to any competitive game out there. But so far nothing of that tells me why I would be playing SC2 over any other competitive game. So that's the question: What makes me play SC2 over any other game? And I think the major weakness SC2 has is that its unique selling points - strategy, compositions, playstyles - are behind a glass skill ceiling. Noobs can see them performed by better players, but will struggle to get anywhere close to them. Which is why they turn away and play games in which the unique selling point is accessible. That this in no way compromises with being a competitive high-skill game can be seen by LoL, DotA, CS:Go etc, games that sell the core unique gameplay to everyone, yet have a crazy highlevel proscene. SC2 fails here. The game is has been catered to a hardcore and proscene alone and mainly through speed, instead of thinking about ways that make the core gameplay accessible and then finding tools that make it hard and deep enough for professionals to differentiate. See i don't agree with this all that much. The main selling point for sc2 is that it's an rts. People who like rts games like it for different reasons, but mainly i would imagine for the strategy, multitasking (macro/micro) and 1vs1 gameplay. You saying this is behind a "glass skill ceiling" doesn't do it for me. You can do different strategies at silver level. You can do everything the pros do, just a lot worse (but as i said before, it doesn't matter because the matchmaking will give you opponents close to your skill) You don't need 200 apm to have fun with sc2, you also can play it with 50 and be happy in silver league. Just as you can play csgo without having the perfect spray control or lol without having perfect cs. The only difference might be that in sc2 there aren't a lot of new players which could play against each other to begin with, at that point the matchmaking kinda fails obviously. If we are talking about attracting the masses to play sc2, sure then the general lvl of mechanics might be a problem (aka you kinda need to know all the hotkeys) But i still think that the masses will never have fun with a game where multitasking is required, so i think it's more about rts as a genre and not so much about the specific design choices. Even though that could help a bit. But those are the specific desing choices. That's what we basically understand under phrases like "faster pace in LotV than in WoL". For example in WoL you could make a turret ring and be eventually safe against drops. You made a strategic decision and investment and you got a pay off if your opponent still tried... or you got punished by your opponent making the proper strategical decisions against investments that he doesn't have to run into. Then they tuned up medivac speed and muta regeneration/speed and gave out other similar buffs and nerfs to force you into multitasking strategies. Mechplay and Swarm Host play were made weak so that you have to play the fast-paced styles. Many underused units don't get more stability with combat stats and better counterrelations so that they get more costefficient and useful, but they get faster, so that instead of having fights and getting numbers right, you get rewarded for lots of hit-and-run strategies. Units like adepts or new swarm hosts have been designed to bypass defenses, so you have to rely on multitasking more and more. Half the game is about popping out of the fog of war and quickly killing the opponent where he is not. For worse players this means they just die a lot randomly, because there are just no safety nets besides being incredibly good at the game, which is the only way you can pay enough attention and react/position with units all the time on time. For worse players that means that they play against worse players who also don't have the multitasking necessary to do these kind of things, or if they try it they do it inefficiently. I was more talking about the absolut general kind of multitasking in an rts, controlling multiple units at once, the decision between micro and macro, these things. Basically what is understood as rts gameplay. In mobas, csgo, fighting games, etc you don't have this. You control one unit alone and be done with it. You don't feel overwhelmed ever by having to control at two places at once, or macroing while pushing or similar stuff. This is imo the main reason people (the masses) don't play a game like sc2 and no matter how much you make the controls easier, as long as this aspect of multitasking is still in the game people in general won't like to play it. That's how i see it atm. You surely could design the game less punishing though and that would help a bit, sure. I don't think that is the reason casuals don't play the game though. So yeah i guess in a way i agree with you, even though i don't think this is important for the lowest leagues all that much.
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close this thread please.
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I, for one, had a lot more fun playing on the fast speed than faster. And it was awesome to see what Parting was capable of when he had a game that was accidentally put on a lower speed setting in the middle of a professional match. I've even watched some replays of games that I enjoyed a lot on the faster setting and found them to still be just as fun to watch on the next highest speed setting. The focus on making everything as fast as possible has gone too far, and we have quite a lot of leeway in which we can afford to slow the game down and still have it appear fast-paced and exciting for spectators.
Particularly given the boosted starting worker counts and the speed creep that has involved the addition of faster units and of buffs to the speeds of units, I'd love to see a universal decrease in the speed of the game. It can be a minor change, but remember that BW was about 8%-12% slower, depending on which metric you use. That's why the BW worker speed of 5 was originally judged to be the equivalent of about 2.5 when Starbow was made, rather than about 2.8, as it is in SC2 vanilla. It sounds like a rather subtle change, but I think it would lead to the game feeling significantly more fun to play, and being much more beginner-friendly.
In fact, when I've introduced friends to this game, the only times I've gotten them to stick around was when I introduced them gently, by starting them on a slightly lower game speed setting.
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Hey folks, can you guys not attack the OP's skill level or perceived skill level? Even progamers find the game too fast and frantic. The feedback from Korean progamers back during the LotV beta was that the game was too hard.
http://www.teamliquid.net/forum/legacy-of-the-void/489623-canatas-commentary-on-lotv
Let that sink in for a bit. The Korean scene thought that LotV was too hard. The Korean scene actually raised issues about the barrier to entry instead of the typical reply you get from the foreigner community of "git gud scrub."
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You will never be able to run as fast a a professional soccer player if you do not practice at their level, which is one of the reasons you (and your friends as a team) would never beat a pro soccer team. This does not mean you cannot enjoy playing soccer casually with your friends against an equally-trained team in your local town, nor that no strategy does kick in at your level because of this "glass ceiling" you had yet to reach to play on a pro level.
In addition, in SC2, I would say up to top diamond, planning ahead your next moves and knowing exactly what to do at all times >>>> raw speed. Played ZvP (in HotS) against Adelscott once who was using 3x less apm than me and was still kicking my ass game after game just because every of his clicks was so much more effective and well planned. Confessed his low apm was preventing him to beat the best players though, but does that even matter for us mere mortals anyways?
Honestly I’m pretty sure any master-level playercan beat any player up to plat (whatever the race is) while not going past 50 apm at any given time, and I’m pretty sure they would still win 8 times out of 10… Might be wrong on this one, but it would be pretty interesting to test.
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when i lose its too fast. when i win.. its fun watching my opponent's miss-micro as i ravage his army and his base.
On April 16 2016 00:39 beheamoth wrote: close this thread please.
leave this thread open please
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On April 16 2016 00:35 The_Red_Viper wrote:Show nested quote +On April 16 2016 00:20 Big J wrote:On April 15 2016 23:57 The_Red_Viper wrote:On April 15 2016 23:46 Big J wrote:On April 15 2016 22:45 The_Red_Viper wrote: It's rather that no matter how good you are you will have games which are competetive because of the matchmaking. I think that is pretty much the most important part, as long as it doesn't feel unfair the player usually has some form of fun (if he actually is interested in the game he is playing, that is the requirement obviously) "Silly" here simply means not optimal, the lower the skill the less optimal you probably can play, you actually don't need to cut corners and can build static d (people always say "hey if only the zegr would have built 2-3 spores everywhere, yeah not gonna happen, at lower lvl it's no problem) Now you maybe try to be actually good, but that is the same in every game. In LoL you have to learn to lasthit and every single laning matchup you could encounter, in csgo you have to learn flashes/smokes and the spray control, etc As soon as you actually give a damn about your skill level every single game becomes a "grindfest" and you have to actually analyze your gameplay. Exactly, the competitive part of your argument is the one that is important here. It applies to any competitive game out there. But so far nothing of that tells me why I would be playing SC2 over any other competitive game. So that's the question: What makes me play SC2 over any other game? And I think the major weakness SC2 has is that its unique selling points - strategy, compositions, playstyles - are behind a glass skill ceiling. Noobs can see them performed by better players, but will struggle to get anywhere close to them. Which is why they turn away and play games in which the unique selling point is accessible. That this in no way compromises with being a competitive high-skill game can be seen by LoL, DotA, CS:Go etc, games that sell the core unique gameplay to everyone, yet have a crazy highlevel proscene. SC2 fails here. The game is has been catered to a hardcore and proscene alone and mainly through speed, instead of thinking about ways that make the core gameplay accessible and then finding tools that make it hard and deep enough for professionals to differentiate. See i don't agree with this all that much. The main selling point for sc2 is that it's an rts. People who like rts games like it for different reasons, but mainly i would imagine for the strategy, multitasking (macro/micro) and 1vs1 gameplay. You saying this is behind a "glass skill ceiling" doesn't do it for me. You can do different strategies at silver level. You can do everything the pros do, just a lot worse (but as i said before, it doesn't matter because the matchmaking will give you opponents close to your skill) You don't need 200 apm to have fun with sc2, you also can play it with 50 and be happy in silver league. Just as you can play csgo without having the perfect spray control or lol without having perfect cs. The only difference might be that in sc2 there aren't a lot of new players which could play against each other to begin with, at that point the matchmaking kinda fails obviously. If we are talking about attracting the masses to play sc2, sure then the general lvl of mechanics might be a problem (aka you kinda need to know all the hotkeys) But i still think that the masses will never have fun with a game where multitasking is required, so i think it's more about rts as a genre and not so much about the specific design choices. Even though that could help a bit. But those are the specific desing choices. That's what we basically understand under phrases like "faster pace in LotV than in WoL". For example in WoL you could make a turret ring and be eventually safe against drops. You made a strategic decision and investment and you got a pay off if your opponent still tried... or you got punished by your opponent making the proper strategical decisions against investments that he doesn't have to run into. Then they tuned up medivac speed and muta regeneration/speed and gave out other similar buffs and nerfs to force you into multitasking strategies. Mechplay and Swarm Host play were made weak so that you have to play the fast-paced styles. Many underused units don't get more stability with combat stats and better counterrelations so that they get more costefficient and useful, but they get faster, so that instead of having fights and getting numbers right, you get rewarded for lots of hit-and-run strategies. Units like adepts or new swarm hosts have been designed to bypass defenses, so you have to rely on multitasking more and more. Half the game is about popping out of the fog of war and quickly killing the opponent where he is not. For worse players this means they just die a lot randomly, because there are just no safety nets besides being incredibly good at the game, which is the only way you can pay enough attention and react/position with units all the time on time. For worse players that means that they play against worse players who also don't have the multitasking necessary to do these kind of things, or if they try it they do it inefficiently. I was more talking about the absolut general kind of multitasking in an rts, controlling multiple units at once, the decision between micro and macro, these things. Basically what is understood as rts gameplay. In mobas, csgo, fighting games, etc you don't have this. You control one unit alone and be done with it. You don't feel overwhelmed ever by having to control at two places at once, or macroing while pushing or similar stuff. This is imo the main reason people (the masses) don't play a game like sc2 and no matter how much you make the controls easier, as long as this aspect of multitasking is still in the game people in general won't like to play it. That's how i see it atm. You surely could design the game less punishing though and that would help a bit, sure. I don't think that is the reason casuals don't play the game though. So yeah i guess in a way i agree with you, even though i don't think this is important for the lowest leagues all that much.
Oh yeah, for the lowest leagues WoL was already too difficult (though the hardcoreness was there intentionally already). You are right, the fundamental pace of multitasking is already very high. Which is why I don't like the decision to ramp it up even more in LotV (and HotS) at all. Some of the things just turn me away from the game, e.g. when I have to manage 3+ different ability-casters at once, or I'm forced to play X-unit because it is the only one fast enough to catch Y-unit.
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On April 15 2016 20:13 Dingodile wrote: sc2 is like formula one. It is too fast so that you only can play/drive damn straightforwardly, very rare back and forth raand overtaking maneuvers in sc2/F1. Can you drive 300km/h by a bend? Slower them then you (better players/drivers) can finally overtaking something. They all only do waiting on mistakes by opponents all day long, so a such damn boring tactic. I like that analogy, it's very accurate.
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On April 15 2016 18:52 Destructicon wrote: The game itself is not too fast, the pace of the game however is way too fast, there are some units that are particularly guilty of this, like mutas, oracles and speedivacs.
I'll never understand why we needed a buff to Mutalisk speed and regeneration, and why Medivacs needed to move faster. They were both extremely powerful and core units in WOL that held roles in every matchup. It led to odd and strange design decisions, justifying things like Photon Overcharge and the Spore Crawler buff that made them ridiculous against biological units.
I think LOTV is too fast, I felt WOL was better. In general though, as Dingodile brought up, many times when you play SC2 it is just about waiting for the other person to make mistakes while not making mistakes yourself and a large part of that is due to the speed of the game. I felt this was especially true at a high level, if you made even small mistakes you might as well just gg often because there was no way to come back.
Sometimes it doesn't feel like you are in control of the game, you're just barely holding on and hoping the other guy falls off before you do.
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To answer the topic title only: "No."
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"Your base is under attack"- you blink and realize that most of ya shit is vaporized in about 3 seconds. Its been a problem with SC2 since the beginning.One of the biggest failings in this game,that hurts new players the most and causes them to dump it promptly. SC2 is nothing to so with strategy. Its about build orders and reaction times
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On April 16 2016 02:33 Topdoller wrote: "Your base is under attack"- you blink and realize that most of ya shit is vaporized in about 3 seconds. Its been a problem with SC2 since the beginning.One of the biggest failings in this game,that hurts new players the most and causes them to dump it promptly. SC2 is nothing to do with strategy. Its about build orders and reaction times
Opps misclick !!!
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after playing wc3, i think thats the case.
and it needs heros, too.
ok, i might as well just play wc3 again.
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PLay supreme commander forged alliance if you wanna make choices in a RTS.
If you wanna mash buttons and think once every 2 minutes, play starcraft.
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On April 15 2016 15:37 Laul wrote: When I play, I dun really see any opportunity to really be 'strategic,' yknow?
Like, why waste my time making solid tanks lines and defenses when I could just as easily mash A and stim attack-move till I win?
Or even if it does go to late game, I'm just left in a trance where I'm just pressing buttons until I win, trying to keep up production at max.
Thoughts? No. The game isnt particularly fast, its problem is that its too simplistic and lacks a high skill ceiling. You *can* just mash stim and charge, and thats the problem. MBS and unlimited select is unworkable.
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Canada8989 Posts
I don't know if we can say it is too fast in general, it can be to fast for certain person, but at this point it is more a personal preference then a design flaw. The identity of the game is that it is fast pace and you always have to be on your toes, their is other game if you want a slower, more strategy focus game, Age of Empire is a perfect example, the wall and castle mechanics, make it so you can play slower and thinks about your move in advance, plus the fact that unit don't died nearly as fast as in sc2.
Personally, I like the faster pace and the "rhythms game" vibe more when I want to play competitive games, and the slower pace when I play just for fun.
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I wonder how many people actually read the OP instead of responding to the click baity title.
On April 15 2016 15:37 Laul wrote: When I play, I dun really see any opportunity to really be 'strategic,' yknow?
Like, why waste my time making solid tanks lines and defenses when I could just as easily mash A and stim attack-move till I win?
Or even if it does go to late game, I'm just left in a trance where I'm just pressing buttons until I win, trying to keep up production at max.
Thoughts? Neither are strategy. if you do mash A and stim attack-move (no APM needed to do that) that is a sure fire way to die to "solid tanks lines and defenses". Must be an interesting game to play. No game knowledge, no scouting, no reacting. Doesn't sound like the LoTV I watch and play. Is LoTV too fast? Should automated production should had been a thing? Maybe, maybe not, but you haven't given an argument for either. Instead it sounds like you was blindly turtling seige tanks in TvT and lost so you QQ.
Anyways, SC2 is a game of constant real time decisions and from the many posts here where people say they only make a decision every few minutes, it seems that many people simply are incapable of cannot thinking fast enough.
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for me, i just came back to the game after ~2 years of not playing a game. it feels nice but i am so old i already have to think about my funeral so the game feels too fast for me. but on my very low level of play u can still win games without being fast
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lmao I can't believe you morons don't realize this is a troll post
User was temp banned for this post.
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I don't think the game is unpleasantly fast. Some units are too fast though. For example, mutalisk, medivac, oracle and reaper had their speed increased significantly. I'm not sure if oracle was initially fast. That and cheese is harder to hold if you're not pro.
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I think it is too fast when it comes to battles and the mass deathball vs deathball. most of the engagements rely on only a couple of factors. disrupter shots and lurkers vying space and not going into said space. upping unit health or making units physically bigger spacing wise would help. but SC2 is its on beast. I do like watching pros play back and forth games. I cant go back to broodwar, where there was more intent, but fighting the UI was the more important factor.
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France12904 Posts
On April 16 2016 00:48 Eternal Dalek wrote:Hey folks, can you guys not attack the OP's skill level or perceived skill level? Even progamers find the game too fast and frantic. The feedback from Korean progamers back during the LotV beta was that the game was too hard. http://www.teamliquid.net/forum/legacy-of-the-void/489623-canatas-commentary-on-lotvLet that sink in for a bit. The Korean scene thought that LotV was too hard. The Korean scene actually raised issues about the barrier to entry instead of the typical reply you get from the foreigner community of "git gud scrub." Is Canata representative of the whole korean scene? xD Even foreigners think LotV being faster paced is more enjoyable.
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On April 16 2016 05:27 Poopi wrote:Show nested quote +On April 16 2016 00:48 Eternal Dalek wrote:Hey folks, can you guys not attack the OP's skill level or perceived skill level? Even progamers find the game too fast and frantic. The feedback from Korean progamers back during the LotV beta was that the game was too hard. http://www.teamliquid.net/forum/legacy-of-the-void/489623-canatas-commentary-on-lotvLet that sink in for a bit. The Korean scene thought that LotV was too hard. The Korean scene actually raised issues about the barrier to entry instead of the typical reply you get from the foreigner community of "git gud scrub." Is Canata representative of the whole korean scene? xD Even foreigners think LotV being faster paced is more enjoyable.
How about instead of discrediting the person senselessly, you read Canata's thoughts and tell us if you think he's wrong?
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France12904 Posts
On April 16 2016 05:45 Incognoto wrote:Show nested quote +On April 16 2016 05:27 Poopi wrote:On April 16 2016 00:48 Eternal Dalek wrote:Hey folks, can you guys not attack the OP's skill level or perceived skill level? Even progamers find the game too fast and frantic. The feedback from Korean progamers back during the LotV beta was that the game was too hard. http://www.teamliquid.net/forum/legacy-of-the-void/489623-canatas-commentary-on-lotvLet that sink in for a bit. The Korean scene thought that LotV was too hard. The Korean scene actually raised issues about the barrier to entry instead of the typical reply you get from the foreigner community of "git gud scrub." Is Canata representative of the whole korean scene? xD Even foreigners think LotV being faster paced is more enjoyable. How about instead of discrediting the person senselessly, you read Canata's thoughts and tell us if you think he's wrong? In the link I see praise of Heroes of the Storm and Hearthstone, I think I have read enough :o;
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On April 16 2016 05:27 Poopi wrote:Is Canata representative of the whole korean scene? xD Even foreigners think LotV being faster paced is more enjoyable.
What does it mean that an unknown percentage of foreigners believes something to prove that a korean is wrong who thinks something else is wrong?
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France12904 Posts
On April 16 2016 05:52 Haukinger wrote:Show nested quote +On April 16 2016 05:27 Poopi wrote:Is Canata representative of the whole korean scene? xD Even foreigners think LotV being faster paced is more enjoyable. What does it mean that an unknown percentage of foreigners believes something to prove that a korean is wrong who thinks something else is wrong? Koreans are perceived as the fastest players so I guess the person's point was something like "see, asians think it's too hard so it's probably too hard!!" so I guess that if perceived slow foreigner are fine with it's because it's actually fine :o.
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Well it's safe to say everyone here's sorta neutral, thanks for the game suggestions. (Battlefleet looks ok tbh) What I see as a pattern now is more or less;
1. Gamespeed makes the game more exciting
2. Strategy in sc2 is based more-so on build order and what units you wanna make before the game even starts. (not so much in positioning or the environment, good unit lines etc)
3. And (this is a huge leap, but humor me) sc2 has a lot in common with games like csgo or League of Legends, the mechanics being quick and the strategy only really showing up before the game/round starts. (less so in league, since the entire game is coordinating and finding great flanks and stuff)
So, is Sc2 really a ''strategy'' game like it says on the box in comes in?
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On April 16 2016 01:01 DjayEl wrote: You will never be able to run as fast a a professional soccer player if you do not practice at their level, which is one of the reasons you (and your friends as a team) would never beat a pro soccer team. This does not mean you cannot enjoy playing soccer casually with your friends against an equally-trained team in your local town, nor that no strategy does kick in at your level because of this "glass ceiling" you had yet to reach to play on a pro level.
In addition, in SC2, I would say up to top diamond, planning ahead your next moves and knowing exactly what to do at all times >>>> raw speed. Played ZvP (in HotS) against Adelscott once who was using 3x less apm than me and was still kicking my ass game after game just because every of his clicks was so much more effective and well planned. Confessed his low apm was preventing him to beat the best players though, but does that even matter for us mere mortals anyways?
Honestly I’m pretty sure any master-level playercan beat any player up to plat (whatever the race is) while not going past 50 apm at any given time, and I’m pretty sure they would still win 8 times out of 10… Might be wrong on this one, but it would be pretty interesting to test.
Maybe someone should test that ^_^ would be pretty fucking sweet if you ask me.
A whole new way to play sc2, lower game speed, bigger maps, some new mechanics (like actually needing to move supplies like ammo, gas etc) maybe supply routes, I dunno would be cool to see pros apply fast game speed knowledge there.
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On April 16 2016 05:58 Laul wrote:
2. Strategy in sc2 is based more-so on build order and what units you wanna make before the game even starts. (not so much in positioning or the environment, good unit lines etc)
I kinda disagree here, when both player know what they're doing, positioning and engaging is everything. Just look at TvT today : nothing important is decided pre-game (cause you know what your opponent will be doing) and it all comes down to the tankivacs' dance.
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On April 16 2016 05:58 Laul wrote: So, is Sc2 really a ''strategy'' game like it says on the box in comes in?
I'd call it more of a rock-paper-scissors-with-execution - you chose beforehand what you're going to do and then execute as perfectly as possible and hope that you chose a strong "timing" or "all-in" or "cheese" or whatever. Games that last to the thinking-requiring part of the game (a.k.a. out mined map) are really rare.
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i think it's such a trapping question to ask whether it's really a strategy game or where the strategy actually exists if at all. if you're visualizing where the strategy lies, i think you first need to clearly define what sort of gameplay is strategic in a game you'd like to play. this is a forum based on starcraft--widely regarded as the best and most challenging strategy game--but it's a bit shallow to be asking why something supposed to be strategic doesn't feel right. maybe you enjoy the gameplay of setting up a line of long-ranged units that are supposed to be strong, incorrectly deigning that that is real strategy.
it is not. if the competitive scenes have ever taught you anything, it's that you need to look at the bigger picture to understand the status of a game. the only thing that's set is the purpose of the game, which is to kill all the buildings, or in a similar fashion, force a forfeit.
honestly some people like watching armies meet and forever think that building a line of defenses is a proof of strategic thinking, which is why i make these statements about it. why won't these same people compare their experiences with lesser known games and describe in the same way how those situations felt? i think it's probably because their experiences in these games are shallow in general.
one of the arguments i see is that a single unit can sweep in and do way too much damage. i'm not going to talk semantics about the difference between strategy and tactics, but the fact that you can use that one unit to make that chaos, is a proof that there are strategies; everything else (like balancing) is moot.
for the people who feel that there is absolutely no strategy, i strongly feel that you guys aren't remembering or haven't experienced the time that you've been thoroughly owned and humbled. one of the escape methods leading those experiences is blaming some factor other than one's own skill at playing the game.
if you don't like losing, or even winning in specific ways, you do not enjoy the game. it's not even a matter of whether the game has merits to its strategic gameplay or not. people just play games and give it all extra meaning to validate thoughts and ideas. it's only when you forget the obnoxious details and get competitive where strategy is developed... and i hope that somehow gives you what you wanted to hear. i realize everyone more or less takes these sort of criticisms positively and negatively. if you do enjoy the game but have the same shower thoughts about whatever strategy/builds/etc. exists in the game, continue thinking about what you do enjoy, rather than what you don't. this is because you need to compete and problem-solve, and not get stuck figuring why you dislike something and then increasing your dislike for it.
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A lot of people suck at sc2. That's what it comes down to, and people need to be honest. I suck at it. I'm too slow, and there's nothing wrong with that. Yes there is strategy, it's just real-time. I'm great at turn-based strategy (maybe the OP should try it), but I enjoy both. I can just accept that I suck at one whilst succeed in the other. At the end of the day, I still have fun, and the challenge is interesting. Too many gamers have an obsession with being 'lite'.
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On April 16 2016 06:36 nanaoei wrote: i think it's such a trapping question to ask whether it's really a strategy game or where the strategy actually exists if at all. if you're visualizing where the strategy lies, i think you first need to clearly define what sort of gameplay is strategic in a game you'd like to play. this is a forum based on starcraft--widely regarded as the best and most challenging strategy game--but it's a bit shallow to be asking why something supposed to be strategic doesn't feel right. maybe you enjoy the gameplay of setting up a line of long-ranged units that are supposed to be strong, incorrectly deigning that that is real strategy.
it is not. if the competitive scenes have ever taught you anything, it's that you need to look at the bigger picture to understand the status of a game. the only thing that's set is the purpose of the game, which is to kill all the buildings, or in a similar fashion, force a forfeit.
honestly some people like watching armies meet and forever think that building a line of defenses is a proof of strategic thinking, which is why i make these statements about it. why won't these same people compare their experiences with lesser known games and describe in the same way how those situations felt? i think it's probably because their experiences in these games are shallow in general.
one of the arguments i see is that a single unit can sweep in and do way too much damage. i'm not going to talk semantics about the difference between strategy and tactics, but the fact that you can use that one unit to make that chaos, is a proof that there are strategies; everything else (like balancing) is moot.
for the people who feel that there is absolutely no strategy, i strongly feel that you guys aren't remembering or haven't experienced the time that you've been thoroughly owned and humbled. one of the escape methods leading those experiences is blaming some factor other than one's own skill at playing the game.
if you don't like losing, or even winning in specific ways, you do not enjoy the game. it's not even a matter of whether the game has merits to its strategic gameplay or not. people just play games and give it all extra meaning to validate thoughts and ideas. it's only when you forget the obnoxious details and get competitive where strategy is developed... and i hope that somehow gives you what you wanted to hear. i realize everyone more or less takes these sort of criticisms positively and negatively. if you do enjoy the game but have the same shower thoughts about whatever strategy/builds/etc. exists in the game, continue thinking about what you do enjoy, rather than what you don't. this is because you need to compete and problem-solve, and not get stuck figuring why you dislike something and then increasing your dislike for it.
Yea yea! For sure! A 3 banshee hitsquad wiping out a mineral line, or a reaper early game IS a strategic decision. (granted, you're pretty limited with early game decisions that make sense and won't result in an instant death) I like the picture you painting with the long line of ranged units, it really helps visualize what a lot of "Slow-supporters" really imagine in a strategy game. I think the best RTS we could find would be along the lines of Total War, or maybe CIV. The parts I hate about both however is the lack of a real comp. scene, and that they aren't like SC2 with building construction and stuff.
If you could make your most ideal RTS, what would it be like? (features, inspirations, etc)
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On April 16 2016 06:43 Green_25 wrote: A lot of people suck at sc2. That's what it comes down to, and people need to be honest. I suck at it. I'm too slow, and there's nothing wrong with that. Yes there is strategy, it's just real-time. I'm great at turn-based strategy (maybe the OP should try it), but I enjoy both. I can just accept that I suck at one whilst succeed in the other. At the end of the day, I still have fun, and the challenge is interesting. Too many gamers have an obsession with being 'lite'.
That's true, but we can't forget the little people (the majority of the ones tossing their money to Blizzard) who can't play at 666 apm. A game like CSGO has a little more of a balanced difficulty curve when it comes to experienced players vs less experienced ones, (the awp is a one shot, thus a team with a good awp-picker can clutch wins with a little luck) it's also an fps meaning you can get back into the game and keep your momentum going easier. In sc2, you lose a game either in two minutes, or 20-40 later. You then have to work your way back up to get back to a point where you can start learning again. (Like, you're good at handling cheese now [you've defended against it so many times by now] but you still lack experience in late game strats and stuff, but your games always end before or during those games and you can't get better without grinding through 20 minutes of the overall same game play for however long your game before the late game lasts.)
Might be confusing to read but, I hope you can somewhat comprehend what I'm trying to say.
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i think about total war and mass warfare games too. really, i haven't played anything seriously past supreme commander, warhammer 40k, starcraft, and warcraft which are all really different as you know.
from the very start, unit groups and having better units for better situations has all been the feel for the younger gamer in me. my friends and i liked to feel, hear, see, and command things we earn+produce and match them up against each other along the same timeline. whoever does better in that same time, they did better, they're cooler, they're the people to beat! we get to see the results and actively try to make a difference. eventually it get to the point of attrition, external forces like micro, game philosophy, discussing.
and now we are at an age where we no longer hold LAN parties, very often. at least, it's not our only option for playing games together.
strategy games were cool because we could make alliances outside the ingame structure. the game was the proving grounds and anything outside that sandbox was preparation time. that is what i miss about gaming, rather than whether i can keep up in today's meta/norms/ingame competitive atmosphere or not.
i just hope you guys can figure out what you want out of gaming and RTS, rather than just blame the game itself.
these days and for me if i'm trying to have that same set of feelings as i described above, i'm yearning to get a group of good friends to play board games together. try it sometime if you haven't already.
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I'm somewhat surprised on everyone's definitions of strategy here. I always considered execution and strategy to be one and the same. Executing something perfectly often involves having to make a million tiny different decisions and answer them all perfectly. For example, it's trivial with anyone with decent mouse control to land 2-3 forcefields in a rough formation instantly. To know figure out the best way to do it in the heat of battle is a whole other thing. Or for example when holding an allin, you often have to juggle your attention. You can't micro your immortal and split your probes at the same time (something even the best of pros can struggle with), but it's fairly dangerous to lose both. It's these types of small decisions that makes the difference as the game goes on. You can easily point out a lot of mistakes from even GSL Code S Finals games, and yet the fact of the matter is, these guys will be making far less of these tactical mistakes than anyone else will, which makes them so good at this game. And, at the end of the day, we all tailor our strategies to our execution. Some of us are good at slow, defensive, positional styles that give lots of time to think. Some of us are good at swiss cheese, some of us are just horrible and just need to make those 7 extra warpgates because we can't spend our money properly, and then 10 more pylons because we can't manage our supply properly. Some of us can be TLO creative. There's always strategy at every level-- if you and your opponent have roughly equal mechanical ability, one avenue to beat him is to out-strategize him, no?
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On April 16 2016 06:25 Gwavajuice wrote:Show nested quote +On April 16 2016 05:58 Laul wrote:
2. Strategy in sc2 is based more-so on build order and what units you wanna make before the game even starts. (not so much in positioning or the environment, good unit lines etc)
I kinda disagree here, when both player know what they're doing, positioning and engaging is everything. Just look at TvT today : nothing important is decided pre-game (cause you know what your opponent will be doing) and it all comes down to the tankivacs' dance.
For sure, but I'm thinking in more of a general sense. It's understandable that more experienced players are better and can whoop skrubs all day, but there should be at least some kind of way for lesser players to play on their level somewhat. If the game was made in a way where stronger defensive positions really matters, (i.e, like taking real world strategic positions and structure applying it in game for some great results) maybe then the game wouldn't be seen as this elitist sorta, yknow...
exclusive group.
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On April 16 2016 07:12 nanaoei wrote: i think about total war and mass warfare games too. really, i haven't played anything seriously past supreme commander, warhammer 40k, starcraft, and warcraft which are all really different as you know.
from the very start, unit groups and having better units for better situations has all been the feel for the younger gamer in me. my friends and i liked to feel, hear, see, and command things we earn+produce and match them up against each other along the same timeline. whoever does better in that same time, they did better, they're cooler, they're the people to beat! we get to see the results and actively try to make a difference. eventually it get to the point of attrition, external forces like micro, game philosophy, discussing.
and now we are at an age where we no longer hold LAN parties, very often. at least, it's not our only option for playing games together.
strategy games were cool because we could make alliances outside the ingame structure. the game was the proving grounds and anything outside that sandbox was preparation time. that is what i miss about gaming, rather than whether i can keep up in today's meta/norms/ingame competitive atmosphere or not.
i just hope you guys can figure out what you want out of gaming and RTS, rather than just blame the game itself.
Well said sir. Meta does take a lot out of a game's true enjoyment at times. I can remember having so much fun making mass armies of Riflemen and Footmen in WC3, and watching em wreck face. But then when I started learning more about the meta and what not, I'd get angry and stressed trying to keep up with my opponent, rather than role-playing as a Lordaeron general.
Sometimes I feel bad after a game of Sc2 even after a win, I'm shaking and I sweat a lot, my head hurts and I'm jittery from how much focus/stress I was just under. Do you keep playing a game if it's not "enjoyable" ? I mean I can't just put it down, I spent like 60 smackeroos on the bastard >.>
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On April 16 2016 07:18 Laul wrote:Show nested quote +On April 16 2016 07:12 nanaoei wrote: i think about total war and mass warfare games too. really, i haven't played anything seriously past supreme commander, warhammer 40k, starcraft, and warcraft which are all really different as you know.
from the very start, unit groups and having better units for better situations has all been the feel for the younger gamer in me. my friends and i liked to feel, hear, see, and command things we earn+produce and match them up against each other along the same timeline. whoever does better in that same time, they did better, they're cooler, they're the people to beat! we get to see the results and actively try to make a difference. eventually it get to the point of attrition, external forces like micro, game philosophy, discussing.
and now we are at an age where we no longer hold LAN parties, very often. at least, it's not our only option for playing games together.
strategy games were cool because we could make alliances outside the ingame structure. the game was the proving grounds and anything outside that sandbox was preparation time. that is what i miss about gaming, rather than whether i can keep up in today's meta/norms/ingame competitive atmosphere or not.
i just hope you guys can figure out what you want out of gaming and RTS, rather than just blame the game itself. Well said sir. Meta does take a lot out of a game's true enjoyment at times. I can remember having so much fun making mass armies of Riflemen and Footmen in WC3, and watching em wreck face. But then when I started learning more about the meta and what not, I'd get angry and stressed trying to keep up with my opponent, rather than role-playing as a Lordaeron general. Sometimes I feel bad after a game of Sc2 even after a win, I'm shaking and I sweat a lot, my head hurts and I'm jittery from how much focus/stress I was just under. Do you keep playing a game if it's not "enjoyable" ? I mean I can't just put it down, I spent like 60 smackeroos on the bastard >.>
my articulation is pretty bad and i'm sorry, but i think the idea is that games are more fun with people who are willing to roll with you. i'm not trying to say much with this, but: maybe you or anyone else could consider it a $60 lesson. i mean it brought you here, talking to us, or you learned a little more about what you want in a game.
of course there's that whole deal with expectations. WoL had huge expectations, and didn't meet a larger fraction of all of it. that is however a wake-up point about games being produced and played these days. i don't remember when i hit this rut of enjoying games less.
personally speaking (and this is very different for each person) i didn't have a great upbringing surrounding my hobby for games. i instantly fell in love with playing counterstrike competitive, and then as a really young guy, i went to the top competitions. i could not convince my parents or brother that it was going to be a thing and eventually they threw out my computer. that wonderment for gaming just did not go away. and here i am in my older years trying to regain that time i felt i lost by not playing to my heart's content all those years ago. i've heard similar stories before from other people i've met from the same sort of generation, and i'm sure it still happens today. and after all that gaming, all these years later, i've reached a point where i can finally say i'm satisfied, or filled. there are still regrets, but i've received so much out of gaming already, including all the knowledge and having new learning habits stemming from solving problems in games. even just the fact that you could put so much into a game is a level of reassurance that you can hope to put your all into something else.
in my opinion, where there's money to support all the things you ever want to do in life (whether for yourself or others), that's a viable main pathway in life. gaming was not like that before. i actually think our little microcosm of gaming could have easily happened in the reverse order compared to how it is now, where money existed, then disappeared. right now it's simply in a spotlight.
what i mean to say though is i hope each rts player has a great story to share even if it seems as small as one average ingame victory. as long as it stays with you--memories unaltered--it's a valuable kind of lesson for what you want in other games or perhaps what you want to achieve as long as you keep playing. unfortunately as it is, especially for a 1v1 game like starcraft 2, our fate and most of our enjoyment is entirely up to us.
nobody would believe me if i went into an interview for game-testing or game designing and told them that i had two GM accounts in KR and just decided to stop and play team-games only, as my sort of proof of experience or street cred. usually they'll only see that i'm now a casual and a stream not worth watching for gameplay alone; maybe even that my ideas about gaming are skewed or warped.
the fact is, the most endearing memories about gaming, i'd confidently say, are about playing with friends. with starcraft you have to put in a whole lot of extra effort to build or join one of those communities. and in general, it's difficult to find all these different people at the same point in life as you, and who simply want to enjoy the game as it is... in a niche sort of game as starcraft is now. it's a 1v1, with a random stranger, that's you know, just how it turned out to be. it's entirely different when you're practicing and playing with one or two other people who are just as into it as you are. worlds apart.
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On April 16 2016 07:14 DinosaurPoop wrote: I'm somewhat surprised on everyone's definitions of strategy here. I always considered execution and strategy to be one and the same. Executing something perfectly often involves having to make a million tiny different decisions and answer them all perfectly. For example, it's trivial with anyone with decent mouse control to land 2-3 forcefields in a rough formation instantly. To know figure out the best way to do it in the heat of battle is a whole other thing. Or for example when holding an allin, you often have to juggle your attention. You can't micro your immortal and split your probes at the same time (something even the best of pros can struggle with), but it's fairly dangerous to lose both. It's these types of small decisions that makes the difference as the game goes on. You can easily point out a lot of mistakes from even GSL Code S Finals games, and yet the fact of the matter is, these guys will be making far less of these tactical mistakes than anyone else will, which makes them so good at this game. And, at the end of the day, we all tailor our strategies to our execution. Some of us are good at slow, defensive, positional styles that give lots of time to think. Some of us are good at swiss cheese, some of us are just horrible and just need to make those 7 extra warpgates because we can't spend our money properly, and then 10 more pylons because we can't manage our supply properly. Some of us can be TLO creative. There's always strategy at every level-- if you and your opponent have roughly equal mechanical ability, one avenue to beat him is to out-strategize him, no?
I find it's just a shame that no matter how creative or involved you are in your strategy/personal playstyle, you'll never actually "be good" unless you play in the holy meta everyone worships. "If you don't build x unit at x supply you insta lose " is what a lot of players, and myself, find to be true in practice, and overall the greatest deterrent to really enjoying this game, a lack of variation I suppose.
Just my take on it though. What do you think? How would you like to play the game vs how you should play the game?
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On April 16 2016 07:40 nanaoei wrote:Show nested quote +On April 16 2016 07:18 Laul wrote:On April 16 2016 07:12 nanaoei wrote: i think about total war and mass warfare games too. really, i haven't played anything seriously past supreme commander, warhammer 40k, starcraft, and warcraft which are all really different as you know.
from the very start, unit groups and having better units for better situations has all been the feel for the younger gamer in me. my friends and i liked to feel, hear, see, and command things we earn+produce and match them up against each other along the same timeline. whoever does better in that same time, they did better, they're cooler, they're the people to beat! we get to see the results and actively try to make a difference. eventually it get to the point of attrition, external forces like micro, game philosophy, discussing.
and now we are at an age where we no longer hold LAN parties, very often. at least, it's not our only option for playing games together.
strategy games were cool because we could make alliances outside the ingame structure. the game was the proving grounds and anything outside that sandbox was preparation time. that is what i miss about gaming, rather than whether i can keep up in today's meta/norms/ingame competitive atmosphere or not.
i just hope you guys can figure out what you want out of gaming and RTS, rather than just blame the game itself. Well said sir. Meta does take a lot out of a game's true enjoyment at times. I can remember having so much fun making mass armies of Riflemen and Footmen in WC3, and watching em wreck face. But then when I started learning more about the meta and what not, I'd get angry and stressed trying to keep up with my opponent, rather than role-playing as a Lordaeron general. Sometimes I feel bad after a game of Sc2 even after a win, I'm shaking and I sweat a lot, my head hurts and I'm jittery from how much focus/stress I was just under. Do you keep playing a game if it's not "enjoyable" ? I mean I can't just put it down, I spent like 60 smackeroos on the bastard >.> my articulation is pretty bad and i'm sorry, but i think the idea is that games are more fun with people who are willing to roll with you. i'm not trying to say much with this, but: maybe you or anyone else could consider it a $60 lesson. i mean it brought you here, talking to us, or you learned a little more about what you want in a game. of course there's that whole deal with expectations. WoL had huge expectations, and didn't meet a larger fraction of all of it. that is however a wake-up point about games being produced and played these days. i don't remember when i hit this rut of enjoying games less. personally speaking (and this is very different for each person) i didn't have a great upbringing surrounding my hobby for games. i instantly fell in love with playing counterstrike competitive, and then as a really young guy, i went to the top competitions. i could not convince my parents or brother that it was going to be a thing and eventually they threw out my computer. that wonderment for gaming just did not go away. and here i am in my older years trying to regain that time i felt i lost by not playing to my heart's content all those years ago. i've heard similar stories before from other people i've met from the same sort of generation, and i'm sure it still happens today. and after all that gaming, all these years later, i've reached a point where i can finally say i'm satisfied, or filled. there are still regrets, but i've received so much out of gaming already, including all the knowledge and having new learning habits stemming from solving problems in games. even just the fact that you could put so much into a game is a level of reassurance that you can hope to put your all into something else. in my opinion, where there's money to support all the things you ever want to do in life (whether for yourself or others), that's a viable main pathway in life. gaming was not like that before. i actually think our little microcosm of gaming could have easily happened in the reverse order compared to how it is now, where money existed, then disappeared. right now it's simply in a spotlight. what i mean to say though is i hope each rts player has a great story to share even if it seems as small as one average ingame victory. as long as it stays with you--memories unaltered--it's a valuable kind of lesson for what you want in other games or perhaps what you want to achieve as long as you keep playing. unfortunately as it is, especially for a 1v1 game like starcraft 2, our fate and most of our enjoyment is entirely up to us.
Well said mah dude. E-sports in now a professional industry, and the top competitors are like AAA players. But instead of being good at running and throwing a ball in most cases, they can lead armies and press buttons in rapid succession, or zoom into the scope of a sniper and score frags in less than a second from across the map.
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Vatican City State78 Posts
I always found SC2 to be way to slow but perhaps that because I also still play SC1. I always found turned based strategy games much more relaxing, if you feel SC2 is to fast you might enjoy games like Rome Total War or Civilization, something along those lines. Happy Gaming!
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On April 16 2016 07:58 mauwee wrote: I always found SC2 to be way to slow but perhaps that because I also still play SC1.
lol do you also do cocaine? xD
There's no way you can't say SC2 is like, a weeeeee bit fast
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On April 16 2016 07:41 Laul wrote:Show nested quote +On April 16 2016 07:14 DinosaurPoop wrote: I'm somewhat surprised on everyone's definitions of strategy here. I always considered execution and strategy to be one and the same. Executing something perfectly often involves having to make a million tiny different decisions and answer them all perfectly. For example, it's trivial with anyone with decent mouse control to land 2-3 forcefields in a rough formation instantly. To know figure out the best way to do it in the heat of battle is a whole other thing. Or for example when holding an allin, you often have to juggle your attention. You can't micro your immortal and split your probes at the same time (something even the best of pros can struggle with), but it's fairly dangerous to lose both. It's these types of small decisions that makes the difference as the game goes on. You can easily point out a lot of mistakes from even GSL Code S Finals games, and yet the fact of the matter is, these guys will be making far less of these tactical mistakes than anyone else will, which makes them so good at this game. And, at the end of the day, we all tailor our strategies to our execution. Some of us are good at slow, defensive, positional styles that give lots of time to think. Some of us are good at swiss cheese, some of us are just horrible and just need to make those 7 extra warpgates because we can't spend our money properly, and then 10 more pylons because we can't manage our supply properly. Some of us can be TLO creative. There's always strategy at every level-- if you and your opponent have roughly equal mechanical ability, one avenue to beat him is to out-strategize him, no? I find it's just a shame that no matter how creative or involved you are in your strategy/personal playstyle, you'll never actually "be good" unless you play in the holy meta everyone worships. "If you don't build x unit at x supply you insta lose " is what a lot of players, and myself, find to be true in practice, and overall the greatest deterrent to really enjoying this game, a lack of variation I suppose. Just my take on it though. What do you think? How would you like to play the game vs how you should play the game?
i'll actually answer this question even though it's not addressed to me, and since i have a different view overall. i know it's not as simple as you type out as the, "if you don't build x, you lose" deal. i've been respected for ultra creative stuff which in respects to professional sc:bw and sc2 players i adore, is child's play at least half the time. it's the fact that you can still win while doing something ridiculous that's fun about it. on the contrary to not following the norms to best of your ability, you can do something stupid and have quite a few windows to abuse and make something out of it. usually the brick wall is multitasking and general ingame experience. you throw something wild out there, you need to continue to not follow the norms. a small example: you're all-inning, usually you cut workers for this because you don't need them anymore. what about adding workers as you are wining and dining them in cheese and are succeeding? i mean you no longer have to continue the all-in, you can just reset to even or advantaged and take it from there.
for everything to succeed--at least often--you need the basics down pat. that is fact. a lot of people view it as build order dependancy and strict rules. it's true and not or in other words a matter of personal perspective. again, it's just another fact about playing games that have been explored a lot already. creativity can be expressed in other ways. your entire game-plan doesn't need to revolve around one gimmick turned into a strategy. it can be based on something as little as one little maneuver that you think is awesome. this is shit that you think before sleep, waking up, while dreaming, or daydreaming in the shower about. unfortunately or not, these things require good play. sometimes fast, sometimes above average, and mostly fleshed out.
you can't get creative with an art brush and canvas if you haven't even done any artwork or prep before. at the very least, you can't ask for anything close to a masterpiece. that is just disrespecting all the work and study that other artists pour into things to get to the point that they're at. but once you know you can do something respectable or something close to what you envision, absolutely.. absolutely, there's so much you can do. that's how i see starcraft 2, with a little emphasis on the multitasking aspect. i think being creative in this game and in a lot of competitive games is putting in a lot of extra (thinking, executiong, etc.) to gain just a moment of flair in your play. i really respect it because it really is difficult and isn't necessary to winning.
watch some SC2HL on youtube! there's some hilarious stuff on there from the best of the best who are trained to perfect their play in the meta.
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Y'know, I've been rolling this over in my mind since I read it this morning.
There's something to be said about seeing lings leave a base (if you see them at all), and having maybe 6 seconds to react. I haven't been a low league player since the first year of playing, but I remember I wouldn't even play 1v1 because it felt hopeless.
That was back in WoL, and the games were dramatically slower back then. With LotV, you have that 6 seconds to react still, but now your mains running out of resources by the time you finish defending. It's definitely a shock.
At my level, I don't really feel the difference too much. It's just the game it always was. Trying to put myself into a slower player's shoes, I can definitely see how the game would be perceived as way too fast.
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On April 16 2016 08:10 nanaoei wrote:Show nested quote +On April 16 2016 07:41 Laul wrote:On April 16 2016 07:14 DinosaurPoop wrote: I'm somewhat surprised on everyone's definitions of strategy here. I always considered execution and strategy to be one and the same. Executing something perfectly often involves having to make a million tiny different decisions and answer them all perfectly. For example, it's trivial with anyone with decent mouse control to land 2-3 forcefields in a rough formation instantly. To know figure out the best way to do it in the heat of battle is a whole other thing. Or for example when holding an allin, you often have to juggle your attention. You can't micro your immortal and split your probes at the same time (something even the best of pros can struggle with), but it's fairly dangerous to lose both. It's these types of small decisions that makes the difference as the game goes on. You can easily point out a lot of mistakes from even GSL Code S Finals games, and yet the fact of the matter is, these guys will be making far less of these tactical mistakes than anyone else will, which makes them so good at this game. And, at the end of the day, we all tailor our strategies to our execution. Some of us are good at slow, defensive, positional styles that give lots of time to think. Some of us are good at swiss cheese, some of us are just horrible and just need to make those 7 extra warpgates because we can't spend our money properly, and then 10 more pylons because we can't manage our supply properly. Some of us can be TLO creative. There's always strategy at every level-- if you and your opponent have roughly equal mechanical ability, one avenue to beat him is to out-strategize him, no? I find it's just a shame that no matter how creative or involved you are in your strategy/personal playstyle, you'll never actually "be good" unless you play in the holy meta everyone worships. "If you don't build x unit at x supply you insta lose " is what a lot of players, and myself, find to be true in practice, and overall the greatest deterrent to really enjoying this game, a lack of variation I suppose. Just my take on it though. What do you think? How would you like to play the game vs how you should play the game? i'll actually answer this question even though it's not addressed to me, and since i have a different view overall. i know it's not as simple as you type out as the, "if you don't build x, you lose" deal. i've been respected for ultra creative stuff which in respects to professional sc:bw and sc2 players i adore, is child's play at least half the time. it's the fact that you can still win while doing something ridiculous that's fun about it. on the contrary to not following the norms to best of your ability, you can do something stupid and have quite a few windows to abuse and make something out of it. usually the brick wall is multitasking and general ingame experience. you throw something wild out there, you need to continue to not follow the norms. a small example: you're all-inning, usually you cut workers for this because you don't need them anymore. what about adding workers as you are wining and dining them in cheese and are succeeding? i mean you no longer have to continue the all-in, you can just reset to even or advantaged and take it from there. for everything to succeed--at least often--you need the basics down pat. that is fact. a lot of people view it as build order dependancy and strict rules. it's true and not or in other words a matter of personal perspective. again, it's just another fact about playing games that have been explored a lot already. creativity can be expressed in other ways. your entire game-plan doesn't need to revolve around one gimmick turned into a strategy. it can be based on something as little as one little maneuver that you think is awesome. this is shit that you think before sleep, waking up, while dreaming, or daydreaming in the shower about. unfortunately or not, these things require good play. sometimes fast, sometimes above average, and mostly fleshed out. you can't get creative with an art brush and canvas if you haven't even done any artwork or prep before. at the very least, you can't ask for anything close to a masterpiece. that is just disrespecting all the work and study that other artists pour into things to get to the point that they're at. but once you know you can do something respectable or something close to what you envision, absolutely.. absolutely, there's so much you can do. that's how i see starcraft 2, with a little emphasis on the multitasking aspect. i think being creative in this game and in a lot of competitive games is putting in a lot of extra (thinking, executiong, etc.) to gain just a moment of flair in your play. i really respect it because it really is difficult and isn't necessary to winning. watch some SC2HL on youtube! there's some hilarious stuff on there from the best of the best who are trained to perfect their play in the meta.
I'm sure practice > gimmick is a sure-fire way to win, and a good mindset in life in general. I think there's a lot more to this question than just wether or not sc2 is really a strategy game. ^_^
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On April 16 2016 08:15 InfCereal wrote: Y'know, I've been rolling this over in my mind since I read it this morning.
There's something to be said about seeing lings leave a base (if you see them at all), and having maybe 6 seconds to react. I haven't been a low league player since the first year of playing, but I remember I wouldn't even play 1v1 because it felt hopeless.
That was back in WoL, and the games were dramatically slower back then. With LotV, you have that 6 seconds to react still, but now your mains running out of resources by the time you finish defending. It's definitely a shock.
At my level, I don't really feel the difference too much. It's just the game it always was. Trying to put myself into a slower player's shoes, I can definitely see how the game would be perceived as way too fast.
Well see, it's also a question of skill cap being too high. Like, I can't physically pour in the time it takes to be as good as a professional, I'd need to quit school and like, pull an iNcontroL to make it big. Iz crazy >.>
If it were slower, it would allow players to think easier, and to have a fighting chance without needed years of practice under their belt before they can even learn/apply strategic thinking.
If the speed is meant to separate the men from the boys as they say, (and keep E-sports as exciting as a normal sport like football) then that's understandable. But a player whose more experienced can for sure outplay a novice on any speed of play. It'll just be a more mental game I'd think.
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I think most of the reason fights seem to play out quickly is the tendency for players to put all their stuff in one place, often clustered together like a phalanx or shield-wall. If there were more punishing ways to destroy close together units, players wouldn't do that as much and fights would tend to be slower. Perhaps paradoxically, I think the way to slow down fights is to actually increase the damage output of certain things in certain ways. There are of course other things that can be done to discourage clustering, for example something like CoH2's suppression mechanic or any other kind of widely spread harmful debuff.
I'm going to consider something that would probably break the game for a moment, so don't be alarmed because it's not something I'm saying should be done: what if, for example, the colossus did line damage like a hellion or lurker? And it could friendly fire for full damage. Clearly you couldn't use it like it was usually used in HotS or WoL in that case, hovering over the army-- you'd have to put it on the flanks or out in front. It would be yet better against masses of marines or hydralisks even without support, but worse in the case of supporting a bunch of units in front of it attacking from a safe position behind a blob of friendly units. I think the presence of such a unit would tend to slow fights down between people using it correctly and reacting to it correctly even though if it was used in a simplistic group everything and A-move fashion it would make the fight speed up even more by just killing everything in front of it indiscriminately. But because the correct response seems to be to keep most units out of its line of fire-- for both players-- then less units are actively participating in the battle and dealing damage. So that means less units are dying at the same time. And there might be more thought being put into exactly how each player wants to engage, though there would of course still be standard practiced procedures and responses.
So that's my view on the speed of fights in the game, for what it's worth (probably very little).
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On April 16 2016 08:37 Ball656 wrote: I think most of the reason fights seem to play out quickly is the tendency for players to put all their stuff in one place, often clustered together like a phalanx or shield-wall. If there were more punishing ways to destroy close together units, players wouldn't do that as much and fights would tend to be slower. Perhaps paradoxically, I think the way to slow down fights is to actually increase the damage output of certain things in certain ways. There are of course other things that can be done to discourage clustering, for example something like CoH2's suppression mechanic or any other kind of widely spread harmful debuff.
I'm going to consider something that would probably break the game for a moment, so don't be alarmed because it's not something I'm saying should be done: what if, for example, the colossus did line damage like a hellion or lurker? And it could friendly fire for full damage. Clearly you couldn't use it like it was usually used in HotS or WoL in that case, hovering over the army-- you'd have to put it on the flanks or out in front. It would be yet better against masses of marines or hydralisks even without support, but worse in the case of supporting a bunch of units in front of it attacking from a safe position behind a blob of friendly units. I think the presence of such a unit would tend to slow fights down between people using it correctly and reacting to it correctly even though if it was used in a simplistic group everything and A-move fashion it would make the fight speed up even more by just killing everything in front of it indiscriminately. But because the correct response seems to be to keep most units out of its line of fire-- for both players-- then less units are actively participating in the battle and dealing damage. So that means less units are dying at the same time. And there might be more thought being put into exactly how each player wants to engage, though there would of course still be standard practiced procedures and responses.
So that's my view on the speed of fights in the game, for what it's worth (probably very little).
Fuck yea bud! If only Blizzard could be so innovative! Tweaking something as small as that would not only drastically change the way we play, but encourages smarter more strategic play!
What else do you think we could tweak in the game, I ask, to encourage more thoughtful approach to player interaction? : D
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I'm going to go against the grain here and say I agree with OP. for 90% of the playerbase or more, it makes more sense to macro up a huge ball while scouting and defending and then a moving to victory. there is a reason more people watch this game than play it, its designed for the pros exclusively.
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Its by far the fastest strategy game of any kind I've ever played, and I regularly played AoE3 at the highest pace which is extremely complex by comparison to Starcraft 2; not even pros play regularly all the way up because it rapidly gets ahead of your ability to manage it without BW-like APM. It helped that had no idea what I was doing a lot of the time There is a bit of a difference in that though because 95% of AoE3 games are decided in the first 20 minutes and the late game meta doesn't even really exist in 1v1 games; players just tend to give up quickly after FF has failed or the opponent has successfully boomed. It makes a great environment for team games though.
The speed issue and the efficiency of unit pathing/targeting AI tending towards deathballing really turned me off of SC2. Blizzard wanted faster pace and more excitement, but to me personally they did the exact opposite by pigeonholing general play and stifled it instead.
In any case, this is all old hat and I came to terms with this years ago back when WoL came out; I don't like SC2 and I can deal with that. I just don't play it anymore. Instead I went the other direction and started getting into Civ for the first time in my life. Massive strategy, less tactical focus, way slower pace. More entertaining to me in my view.
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I disagree with all the people saying that Starcraft lacks stratagy. I think people who say this don't understand all the decision making that goes into playing the game at a decent level. I don't claim to be great at the game. I am only a mid tier masters player but even at my level I percive the substantial swing in advantage that strategic thinking can provide you in a game. Consider the scouting phase of the early game. Since I play Terran I'm going to talk from a Terran's perspective. As Terran you usually want to set up you economy and infistucture at this stage of the game while keeping tabs on your opponent. To do this scouting is critical. Say that I send out a reaper to see what my opponent is up to in tvp if I see 2 gas and a cyber core I know it's some kind of pressure opening. If I see a faster nexus then my opponent is planing to play more economically. From this information I need to make a wide variety of strategic decisions. If my opponent went for pressure I need to try to Scout it but I might not know what it is. Do I build a bunker at my front? Do I invest in missle turrets to deny oracles and Dts? Do I delay my star port to get extra barracks. Do I make cyclones or tanks? These are all strategic dicisions that will help me survive the early game. If instead my opponent opened defensive I need to figure out how I'm going to keep up with there economy. Do I try to get aggressive with some drop harass? Do I try to take a faster third base since they probably won't attack me? After this early phase of the game there are even more important decisions you have to make. The biggest 3 are generally what unit comp to go. When should I try to take my next base. And when should I try to do damage to my opponent as a Terran once agian these decisions are driven by information on what your opponent is doing . Based on thier unit comp you can determine what supprt units your army needs. Based on the time they plop down thier new bases and also the timing of thier Tech and your own economic state you decide weather to attake or not. There are countless examples I can give where you need to make decisions In a game of Starcraft and those dessions and the reasoning behind them vary based on matchup and game state. Now to adress the question of speed. Speed is important in sc2 there is no doubting that but it's not the only thing that matters. How fast you play often dictates how much stuff you can make. How much harass you can do and how well you manage fights. But speed can be counterbalanced by stratagy because like speed good corner cutting and decision making provide you an advantage. Further at the highest level I have herd pros describe how choosing which actions to do becomes part of the stratagy of the game because both you and your opponent are near the limit of amp that most people can achieve. Mechanics matter but that does not mean strategy does not. And for the game being to fast well, that's part of the fun and challenge its one of the things that makes sc2 an awesome game but it's not for everyone if it's not for you why not try playing a tbs like civ or chess.
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On April 16 2016 10:00 washikie wrote: I disagree with all the people saying that Starcraft lacks stratagy. I think people who say this don't understand all the decision making that goes into playing the game at a decent level. I don't claim to be great at the game. I am only a mid tier masters player but even at my level I percive the substantial swing in advantage that strategic thinking can provide you in a game. Consider the scouting phase of the early game. Since I play Terran I'm going to talk from a Terran's perspective. As Terran you usually want to set up you economy and infistucture at this stage of the game while keeping tabs on your opponent. To do this scouting is critical. Say that I send out a reaper to see what my opponent is up to in tvp if I see 2 gas and a cyber core I know it's some kind of pressure opening. If I see a faster nexus then my opponent is planing to play more economically. From this information I need to make a wide variety of strategic decisions. If my opponent went for pressure I need to try to Scout it but I might not know what it is. Do I build a bunker at my front? Do I invest in missle turrets to deny oracles and Dts? Do I delay my star port to get extra barracks. Do I make cyclones or tanks? These are all strategic dicisions that will help me survive the early game. If instead my opponent opened defensive I need to figure out how I'm going to keep up with there economy. Do I try to get aggressive with some drop harass? Do I try to take a faster third base since they probably won't attack me? After this early phase of the game there are even more important decisions you have to make. The biggest 3 are generally what unit comp to go. When should I try to take my next base. And when should I try to do damage to my opponent as a Terran once agian these decisions are driven by information on what your opponent is doing . Based on thier unit comp you can determine what supprt units your army needs. Based on the time they plop down thier new bases and also the timing of thier Tech and your own economic state you decide weather to attake or not. There are countless examples I can give where you need to make decisions In a game of Starcraft and those dessions and the reasoning behind them vary based on matchup and game state. Now to adress the question of speed. Speed is important in sc2 there is no doubting that but it's not the only thing that matters. How fast you play often dictates how much stuff you can make. How much harass you can do and how well you manage fights. But speed can be counterbalanced by stratagy because like speed good corner cutting and decision making provide you an advantage. Further at the highest level I have herd pros describe how choosing which actions to do becomes part of the stratagy of the game because both you and your opponent are near the limit of amp that most people can achieve. Mechanics matter but that does not mean strategy does not. And for the game being to fast well, that's part of the fun and challenge its one of the things that makes sc2 an awesome game but it's not for everyone if it's not for you why not try playing a tbs like civ or chess. I think people confuse and can't have same agreement between "strategy" and "reacting"
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On April 16 2016 09:04 coolman123123 wrote: I'm going to go against the grain here and say I agree with OP. for 90% of the playerbase or more, it makes more sense to macro up a huge ball while scouting and defending and then a moving to victory. there is a reason more people watch this game than play it, its designed for the pros exclusively.
I think we need to watch how we interpret this though, I don't think it was designed solely for the pros, but keep in mind that Blizzard does need to keep the audiences right? And since a large portion of those viewers are foreign, they need to adapt to their wants and needs. The customer is always right, yknow?
So they make changes to speed up the game play, and notice that it does come at a cost, people not wanting to even get into it, thus a lack of fresh meat to eventually become the next pros.
I'd say if they slowed the game down, E-sports would get too boring, and because E-sports is like normal sports (the excitement and fast paced action needing to be there) there's no real way to make it more newb friendly.
That's my thought, let's not bash Blizzard or point fingers, but keep in mind the ultimate goal.
$$$$$$$
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On April 16 2016 10:19 seemsgood wrote:Show nested quote +On April 16 2016 10:00 washikie wrote: I disagree with all the people saying that Starcraft lacks stratagy. I think people who say this don't understand all the decision making that goes into playing the game at a decent level. I don't claim to be great at the game. I am only a mid tier masters player but even at my level I percive the substantial swing in advantage that strategic thinking can provide you in a game. Consider the scouting phase of the early game. Since I play Terran I'm going to talk from a Terran's perspective. As Terran you usually want to set up you economy and infistucture at this stage of the game while keeping tabs on your opponent. To do this scouting is critical. Say that I send out a reaper to see what my opponent is up to in tvp if I see 2 gas and a cyber core I know it's some kind of pressure opening. If I see a faster nexus then my opponent is planing to play more economically. From this information I need to make a wide variety of strategic decisions. If my opponent went for pressure I need to try to Scout it but I might not know what it is. Do I build a bunker at my front? Do I invest in missle turrets to deny oracles and Dts? Do I delay my star port to get extra barracks. Do I make cyclones or tanks? These are all strategic dicisions that will help me survive the early game. If instead my opponent opened defensive I need to figure out how I'm going to keep up with there economy. Do I try to get aggressive with some drop harass? Do I try to take a faster third base since they probably won't attack me? After this early phase of the game there are even more important decisions you have to make. The biggest 3 are generally what unit comp to go. When should I try to take my next base. And when should I try to do damage to my opponent as a Terran once agian these decisions are driven by information on what your opponent is doing . Based on thier unit comp you can determine what supprt units your army needs. Based on the time they plop down thier new bases and also the timing of thier Tech and your own economic state you decide weather to attake or not. There are countless examples I can give where you need to make decisions In a game of Starcraft and those dessions and the reasoning behind them vary based on matchup and game state. Now to adress the question of speed. Speed is important in sc2 there is no doubting that but it's not the only thing that matters. How fast you play often dictates how much stuff you can make. How much harass you can do and how well you manage fights. But speed can be counterbalanced by stratagy because like speed good corner cutting and decision making provide you an advantage. Further at the highest level I have herd pros describe how choosing which actions to do becomes part of the stratagy of the game because both you and your opponent are near the limit of amp that most people can achieve. Mechanics matter but that does not mean strategy does not. And for the game being to fast well, that's part of the fun and challenge its one of the things that makes sc2 an awesome game but it's not for everyone if it's not for you why not try playing a tbs like civ or chess. I think people confuse and can't have same agreement between "strategy" and "reacting" 
Tomato tomawto right?
In this sense, we attribute strategy to;
Resourcefulness (using the environment for certain advantages, etc)
Having answers to things your opponent hasn't even done yet (for example, routing tanks to deal with an oncoming force of marines that you saw approaching.)
and some other stuff.
I think the arguments changed not to wether or not SC2 has strategy elements (it clearly does, you can do both of the examples seen above) but it's so bloody fast that you can't possibly be focusing on that.
I think at this point wins aren't decided by a strong mind or a strong position/strategy, but more so like;
player A forgot to do : 5 things in the game.
player B forgot to do : 3 things in the game.
player A wins, because he didn't forget certain things, or the things he remembered to do mattered more in that particular situation.
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On April 16 2016 10:00 washikie wrote: I disagree with all the people saying that Starcraft lacks stratagy. I think people who say this don't understand all the decision making that goes into playing the game at a decent level. I don't claim to be great at the game. I am only a mid tier masters player but even at my level I percive the substantial swing in advantage that strategic thinking can provide you in a game. Consider the scouting phase of the early game. Since I play Terran I'm going to talk from a Terran's perspective. As Terran you usually want to set up you economy and infistucture at this stage of the game while keeping tabs on your opponent. To do this scouting is critical. Say that I send out a reaper to see what my opponent is up to in tvp if I see 2 gas and a cyber core I know it's some kind of pressure opening. If I see a faster nexus then my opponent is planing to play more economically. From this information I need to make a wide variety of strategic decisions. If my opponent went for pressure I need to try to Scout it but I might not know what it is. Do I build a bunker at my front? Do I invest in missle turrets to deny oracles and Dts? Do I delay my star port to get extra barracks. Do I make cyclones or tanks? These are all strategic dicisions that will help me survive the early game. If instead my opponent opened defensive I need to figure out how I'm going to keep up with there economy. Do I try to get aggressive with some drop harass? Do I try to take a faster third base since they probably won't attack me? After this early phase of the game there are even more important decisions you have to make. The biggest 3 are generally what unit comp to go. When should I try to take my next base. And when should I try to do damage to my opponent as a Terran once agian these decisions are driven by information on what your opponent is doing . Based on thier unit comp you can determine what supprt units your army needs. Based on the time they plop down thier new bases and also the timing of thier Tech and your own economic state you decide weather to attake or not. There are countless examples I can give where you need to make decisions In a game of Starcraft and those dessions and the reasoning behind them vary based on matchup and game state. Now to adress the question of speed. Speed is important in sc2 there is no doubting that but it's not the only thing that matters. How fast you play often dictates how much stuff you can make. How much harass you can do and how well you manage fights. But speed can be counterbalanced by stratagy because like speed good corner cutting and decision making provide you an advantage. Further at the highest level I have herd pros describe how choosing which actions to do becomes part of the stratagy of the game because both you and your opponent are near the limit of amp that most people can achieve. Mechanics matter but that does not mean strategy does not. And for the game being to fast well, that's part of the fun and challenge its one of the things that makes sc2 an awesome game but it's not for everyone if it's not for you why not try playing a tbs like civ or chess.
I think the reason why everyone's being really bitter about the game speed (I, being one of them slightly) is because they remember the fun they had in WC3 or BW, and how much more manageable those games were. The argument is no longer wether or not there's strategy (it's there, just hidden off and a little more emphasis needs to be put on it to see it as there) but more so if the game speed is a good thing to keep so high.
the main problems are;
- newbs can't get into it, the skill cap is now too high
- there's no way in fuck hell anyone's gonna be as good as the pros now
- you need to install a pentium i69 processor in your brain to play the game at a decent level. ( lawl )
If your main playerbase (newbs with dreams who watched streams and wanted to buy the game for a chance to get good) is too afraid to even hop on the ladder, then why even bother making an expansion?
We can't get new pros/continue the life cycle of the game, because the game's too 1337 for us mortals.
NOT EVERYONE CAN AFFORD i69 PROCESSORS!!! Thanks Trump-bama...
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I think people confuse and can't have same agreement between "strategy" and "reacting"  I don't think there needs to be much confusion. The majority of stratagy in any stratagy game is making the best possible decisions based on the game state. Admitidly there is the opening game where your choices are not affected as much by your opponent. You can also have a general game plan like I want to take three bases then do a big attack. But honestly these kind of overarching stratagies are just a small portion of the strategic thinking that goes on in a game. Few people consider chess a deep and interesting game because The decision to open queens gambit vs something like indian or English is so interesting. A far more important skill is deciding what to do based on the board state. I guess if you want to argue semantics you could say I'm discussing tactics and not grand stratagy . Mabey you would be right but grande stratagy Is usually a vague outline of what you want to achive and how you plan to get there. and in the case of most stratagy games this means any one can look up a stratagy on the web that they can open with. What realy differentiates players and shows off intellect though is the decsions you make for yourself based on the variance of the game to get the most out of your initial plan. So yeah mabey in sc2 tactics are more meaningful then stratagy if you go the semantic route but if you do then in almost any situation. Where decision making matters tactics will be the more important and interesting skill than stratagey. But most rts gamers don't think about semantic stratagey because frankly it's not that helpful to And lump tactics into strategy.
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On April 16 2016 10:52 washikie wrote:Show nested quote +I think people confuse and can't have same agreement between "strategy" and "reacting"  I don't think there needs to be much confusion. The majority of stratagy in any stratagy game is making the best possible decisions based on the game state. Admitidly there is the opening game where your choices are not affected as much by your opponent. You can also have a general game plan like I want to take three bases then do a big attack. But honestly these kind of overarching stratagies are just a small portion of the strategic thinking that goes on in a game. Few people consider chess a deep and interesting game because The decision to open queens gambit vs something like indian or English is so interesting. A far more important skill is deciding what to do based on the board state. I guess if you want to argue semantics you could say I'm discussing tactics and not grand stratagy . Mabey you would be right but grande stratagy Is usually a vague outline of what you want to achive and how you plan to get there. and in the case of most stratagy games this means any one can look up a stratagy on the web that they can open with. What realy differentiates players and shows off intellect though is the decsions you make for yourself based on the variance of the game to get the most out of your initial plan. So yeah mabey in sc2 tactics are more meaningful then stratagy if you go the semantic route but if you do then in almost any situation. Where decision making matters tactics will be the more important and interesting skill than stratagey. But most rts gamers don't think about semantic stratagey because frankly it's not that helpful to And lump tactics into strategy. Correction: It's mostly Starcraft players that just talk tactics when they say strategy. There are other communities and developers and the fact that Starcraft is so much about mechanics and smallscale decisions is a common argument against the game in these circles. The SupCom developers have critizised the genre as RTTactics and claimed that SupCom is meant to be a real RTS. Whether you side with such comments or not, just keep in mind that although Starcraft is by far the biggest RTS, it is only a very specific representative of the genre and hardly anything can be generalized to the whole.
I personally side a bit - not fully - with the critics that say SC2 lacks strategy. The game has way too few unforced decisions, which is reflected in how repetitive compositions and setups are. Especially with how LotV killed some of the playstyles like Mech in certain matchups.
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On April 16 2016 10:52 washikie wrote: I don't think there needs to be much confusion. The majority of stratagy in any stratagy game is making the best possible decisions based on the game state.
I don't think there are many/any decisions in the game. A refined build order and perfect execution is so much better than reacting, that thinking isn't worth the effort most of the time. Example: if you go 4gate every game, you'll win against an opponent that scouts you, does the correct thing but can't click as fast as you and misses some injects or whatever. So while he is clearly the better player, understands the game, does the right things, as long as he doesn't execute them as perfectly as a player that skips the whole thinking part and just mashes buttons and clicks, he'll lose. Sc2 just doesn't reward thinking, or the other way round, it rewards execution and mechanics way too much.
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On April 16 2016 19:04 Haukinger wrote:Show nested quote +On April 16 2016 10:52 washikie wrote: I don't think there needs to be much confusion. The majority of stratagy in any stratagy game is making the best possible decisions based on the game state. I don't think there are many/any decisions in the game. A refined build order and perfect execution is so much better than reacting, that thinking isn't worth the effort most of the time. Example: if you go 4gate every game, you'll win against an opponent that scouts you, does the correct thing but can't click as fast as you and misses some injects or whatever. So while he is clearly the better player, understands the game, does the right things, as long as he doesn't execute them as perfectly as a player that skips the whole thinking part and just mashes buttons and clicks, he'll lose. Sc2 just doesn't reward thinking, or the other way round, it rewards execution and mechanics way too much.
maybe its just me but i feel like in WOL and HOTS you were slower and your able to think and react alot better than in LOTV. in wol and hots you were able to get a scout off and were able too change up your build and react to what your opponent was doing.In lotv you are already half way into your build that you are unable to change, Again maybe its just me but in wol and hots you could have a strat and even change and out smart your opponent were lotv you are forced into the mid game so much faster that you need a build thats good vs everything.
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You can always play SC2 slower, you just wont be competitive then.
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You can always play SC2 slower, you just have to have better strategies and think about the game more. Speed makes up for some lack of strategy, but not all.
If you have 150apm you better have sweet builds or be really smart when reacting and engaging enemies. If you have 400apm you better have a basic build down, and attempt to pull your opponent apart with superior multi tasking.
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sc2 players are used to the current pace of the game. I can't stand playing on "fast", it feels slow. Not that I'm a particularly fast player, it's just that it doesn't feel right. Take the game for what it is, a huge part of becoming better is play faster. I don't know what kind of RTS which allows for strategic pondering during a game. Pretty much all of them are about executing what you know, and reacting appropriately. This is something you learn over the course of many games, not something you figure out during a game.
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On April 15 2016 19:20 deacon.frost wrote: You are not supposed to train to enjoy a game unless you want to be a pro. This game requires training for being a FUCKING GOLD PLAYER! Get better isn't an aswer to someone who doesn't have the time and just wants to enjoy the game... never mind, why am I trying? This!
On April 15 2016 19:05 seemsgood wrote: Yes game is too fast.I think becuase dustin browder used to make Red alert 3. That why we have viking and micheal bay's game. Dustin Browder made Red Alert 2 not 3. RA 3 was waaay slower. And that MORE EXPLOSIONS thing is more a David Kim thing. He was the one that said " many of the coolest moments in StarCraft II come from worker harassment" .
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On April 17 2016 08:57 Tresher wrote:Show nested quote +On April 15 2016 19:20 deacon.frost wrote: You are not supposed to train to enjoy a game unless you want to be a pro. This game requires training for being a FUCKING GOLD PLAYER! Get better isn't an aswer to someone who doesn't have the time and just wants to enjoy the game... never mind, why am I trying? This! Show nested quote +On April 15 2016 19:05 seemsgood wrote: Yes game is too fast.I think becuase dustin browder used to make Red alert 3. That why we have viking and micheal bay's game. Dustin Browder made Red Alert 2 not 3. RA 3 was waaay slower. And that MORE EXPLOSIONS thing is more a David Kim thing. He was the one that said " many of the coolest moments in StarCraft II come from worker harassment" . Oopss...sr i read about him wayyy too long ago didn't remember much.
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a little bit yes. Mostly things die too fast
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On April 17 2016 10:35 My_Fake_Plastic_Luv wrote: a little bit yes. Mostly things die too fast
I love when things die fast...then I can build more stuff....which will die.....fast...so I can build..more .....no, I just lost the game...
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Pretty sure the thread wanted to talk about the gameplay, not the literal game speed. I personally agree to some extent. It has become a fast paced game with drops everywhere, getting your entire army evaporated in about 2 seconds because you took your eye off of the enemy army to build more production before engaging, etc Yes, I understand this is part of the skill required to play the ridiculously intense game known as SC2, but the game punishes you (seemingly) too harshly, and you lose the entire game not because you played like a dolt and took a bad fight, but because you weren't looking at the right time. In BW, the pace would be a lot slower, and you would lose maybe 1/3, 1/4 of your army. Pretty bad, but not too late to look at your army and make the decision to run away, or try to micro and salvage the situation. This is where the 'micro' part so exciting for the RTS series comes in. With the proper micro, you would be able to salvage a bad situation. In SC2, if you get in certain bad situations, you aren't even able to micro out of it because your army is gone.
I recall a documentary on youtube where a Wemadefox player was interviewed about APM. He says 'APM is how well you can draw out this picture in your mind you have and make it reality.' The focus here is the picture. Not the brush(APM). SC2 seems to be tilting a bit too much on the brush and not the picture. (although, I admit, the Jackson Pollock of RTS is the only actual remotely playable RTS game that was out in the last 5 years or so)
This is from a recent post on a Korean community ( link ) that I think is related to the topic.
"The speedy and frantic game which is now SC2 might be considered the point of the whole game. That's good. I understand. But know that SC2 had no need whatsoever to be made into this kind of game. Actually, I am certain that this change was a completely unnecessary one. This is an RTS. This is the sequel to SCBW, and that means there should be a physical(APM heavy) point to the game. This isn't a card game, you know. But take a look at how SC2 plays out right now. Is it playing as a legit strategy game where fast APM grants you an advantage, or is this an arcade where your win/loss is determined on your reflexes and build orders? This kind of game meta ends up boring (a lot of) the watchers as well. When I talk to my friends, they usually say they have seen SC2. They also say that they have played it before. However, the general consensus is that they like SCBW better. The reasons are the same as well. SC2 is centered on what you build at the time, not how you use your army. Of course, the SCBW meta has been stale for over 6 years now, and I can see that SC2 wants to prevent the same thing from happening. However, what I'm trying to get at here is that SC2 is approaching the solution the wrong way."
If anyone wants full translation, PM me where they want it and I'll either translate it here, SC2 General, or their mailbox, wherever.
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Its just a matter of experience. The game feels very overwhelming when you`re newer, but as you progress mechanically and learn more about each matchup you will be able to make strategic choices in your games more easily. Just keep practicing and you`ll get the hang of it!
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On April 17 2016 09:29 seemsgood wrote:Show nested quote +On April 17 2016 08:57 Tresher wrote:On April 15 2016 19:20 deacon.frost wrote: You are not supposed to train to enjoy a game unless you want to be a pro. This game requires training for being a FUCKING GOLD PLAYER! Get better isn't an aswer to someone who doesn't have the time and just wants to enjoy the game... never mind, why am I trying? This! On April 15 2016 19:05 seemsgood wrote: Yes game is too fast.I think becuase dustin browder used to make Red alert 3. That why we have viking and micheal bay's game. Dustin Browder made Red Alert 2 not 3. RA 3 was waaay slower. And that MORE EXPLOSIONS thing is more a David Kim thing. He was the one that said " many of the coolest moments in StarCraft II come from worker harassment" . Oopss...sr i read about him wayyy too long ago didn't remember much.
But this is why so many people enjoy sc2, because its an endless way of improving oneself. Its a path of learning how to learn.
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game is too fast thats why a flawless production machine player wins vs king of fights.
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I think it is to fast... It is the result of blizzard trying to force harass down people throats by making it fast, explosive and it have the ability to bypass terrain so much to the point that "harass" can kill even defensive players.
A much better direction would have been to emphasize the natural conflict that arises when a player expands and the way to punish that should be with a real force of units (that doesn't instantly kill everything, allowing the time for micro) that you can see and grasp rather than a warp prism fucking you in the ass from behind.
I would never recommend the current game to new player because there is just so much special knowledge and twitch reactions you need to not instantly die to some things that it's just not worth it. I watched a tvt on ulrena between two gold players. They repeatedly moved their army down to the natural taking a defensive position (as one would think would be logical) only to get doom dropped, taking huge damage only for it to be neutralized by making a doom drop of their own. Repeat this 3-4 times and then one of the player had won, not because he was doing anything better than the opponent, it was just the way the randomness played out. This game needs more just straight up army interaction with time for micro and it needs to go back to the roots of economy>defense>offence>economy rather than it being about having the right hard counter out in time.
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The pacing of the game itself when it comes to taking expansions, building up infrastructure etc is good.
It is more that the reaction speed demands is too high for most people. If you react one second to late to a doom drop or an oracle in your mineral line you have lost the game. Everything you have done up to that point becomes irrelevant.
This is what causes people to stop playing the game. It would be fine if you were punished for not reacting fast enough but losing the entire game in one second?
That may be reasonable on pro level but not on normal level.
Unfortunately this is the kind of things that Blizzard do not seem to understand. Introducing Archon mode or more arcade games does not solve this, removing medivac speed boost and decreasing Oracle DPS does.
Everything that causes players to lose the game in one second needs to be toned down.
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I quit because the game it's too fast, its not that I can't keep up with it, its just unfun. They completely removed the early game and it skips straight to the midgame it just feels messy and volatile af, compared to the pacing of hots and wol. Obviously hots and wol had their problems but the pacing of the games was pretty perfect imo.
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France12904 Posts
On April 17 2016 20:09 MockHamill wrote: The pacing of the game itself when it comes to taking expansions, building up infrastructure etc is good.
It is more that the reaction speed demands is too high for most people. If you react one second to late to a doom drop or an oracle in your mineral line you have lost the game. Everything you have done up to that point becomes irrelevant.
This is what causes people to stop playing the game. It would be fine if you were punished for not reacting fast enough but losing the entire game in one second?
That may be reasonable on pro level but not on normal level.
Unfortunately this is the kind of things that Blizzard do not seem to understand. Introducing Archon mode or more arcade games does not solve this, removing medivac speed boost and decreasing Oracle DPS does.
Everything that causes players to lose the game in one second needs to be toned down. Your point isn't really true lol. Whether you react instantly or not to a doom drop or oracle won't change the outcome: it's how much you were prepared to a doom drop or oracle play that will have the most impact. For example if you are completely out of position it doesn't really matter how fast you respond to the doom drop, you are screwed either way and it's not a problem of reaction time but a problem of preemptively accounting for the possibility of such play, which comes down to decision making and experience. A better example would be a-clicking your terran army across the map and getting steamrolled by zergs/banelings because you didn't react in time, even though it's annoying that just means that you pushed carelessly because you can always send one or two stimmed marines ahead to have sound alert and gain a lot of time to react. Thus it's still not really a problem of reaction time but a problem of strategy at a micro level o:.
A game being fast paced allow for tactical plays, real time (oh wait... real time strategy game???) decisions and such.
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It would be nice for DPS to be lower relative to hit-points for example. Also economies should scale a little less quickly, right now you can max-out in 6 minutes or something.
It's OK when you're fine with it and you're ready to start a full-scale macro game right off the bat, but it's just rocket booster for people and I can certainly imagine some players not enjoying the fact that they can be beat based solely off of macro-mechanics.
If you macro well enough and use a "safe" build, you literally beat anything up until diamond/masters.
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Yes, of course it is too fast. But that was to be expected with the economy change in lotv.
I believe the game is steered into a continuously faster pace, so that watching SC2 is more entertaining (and more profitable). So, I think this trend will continue, and the game will become even faster, because, well, revenue reasons.
Looking at the big picture, perhaps this is Blizzard's way of compensating for the fact that it's not a team game, so it steers it to the idea of watching more players in the same amount of time? By adding more starting resources, and generally speeding up the pace, players finish faster, so you get to see more diverse Starcraft.
As a result of this strategy, the game is, on one hand challenging, on the other hand its extremely frustrating for non-pros who have difficulties adapting. 1v1 ladder requires solid effort and commitment, you either keep up the pace and put in the time to get really good at it, or you stick to co-op and arcade and pretend you're good at Starcraft; or simply leave the game. Ultimately, it is a very tough test of your mindset, of your mental resilience, and very, very far from what I would call "fun"; but it's intentionally so.
Your army will not clash too many times with the opponent; you have one shot, you're ahead and win, or you're behind and lose. You timed your attack well? Gz. No? Then you watch the replay, and try to be even faster than your opponent next time.
Take disruptors, for example. I think their name fits superbly to what their role is; they can kill your army in a second. They really disrupt the game, and I believe the intention is to introduce more units like this, they help speeding up the games.
Btw pros also are very aware of this, I just heard right now on a stream "the longer i wait, the worse it gets".
my 2 cents; take them or leave them on the table
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I think the gameplay is too fast, but the economy is alright now honestly. Units die so fast you can't really make them shine, except for like mutas, phoenixes and blink stalkers. 1-2 hits kills most of the stuff.
I mean, it works in CS, COD and whathaveyou, but the pace of that game is different.
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What exactly are you guys asking for?
It's not like Starcraft is all about mechanics. Strategy, decision-making and game understanding all matter a lot.
If you understand Starcraft very well and your mechanics suck and you are not up for the challenge of improving them, you can always mentor someone with good mechanics?
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On April 16 2016 08:00 Laul wrote:Show nested quote +On April 16 2016 07:58 mauwee wrote: I always found SC2 to be way to slow but perhaps that because I also still play SC1. lol do you also do cocaine? xD There's no way you can't say SC2 is like, a weeeeee bit fast
Lol do you smoke too much weed? xD
There's no way you can't say starcraft 2 is a weeeeee bit slow.
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On April 17 2016 08:39 cheekymonkey wrote: sc2 players are used to the current pace of the game. I can't stand playing on "fast", it feels slow. Not that I'm a particularly fast player, it's just that it doesn't feel right. Take the game for what it is, a huge part of becoming better is play faster. I don't know what kind of RTS which allows for strategic pondering during a game. Pretty much all of them are about executing what you know, and reacting appropriately. This is something you learn over the course of many games, not something you figure out during a game.
Nicely put good sir
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On April 16 2016 07:41 Laul wrote:Show nested quote +On April 16 2016 07:14 DinosaurPoop wrote: I'm somewhat surprised on everyone's definitions of strategy here. I always considered execution and strategy to be one and the same. Executing something perfectly often involves having to make a million tiny different decisions and answer them all perfectly. For example, it's trivial with anyone with decent mouse control to land 2-3 forcefields in a rough formation instantly. To know figure out the best way to do it in the heat of battle is a whole other thing. Or for example when holding an allin, you often have to juggle your attention. You can't micro your immortal and split your probes at the same time (something even the best of pros can struggle with), but it's fairly dangerous to lose both. It's these types of small decisions that makes the difference as the game goes on. You can easily point out a lot of mistakes from even GSL Code S Finals games, and yet the fact of the matter is, these guys will be making far less of these tactical mistakes than anyone else will, which makes them so good at this game. And, at the end of the day, we all tailor our strategies to our execution. Some of us are good at slow, defensive, positional styles that give lots of time to think. Some of us are good at swiss cheese, some of us are just horrible and just need to make those 7 extra warpgates because we can't spend our money properly, and then 10 more pylons because we can't manage our supply properly. Some of us can be TLO creative. There's always strategy at every level-- if you and your opponent have roughly equal mechanical ability, one avenue to beat him is to out-strategize him, no? I find it's just a shame that no matter how creative or involved you are in your strategy/personal playstyle, you'll never actually "be good" unless you play in the holy meta everyone worships. "If you don't build x unit at x supply you insta lose " is what a lot of players, and myself, find to be true in practice, and overall the greatest deterrent to really enjoying this game, a lack of variation I suppose. Just my take on it though. What do you think? How would you like to play the game vs how you should play the game?
Yes Its interesting in a real time strategy game that if your strategy has a hole in it because you decide to skip placing a building you can lose a game. That is part of RTS in general, but its also the same way in turn based strategy games too. Often you need to build a certain structure by a certain turn in the game if you opponent reacts some way. From your posts, it seems that you played warcraft 3 at a really low level and didn't notice the strategy.
In starcraft 2 yes, there is sort of a rock paper scissors aspect of the openers, and sometime you can guess that your opponent will not scout for something and you just go attack aka "Rolling the dice". You can open, for example 17 hatch, 17 pool, 20 hatch or 18 hatch, 18 pool, 20 hatch and you get 1 extra larvae. You can open pool first and pressure a reaper fast expand to deny it, or get ahead, or you can play defensive with map control off speedling expand. You can open 2 barracks reaper into liberator, or reaper fast expand, or command center first into widow mine drops. The pros have taken time to optimize openers to find holes in other players styles.
The fact that the transitions and strategy repeat itself a bit in the openers gives stability. I like to play a game that is stable, which offers ways to notice wholes in strategy based of the opponent cutting corners and trying to win by it. I prefer games that in general mean that a player who has practiced more and worked harder will generally win games. Starcraft excels at this aspect where the top 100 or so players who practice more and train harder continually beat other players. Since it appears that you don't want to optimize and just play anything i say do it. Starcraft is great that way!! Yes, being too "creative" can be a bad strategy because your creative strategy has easier holes compared to the other person's less creative much more refined strategy. If someone does something that beats your creativity, its fine just queue another game and continue to be creative and improve.
Optimized play tends to beat creative play. It is this way in all turn based and real time strategy games including warcraft 3. I really think you need to suggest specifics in your posts about what issues you are having determining the strategies instead of this vague way of posting non-specific crap calling people crackheads on the forums who like the refined aspect of rts. If you want to play with creative builds do that, but don't stress that you aren't the best player if you don't understand the better strategy of your opponents.
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On April 17 2016 11:03 RCCar wrote:Pretty sure the thread wanted to talk about the gameplay, not the literal game speed. I personally agree to some extent. It has become a fast paced game with drops everywhere, getting your entire army evaporated in about 2 seconds because you took your eye off of the enemy army to build more production before engaging, etc Yes, I understand this is part of the skill required to play the ridiculously intense game known as SC2, but the game punishes you (seemingly) too harshly, and you lose the entire game not because you played like a dolt and took a bad fight, but because you weren't looking at the right time. In BW, the pace would be a lot slower, and you would lose maybe 1/3, 1/4 of your army. Pretty bad, but not too late to look at your army and make the decision to run away, or try to micro and salvage the situation. This is where the 'micro' part so exciting for the RTS series comes in. With the proper micro, you would be able to salvage a bad situation. In SC2, if you get in certain bad situations, you aren't even able to micro out of it because your army is gone. I recall a documentary on youtube where a Wemadefox player was interviewed about APM. He says 'APM is how well you can draw out this picture in your mind you have and make it reality.' The focus here is the picture. Not the brush(APM). SC2 seems to be tilting a bit too much on the brush and not the picture. (although, I admit, the Jackson Pollock of RTS is the only actual remotely playable RTS game that was out in the last 5 years or so) This is from a recent post on a Korean community ( link ) that I think is related to the topic. "The speedy and frantic game which is now SC2 might be considered the point of the whole game. That's good. I understand. But know that SC2 had no need whatsoever to be made into this kind of game. Actually, I am certain that this change was a completely unnecessary one. This is an RTS. This is the sequel to SCBW, and that means there should be a physical(APM heavy) point to the game. This isn't a card game, you know. But take a look at how SC2 plays out right now. Is it playing as a legit strategy game where fast APM grants you an advantage, or is this an arcade where your win/loss is determined on your reflexes and build orders? This kind of game meta ends up boring (a lot of) the watchers as well. When I talk to my friends, they usually say they have seen SC2. They also say that they have played it before. However, the general consensus is that they like SCBW better. The reasons are the same as well. SC2 is centered on what you build at the time, not how you use your army. Of course, the SCBW meta has been stale for over 6 years now, and I can see that SC2 wants to prevent the same thing from happening. However, what I'm trying to get at here is that SC2 is approaching the solution the wrong way." If anyone wants full translation, PM me where they want it and I'll either translate it here, SC2 General, or their mailbox, wherever.
I find this very fitting regarding my own experiences in the game - the trend towards even more APM while giving players little to make up for a lack of it.
The only logical solution to people moaning about long stale mech/old SH matches is having fast-paced multipronged action from the get-go without any downtime, so they did that for LotV. I personally had plenty of that in Wings and Swarm and yes, the meta became a bit stale towards the end of HotS, but it was a very good and balanced game with a good pace as hyper-aggressive expanding wasn't needed as much and also without the huge variety on harassment options you have today.
Still amazes me to see so many people apparently liking LotV best out of all SC2 iterations, but maybe I'm just getting too old/slow and am not longer part of the target audience? Don't know, but while watching and playing a few games from time to time still excites me, I find playing (LotV-)SC2 on a regular, progress-oriented basis to be pretty joyless and too demanding.
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On April 18 2016 01:08 tokinho wrote:Show nested quote +On April 17 2016 08:39 cheekymonkey wrote: sc2 players are used to the current pace of the game. I can't stand playing on "fast", it feels slow. Not that I'm a particularly fast player, it's just that it doesn't feel right. Take the game for what it is, a huge part of becoming better is play faster. I don't know what kind of RTS which allows for strategic pondering during a game. Pretty much all of them are about executing what you know, and reacting appropriately. This is something you learn over the course of many games, not something you figure out during a game. Nicely put good sir 
You should read this thread, explains a lot of the points you guys are missing: http://www.teamliquid.net/forum/starcraft-2/482697-razzia-of-the-blizzsters
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France12904 Posts
On April 18 2016 02:06 Creager wrote:Show nested quote +On April 17 2016 11:03 RCCar wrote:Pretty sure the thread wanted to talk about the gameplay, not the literal game speed. I personally agree to some extent. It has become a fast paced game with drops everywhere, getting your entire army evaporated in about 2 seconds because you took your eye off of the enemy army to build more production before engaging, etc Yes, I understand this is part of the skill required to play the ridiculously intense game known as SC2, but the game punishes you (seemingly) too harshly, and you lose the entire game not because you played like a dolt and took a bad fight, but because you weren't looking at the right time. In BW, the pace would be a lot slower, and you would lose maybe 1/3, 1/4 of your army. Pretty bad, but not too late to look at your army and make the decision to run away, or try to micro and salvage the situation. This is where the 'micro' part so exciting for the RTS series comes in. With the proper micro, you would be able to salvage a bad situation. In SC2, if you get in certain bad situations, you aren't even able to micro out of it because your army is gone. I recall a documentary on youtube where a Wemadefox player was interviewed about APM. He says 'APM is how well you can draw out this picture in your mind you have and make it reality.' The focus here is the picture. Not the brush(APM). SC2 seems to be tilting a bit too much on the brush and not the picture. (although, I admit, the Jackson Pollock of RTS is the only actual remotely playable RTS game that was out in the last 5 years or so) This is from a recent post on a Korean community ( link ) that I think is related to the topic. "The speedy and frantic game which is now SC2 might be considered the point of the whole game. That's good. I understand. But know that SC2 had no need whatsoever to be made into this kind of game. Actually, I am certain that this change was a completely unnecessary one. This is an RTS. This is the sequel to SCBW, and that means there should be a physical(APM heavy) point to the game. This isn't a card game, you know. But take a look at how SC2 plays out right now. Is it playing as a legit strategy game where fast APM grants you an advantage, or is this an arcade where your win/loss is determined on your reflexes and build orders? This kind of game meta ends up boring (a lot of) the watchers as well. When I talk to my friends, they usually say they have seen SC2. They also say that they have played it before. However, the general consensus is that they like SCBW better. The reasons are the same as well. SC2 is centered on what you build at the time, not how you use your army. Of course, the SCBW meta has been stale for over 6 years now, and I can see that SC2 wants to prevent the same thing from happening. However, what I'm trying to get at here is that SC2 is approaching the solution the wrong way." If anyone wants full translation, PM me where they want it and I'll either translate it here, SC2 General, or their mailbox, wherever. I find this very fitting regarding my own experiences in the game - the trend towards even more APM while giving players little to make up for a lack of it. The only logical solution to people moaning about long stale mech/old SH matches is having fast-paced multipronged action from the get-go without any downtime, so they did that for LotV. I personally had plenty of that in Wings and Swarm and yes, the meta became a bit stale towards the end of HotS, but it was a very good and balanced game with a good pace as hyper-aggressive expanding wasn't needed as much and also without the huge variety on harassment options you have today. Still amazes me to see so many people apparently liking LotV best out of all SC2 iterations, but maybe I'm just getting too old/slow and am not longer part of the target audience? Don't know, but while watching and playing a few games from time to time still excites me, I find playing (LotV-)SC2 on a regular, progress-oriented basis to be pretty joyless and too demanding. I think most people prefer the WoL of before broodlord infestor / queen buff but other than this version, LotV is the best one by far.
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On April 18 2016 02:52 Poopi wrote:Show nested quote +On April 18 2016 02:06 Creager wrote:On April 17 2016 11:03 RCCar wrote:Pretty sure the thread wanted to talk about the gameplay, not the literal game speed. I personally agree to some extent. It has become a fast paced game with drops everywhere, getting your entire army evaporated in about 2 seconds because you took your eye off of the enemy army to build more production before engaging, etc Yes, I understand this is part of the skill required to play the ridiculously intense game known as SC2, but the game punishes you (seemingly) too harshly, and you lose the entire game not because you played like a dolt and took a bad fight, but because you weren't looking at the right time. In BW, the pace would be a lot slower, and you would lose maybe 1/3, 1/4 of your army. Pretty bad, but not too late to look at your army and make the decision to run away, or try to micro and salvage the situation. This is where the 'micro' part so exciting for the RTS series comes in. With the proper micro, you would be able to salvage a bad situation. In SC2, if you get in certain bad situations, you aren't even able to micro out of it because your army is gone. I recall a documentary on youtube where a Wemadefox player was interviewed about APM. He says 'APM is how well you can draw out this picture in your mind you have and make it reality.' The focus here is the picture. Not the brush(APM). SC2 seems to be tilting a bit too much on the brush and not the picture. (although, I admit, the Jackson Pollock of RTS is the only actual remotely playable RTS game that was out in the last 5 years or so) This is from a recent post on a Korean community ( link ) that I think is related to the topic. "The speedy and frantic game which is now SC2 might be considered the point of the whole game. That's good. I understand. But know that SC2 had no need whatsoever to be made into this kind of game. Actually, I am certain that this change was a completely unnecessary one. This is an RTS. This is the sequel to SCBW, and that means there should be a physical(APM heavy) point to the game. This isn't a card game, you know. But take a look at how SC2 plays out right now. Is it playing as a legit strategy game where fast APM grants you an advantage, or is this an arcade where your win/loss is determined on your reflexes and build orders? This kind of game meta ends up boring (a lot of) the watchers as well. When I talk to my friends, they usually say they have seen SC2. They also say that they have played it before. However, the general consensus is that they like SCBW better. The reasons are the same as well. SC2 is centered on what you build at the time, not how you use your army. Of course, the SCBW meta has been stale for over 6 years now, and I can see that SC2 wants to prevent the same thing from happening. However, what I'm trying to get at here is that SC2 is approaching the solution the wrong way." If anyone wants full translation, PM me where they want it and I'll either translate it here, SC2 General, or their mailbox, wherever. I find this very fitting regarding my own experiences in the game - the trend towards even more APM while giving players little to make up for a lack of it. The only logical solution to people moaning about long stale mech/old SH matches is having fast-paced multipronged action from the get-go without any downtime, so they did that for LotV. I personally had plenty of that in Wings and Swarm and yes, the meta became a bit stale towards the end of HotS, but it was a very good and balanced game with a good pace as hyper-aggressive expanding wasn't needed as much and also without the huge variety on harassment options you have today. Still amazes me to see so many people apparently liking LotV best out of all SC2 iterations, but maybe I'm just getting too old/slow and am not longer part of the target audience? Don't know, but while watching and playing a few games from time to time still excites me, I find playing (LotV-)SC2 on a regular, progress-oriented basis to be pretty joyless and too demanding. I think most people prefer the WoL of before broodlord infestor / queen buff but other than this version, LotV is the best one by far. Slow Overlord Hellion out-ranging Queens Xel'Naga Caverns games!! Those were the days :D
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I always found the game speed to be slightly too fast for both playing and spectating. I remember a GSL match was accidentally played on "fast" instead of "faster" and I thought it was hype as fuck to watch. Compared to Broodwar, I found the broodwar speed just slow enough to make me FEEL like I had a realistic window of time to do everything I wanted (D+ on ICCUP back in the day). The increased game speed of sc2 and the decreased number of smaller actions makes the game equally difficult, but FEELS like I have less control of what is happening in the game. Not to mention the time it takes for ground armies to move around a map in sc2 is WAY shorter.
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I think when people talk about the game feeling fast, there's actually two seperate parts people are talking about that's causing confusion. One is the speed of the units, which is basically how fast units move and kill eachother, and the other is the speed of the 'economy' (for lack of a better term), basically how much money you're harvesting, how quickly units and buildings are constructed, how fast you progress down the tech tree, ect.
I think the speed of units atm is fine. Battles themselves are fun and engaging, the fast paced battles make micro difficult but still well within human capability and really makes those clutch moves feel fun and significant. Because of this playing on a lower speed setting makes the game feel super slow and boring to me.
I do feel like there's a lack of strategic depth at the moment though, but I dont think it's a result of the speed of units, but rather the speed of the economy. It doesn't take long at all to get a huge army, so investments in non-standard tech paths become gimmicks that need to do damage in a short time window to make it worth it in most scenarios. It also discourages making units over investing in economy because investments in economy and/or infrastructure are hard to punish relative to the potential rewards. There's a lot to be said about this, but basically I'd be really interested to see what the game looked like if the 'economy' was slowed down but units remained as they are.
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On April 15 2016 15:37 Laul wrote:
Like, why waste my time making solid tanks lines and defenses when I could just as easily mash A and stim attack-move till I win?
Good luck with that.
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I think when people talk about strategy they confuse strategy that happens during a game and strategy that occurs outside a game.
The reason I say this is because speed only matters on decisions which are made within the game. Most decisions in fact can be made outside the game.
If you find yourself unsure about what to do, e.g. I have scouts a spire building and you are like "what should I do"? you have not thought enough about strategy outside the game. Before the game even starts you should know I have 3 responses which are blah blah and blah.
If the game was slower what does it change exactly? Instead of 1min before the muta's come to your base, it's 3 mins. But I expect everything to be slower so I expect your response to be slower as well. It takes extra time to build that turret or cannon or phoenix.
I think the only difference the game speed of LotV has made vs HotS vs WoL is reward people who preplan i.e. strategies before going into a game.
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On April 18 2016 10:29 Dracover wrote: I think the only difference the game speed of LotV has made vs HotS vs WoL is reward people who preplan i.e. strategies before going into a game.
Excactly. And that's - in my opinion - the major flaw of sc2: it promotes a style of play that's not really about actually playing the game but memorizing one or more builds for every matchup and every map. And that brings in all the other stuff that makes sc2 boring - standard maps, stable meta, nearly no patches, no new units, korean click-robots that dominate everything. If you weren't able to know beforehand that spire means turrets, you would need to think and actually do something strategic - image how boring chess would be if there would be rules like "advancing his left pawn means I have to move my right knight"...
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On April 18 2016 01:08 tokinho wrote:Show nested quote +On April 17 2016 08:39 cheekymonkey wrote: sc2 players are used to the current pace of the game. I can't stand playing on "fast", it feels slow. Not that I'm a particularly fast player, it's just that it doesn't feel right. Take the game for what it is, a huge part of becoming better is play faster. I don't know what kind of RTS which allows for strategic pondering during a game. Pretty much all of them are about executing what you know, and reacting appropriately. This is something you learn over the course of many games, not something you figure out during a game. Nicely put good sir  we can close the thread now the point has been right here i agree :D
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this shit is fast and furious bro! if you look away for a second you dead son! aint got time to think you gotta just act cant handle the game dont play the game! it i what it is dont over think about the game just DO IT!
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On April 18 2016 15:56 Haukinger wrote: Excactly. And that's - in my opinion - the major flaw of sc2: it promotes a style of play that's not really about actually playing the game but memorizing one or more builds for every matchup and every map. And that brings in all the other stuff that makes sc2 boring - standard maps, stable meta, nearly no patches, no new units, korean click-robots that dominate everything. If you weren't able to know beforehand that spire means turrets, you would need to think and actually do something strategic - image how boring chess would be if there would be rules like "advancing his left pawn means I have to move my right knight"...
Actually chess has the same thing. Most top players have standard opener. Most games when played at a high enough level have the same thing. Here is a list of possible openers, here are a list of possible responses. Players who are aware and across them will be better. Somehow I don't think a grandmaster chess player who would have a clock sits there thinking about their first dozen moves.
Pick any games non turn based game: - Dota -> many of my friends and i'm sure pros can tell you how people will lane and play in position simply from seeing hero picks - CS:GO -> rounds are much faster than SC. Players have already decided stratgies before moving out. Once out there I don't think they're discussing strategy about shooting in the middle of some guns spraying
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On April 18 2016 16:12 WhosQuany wrote:Show nested quote +On April 18 2016 01:08 tokinho wrote:On April 17 2016 08:39 cheekymonkey wrote: sc2 players are used to the current pace of the game. I can't stand playing on "fast", it feels slow. Not that I'm a particularly fast player, it's just that it doesn't feel right. Take the game for what it is, a huge part of becoming better is play faster. I don't know what kind of RTS which allows for strategic pondering during a game. Pretty much all of them are about executing what you know, and reacting appropriately. This is something you learn over the course of many games, not something you figure out during a game. Nicely put good sir  we can close the thread now the point has been right here i agree :D In BW you can do strategic and tactical pondering quite a lot. Situations are almost never identical and there are many possible ways to deal with them.
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On April 18 2016 16:33 Dracover wrote: - Dota -> many of my friends and i'm sure pros can tell you how people will lane and play in position simply from seeing hero picks - CS:GO -> rounds are much faster than SC. Players have already decided stratgies before moving out. Once out there I don't think they're discussing strategy about shooting in the middle of some guns spraying
Yes, that's what seperate strategy games from non-strategy games, and sc2 clearly lacks on strategy although it calls itself a strategy game.
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On April 18 2016 15:56 Haukinger wrote:Show nested quote +On April 18 2016 10:29 Dracover wrote: I think the only difference the game speed of LotV has made vs HotS vs WoL is reward people who preplan i.e. strategies before going into a game. Excactly. And that's - in my opinion - the major flaw of sc2: it promotes a style of play that's not really about actually playing the game but memorizing one or more builds for every matchup and every map. And that brings in all the other stuff that makes sc2 boring - standard maps, stable meta, nearly no patches, no new units, korean click-robots that dominate everything. If you weren't able to know beforehand that spire means turrets, you would need to think and actually do something strategic - image how boring chess would be if there would be rules like "advancing his left pawn means I have to move my right knight"...
Chess has all kinds of situations like that, actually. The whole point of the game is to control your opponent's moves and force him to react in a way that favors you, meanwhile thwarting his efforts to do the same. And guess what, many people find chess to be slow and boring. But those with an appreciation for the game would strongly disagree.
I completely disagree that SC2 is all about memorizing builds, at least in LOTV. The low-econ bases really reduce the level of 'safety' and predictability a player can maintain. The opportunities to give and take damage are greatly increased, thus introducing opportunities to interrupt pre-planned strategies. Players have to think on their feet more and respond to constant threats. It's a lot more of a boxing match now, where players are trading blows, rather than circling around trying to one-punch the other guy.
Any game with rules is going to get figured out. It's a necessary part of having a fair game that people can get better at. If you truly have an appreciation for the art of playing Starcraft, then the more perfectly and consistently someone is able to plan and execute their strategy, the more amazing it is to you. The Korean 'click-robots' have put in hours of training to push themselves ever closer to perfection. Sure, the early days of a game are exciting, because you see crazy stuff happen, but it's always more exciting to anticipate what might become possible as players have time to hone their skills.
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On April 18 2016 20:33 ZerglingSoup wrote: Sure, the early days of a game are exciting, because you see crazy stuff happen, but it's always more exciting to anticipate what might become possible as players have time to hone their skills.
I doubt that - at least for me, the "crazy stuff" is far more interesting. I really prefer "low-level" tournaments, where there's more strategic diversity because the players don't have the mechanics exploit missing cooldowns. If we had weekly balance patches and new maps, wcs or gsl would be a lot more entertaining to watch.
And regarding "true appreciation of the art of playing starcraft" - I personally completely fail to be able to appreciate something in a player that a machine could do better, say, splits, injects, spotting a drop on the minimap... it's the same thing as seeing someone weld as good as a production robot - it's hard to do, but a complete waste of time.
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On April 18 2016 23:09 Haukinger wrote:Show nested quote +On April 18 2016 20:33 ZerglingSoup wrote: Sure, the early days of a game are exciting, because you see crazy stuff happen, but it's always more exciting to anticipate what might become possible as players have time to hone their skills. I doubt that - at least for me, the "crazy stuff" is far more interesting. I really prefer "low-level" tournaments, where there's more strategic diversity because the players don't have the mechanics exploit missing cooldowns. If we had weekly balance patches and new maps, wcs or gsl would be a lot more entertaining to watch. And regarding "true appreciation of the art of playing starcraft" - I personally completely fail to be able to appreciate something in a player that a machine could do better, say, splits, injects, spotting a drop on the minimap... it's the same thing as seeing someone weld as good as a production robot - it's hard to do, but a complete waste of time.
Well you are obviously entitled to your own opinion, but I wouldn't expect any sort of consensus around it. If enough people were really interested in watching low-level shenanigans and constant rule-changes, a weekend pick-up tourney with new balance tweaks each time would be easy to pull off with some simple modding. I might even watch it once or twice for the entertainment value, much like I enjoyed Husky's Bronze League Heroes series. But it would be an entirely different thing from the enjoyment I get out of pro matches.
The point of a competition is watching people push the limits of human possibility. In any sport or art form, a machine could be designed to do the fundamentals more efficiently and effectively. You could conceivably replace all the players on a football field with GPS-guided rocket cars or rig up some sort of sensor-operated hydraulic contraption with a cricket bat. It's the mastering of the fundamentals combined with the strategic decision-making that makes competitions interesting. What makes Starcraft 2 different from any other sport that mastering fundamentals should be regarded as a "complete waste of time" just because a machine could be programmed to do the specific tasks on command?
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The point of a competition is watching people push the limits of human possibility.
Nah
If that were the case, we'd place basketball rims waaaaaaaaaaaay higher.
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On April 19 2016 00:09 Incognoto wrote:Show nested quote +The point of a competition is watching people push the limits of human possibility. Nah If that were the case, we'd place basketball rims waaaaaaaaaaaay higher.
Nice mental image :D But this is not a counter argument since it would have made Space Jam a reality, which is much cooler than current NBA!
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On April 18 2016 10:29 Dracover wrote: If you find yourself unsure about what to do, e.g. I have scouts a spire building and you are like "what should I do"? you have not thought enough about strategy outside the game. Before the game even starts you should know I have 3 responses which are blah blah and blah.
If the game was slower what does it change exactly? Instead of 1min before the muta's come to your base, it's 3 mins. But I expect everything to be slower so I expect your response to be slower as well. It takes extra time to build that turret or cannon or phoenix.
I think the only difference the game speed of LotV has made vs HotS vs WoL is reward people who preplan i.e. strategies before going into a game. True but you've only scratched the surface of the problem. Let's say a person does have the game knowledge to build a thor or turrets when they see mutalisks. Well your thors just got magic boxed and you lose anyway. Or let's say you see a terran building MMM and you get the correct response, colossus or banelings. Sorry, your colossus just got sniped without killing anything, or your opponent split and kited your banelings and they accomplished nothing. Compare this to reavers and lurkers. Reavers and lurkers are so efficient that even if you manage to snipe them with your m&m you probably lost a big clump of them in the process.
And we haven't even talked about how all the medivacs, warpins, and lack of high-ground advantage have marginalized positional play.
It's way too easy to beat strategy with mechanics/micro in this game. Right now I'd say mechanics are favored pretty heavily whereas I would prefer to see strategy be more important.
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It seems like what some of you guys are asking for is composition strategy simulator no-rush 15 min when RTS really is all about timings. Maybe Starcraft isnt meant for you?
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On April 19 2016 01:32 DonDomingo wrote: It seems like what some of you guys are asking for is composition strategy simulator no-rush 15 min when RTS really is all about timings. Maybe Starcraft isnt meant for you? And it seems to me like you, David Kim, JimmyJRaynor and others can only manage pathetic copouts like "love it or leave it" and "RTS is dead." Or maybe you're just trolling. Lemme ask you something. Why did Flash quit SC2 and go back to BW, where his stream alone manages more viewers than the entire SC2 category? By your reasoning since there's nothing wrong with the game, it must be because Flash just can't handle the mechanical difficulty of SC2!
Seriously though, if your best answer is to tell people to quit then really nobody should be listening to your vision for the game.
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On April 19 2016 00:45 BaronVonOwn wrote:Show nested quote +On April 18 2016 10:29 Dracover wrote: If you find yourself unsure about what to do, e.g. I have scouts a spire building and you are like "what should I do"? you have not thought enough about strategy outside the game. Before the game even starts you should know I have 3 responses which are blah blah and blah.
If the game was slower what does it change exactly? Instead of 1min before the muta's come to your base, it's 3 mins. But I expect everything to be slower so I expect your response to be slower as well. It takes extra time to build that turret or cannon or phoenix.
I think the only difference the game speed of LotV has made vs HotS vs WoL is reward people who preplan i.e. strategies before going into a game. True but you've only scratched the surface of the problem. Let's say a person does have the game knowledge to build a thor or turrets when they see mutalisks. Well your thors just got magic boxed and you lose anyway. Or let's say you see a terran building MMM and you get the correct response, colossus or banelings. Sorry, your colossus just got sniped without killing anything, or your opponent split and kited your banelings and they accomplished nothing. Compare this to reavers and lurkers. Reavers and lurkers are so efficient that even if you manage to snipe them with your m&m you probably lost a big clump of them in the process. And we haven't even talked about how all the medivacs, warpins, and lack of high-ground advantage have marginalized positional play. It's way too easy to beat strategy with mechanics/micro in this game. Right now I'd say mechanics are favored pretty heavily whereas I would prefer to see strategy be more important.
I'm not understanding your point. Mechanics in BW are way more punishing. I was always a huge BW spectator during its prime, but whenever I tried to play, I simply could not keep up with even the worst players, mechanically speaking. I had all kinds of strategy knowledge from watching for years, but I never found a way to have an enjoyable experience with my own mouse and keyboard. To win my first game would have taken a ton of practice and/or coaching.
With SC2, I can actually apply my strategic knowledge in my own games and take wins off of players with 50% more apm than me.
Also, you are contradicting yourself a bit, saying that positional play has been marginalized immediately after complaining about getting punished for having your units out of position. You seem to equate strategy with 'hard-counters', saying that Mutalisks=Thor or MMM=Baneling. Strategy involves much more than building the right unit in response. You have to know when, where and how to attack. If you lose, you have to learn and practice and get better. I know that a BW aficionado such as yourself understands that.
EDIT: I think Artosis boils down the distinction quite well:
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.
http://scdojo.tumblr.com/post/122799820950/thoughts-on-the-gsl-kespa-defeat
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On April 19 2016 01:32 DonDomingo wrote: It seems like what some of you guys are asking for is composition strategy simulator no-rush 15 min when RTS really is all about timings.
In the first place, rts has nothing to do with timings. Timings come from the economy system implemented in sc2. rts is about all players acting simultaneously in a game that's about strategy, as opposed to one after the other in a turn based strategy game.
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Short Answer: Yes Actual Answer: Porque?
Its like asking "is Indy Car too fast" just because slower races exists.
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On April 19 2016 02:20 BaronVonOwn wrote:Show nested quote +On April 19 2016 01:32 DonDomingo wrote: It seems like what some of you guys are asking for is composition strategy simulator no-rush 15 min when RTS really is all about timings. Maybe Starcraft isnt meant for you? And it seems to me like you, David Kim, JimmyJRaynor and others can only manage pathetic copouts like "love it or leave it" and "RTS is dead." Or maybe you're just trolling. Lemme ask you something. Why did Flash quit SC2 and go back to BW, where his stream alone manages more viewers than the entire SC2 category? By your reasoning since there's nothing wrong with the game, it must be because Flash just can't handle the mechanical difficulty of SC2! Seriously though, if your best answer is to tell people to quit then really nobody should be listening to your vision for the game.
For the same reason Michael Jordan stopped playing baseball after trying it out for a while.
If you take an athlete away from their sport, do you really expect them to want to continue playing that sport? Especially when they're so bad at it?
Flash had an issue where he kept looking for perfect lines of play as opposed to adaptive lines of play. For the most part, his strategic capabilities was insufficient to keep up with the amount of strategic shifts necessary to play SC2 compared to BW.
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On April 19 2016 02:45 ZerglingSoup wrote:I'm not understanding your point. Mechanics in BW are way more punishing. I was always a huge BW spectator during its prime, but whenever I tried to play, I simply could not keep up with even the worst players, mechanically speaking. I had all kinds of strategy knowledge from watching for years, but I never found a way to have an enjoyable experience with my own mouse and keyboard. To win my first game would have taken a ton of practice and/or coaching. With SC2, I can actually apply my strategic knowledge in my own games and take wins off of players with 50% more apm than me. Also, you are contradicting yourself a bit, saying that positional play has been marginalized immediately after complaining about getting punished for having your units out of position. You seem to equate strategy with 'hard-counters', saying that Mutalisks=Thor or MMM=Baneling. Strategy involves much more than building the right unit in response. You have to know when, where and how to attack. If you lose, you have to learn and practice and get better. I know that a BW aficionado such as yourself understands that. EDIT: I think Artosis boils down the distinction quite well: 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. http://scdojo.tumblr.com/post/122799820950/thoughts-on-the-gsl-kespa-defeat There are so many differences between SC2 and BW. When I say that SC2 rewards mechanics more than BW I am referring to the following:
Harassment units: This stresses multitasking. If somebody flies an oracle/medivac/warp prism into your base, you literally have 5 seconds max to react before you lose in a very cheap fashion. Look at all the new harassment units in SC2 that did not exist in BW: reapers, widow mines, oracles, banshees, liberators, phoenix, hellbats, adepts, warp prisms. And they're all superfast with high DPS, no real way to shut them down.
Really weak counters: Because there are "perfect" unit compositions / deathballs, it's just a question of who can macro/micro harder. Let's compare PvT in BW and SC2 as an example. In BW you would build entirely different units depending on the situation. Typically you'd start with a tank/vulture push and a dragoon contain, which would be swapped for carriers and goliaths later on in the game. Once all the tanks/vultures are dead and there's a lot of goliaths on the field, zealots start looking pretty strong and carriers stop being useful. You would entirely stop building one type of unit for another depending on what your opponent is doing. Whereas in SC2, you start with marines, marauders, and medivacs, and you keep building them until you mechanically overpower your opponent because there's nothing that can nullify them in the same way carriers nullify vultures.
In BW you actually had to think about which units you're building and be prepared to react and make big tech switches. The closest thing to this in SC2 PvT is that you have to decide when to add viking/ghosts to your death blob of MMM, to create a more perfect death blob.
Positioning: In BW you had the aforementioned dragoon contains but you could also have lurker contains and tank lines, tank pushes etc. Containment just isn't a strategy anymore because of the extreme mobility in SC2 granted by things like medivacs and warp prisms. This goes along with harassment rewarding multitasking over strategic positioning of forces.
I feel like I've explained this a thousand times on TL now. It's pretty clear that complaining is not going to help matters so I've started working on an arcade map to make tech switches, positioning, containment etc. more important and games less volatile. Because as much as I may dislike LOTV, I still love SC and want to play.
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On April 19 2016 05:33 BaronVonOwn wrote:Show nested quote +On April 19 2016 02:45 ZerglingSoup wrote:I'm not understanding your point. Mechanics in BW are way more punishing. I was always a huge BW spectator during its prime, but whenever I tried to play, I simply could not keep up with even the worst players, mechanically speaking. I had all kinds of strategy knowledge from watching for years, but I never found a way to have an enjoyable experience with my own mouse and keyboard. To win my first game would have taken a ton of practice and/or coaching. With SC2, I can actually apply my strategic knowledge in my own games and take wins off of players with 50% more apm than me. Also, you are contradicting yourself a bit, saying that positional play has been marginalized immediately after complaining about getting punished for having your units out of position. You seem to equate strategy with 'hard-counters', saying that Mutalisks=Thor or MMM=Baneling. Strategy involves much more than building the right unit in response. You have to know when, where and how to attack. If you lose, you have to learn and practice and get better. I know that a BW aficionado such as yourself understands that. EDIT: I think Artosis boils down the distinction quite well: 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. http://scdojo.tumblr.com/post/122799820950/thoughts-on-the-gsl-kespa-defeat There are so many differences between SC2 and BW. When I say that SC2 rewards mechanics more than BW I am referring to the following: Harassment units: This stresses multitasking. If somebody flies an oracle/medivac/warp prism into your base, you literally have 5 seconds max to react before you lose in a very cheap fashion. Look at all the new harassment units in SC2 that did not exist in BW: reapers, widow mines, oracles, banshees, liberators, phoenix, hellbats, adepts, warp prisms. And they're all superfast with high DPS, no real way to shut them down. Really weak counters: Because there are "perfect" unit compositions / deathballs, it's just a question of who can macro/micro harder. Let's compare PvT in BW and SC2 as an example. In BW you would build entirely different units depending on the situation. Typically you'd start with a tank/vulture push and a dragoon contain, which would be swapped for carriers and goliaths later on in the game. Once all the tanks/vultures are dead and there's a lot of goliaths on the field, zealots start looking pretty strong and carriers stop being useful. You would entirely stop building one type of unit for another depending on what your opponent is doing. Whereas in SC2, you start with marines, marauders, and medivacs, and you keep building them until you mechanically overpower your opponent because there's nothing that can nullify them in the same way carriers nullify vultures. In BW you actually had to think about which units you're building and be prepared to react and make big tech switches. The closest thing to this in SC2 PvT is that you have to decide when to add viking/ghosts to your death blob of MMM, to create a more perfect death blob. Positioning: In BW you had the aforementioned dragoon contains but you could also have lurker contains and tank lines, tank pushes etc. Containment just isn't a strategy anymore because of the extreme mobility in SC2 granted by things like medivacs and warp prisms. This goes along with harassment rewarding multitasking over strategic positioning of forces. I feel like I've explained this a thousand times on TL now. It's pretty clear that complaining is not going to help matters so I've started working on an arcade map to make tech switches, positioning, containment etc. more important and games less volatile. Because as much as I may dislike LOTV, I still love SC and want to play.
I'm still not sold on the idea that BW requires less multitasking than SC2. It seems like I would always lose in the time it took me to click on each of my barracks individually and queue up one marine each. But perhaps, because I don't have to do it in SC2, I have free time to drop things in my opponents mineral lines, which is more fun to me than clicking on barracks anyway. But I remember seeing mineral line obliteration happen all the time in pro-BW with reavers and stuff, so I guess I just don't get it.
I do agree with you on the weak counters. I also miss the fast and furious tech switches in BW. I feel like I see them on occasion in SC2, not so much with Terrans, but just not as often or dramatic and usually leaves me wanting more.
Harassment though, in my opinion, is what makes SC2 shine. I love BW for what it is, but I'm glad SC2 did things a little differently. To me, increased ease of harassment only emphasizes the need for strategically placed bases, defenses and forces. Attentive players can still shut that kind of stuff down with diligent use of phoenix or viking patrols. Yeah, its more tasks to do, but its army-oriented tasks rather than base oriented tasks and imo it adds strategic depth to the game.
Also, just because it hasn't been in the meta, doesn't mean good old-fashioned contains can't and don't happen. I saw a lot of them in the GSL last year with turrets and tanks and everything. I particularly remember one game where Flash (who himself says multitasking is easier in SC2) cut the map in half with turrets and starved out his opponent. I think if these styles were practiced more, they could totally be viable, at least in some situations. It really depends more on the maps than the units themselves. I'm holding out hope that LOTV, with the need to cover and defend more ground earlier on, will force the meta in that direction.
Anyway, good on ya for working on an arcade version of your vision. I'd definitely love to try it out!
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Bisutopia19295 Posts
On April 19 2016 06:31 ZerglingSoup wrote:Show nested quote +On April 19 2016 05:33 BaronVonOwn wrote:On April 19 2016 02:45 ZerglingSoup wrote:I'm not understanding your point. Mechanics in BW are way more punishing. I was always a huge BW spectator during its prime, but whenever I tried to play, I simply could not keep up with even the worst players, mechanically speaking. I had all kinds of strategy knowledge from watching for years, but I never found a way to have an enjoyable experience with my own mouse and keyboard. To win my first game would have taken a ton of practice and/or coaching. With SC2, I can actually apply my strategic knowledge in my own games and take wins off of players with 50% more apm than me. Also, you are contradicting yourself a bit, saying that positional play has been marginalized immediately after complaining about getting punished for having your units out of position. You seem to equate strategy with 'hard-counters', saying that Mutalisks=Thor or MMM=Baneling. Strategy involves much more than building the right unit in response. You have to know when, where and how to attack. If you lose, you have to learn and practice and get better. I know that a BW aficionado such as yourself understands that. EDIT: I think Artosis boils down the distinction quite well: 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. http://scdojo.tumblr.com/post/122799820950/thoughts-on-the-gsl-kespa-defeat There are so many differences between SC2 and BW. When I say that SC2 rewards mechanics more than BW I am referring to the following: Harassment units: This stresses multitasking. If somebody flies an oracle/medivac/warp prism into your base, you literally have 5 seconds max to react before you lose in a very cheap fashion. Look at all the new harassment units in SC2 that did not exist in BW: reapers, widow mines, oracles, banshees, liberators, phoenix, hellbats, adepts, warp prisms. And they're all superfast with high DPS, no real way to shut them down. Really weak counters: Because there are "perfect" unit compositions / deathballs, it's just a question of who can macro/micro harder. Let's compare PvT in BW and SC2 as an example. In BW you would build entirely different units depending on the situation. Typically you'd start with a tank/vulture push and a dragoon contain, which would be swapped for carriers and goliaths later on in the game. Once all the tanks/vultures are dead and there's a lot of goliaths on the field, zealots start looking pretty strong and carriers stop being useful. You would entirely stop building one type of unit for another depending on what your opponent is doing. Whereas in SC2, you start with marines, marauders, and medivacs, and you keep building them until you mechanically overpower your opponent because there's nothing that can nullify them in the same way carriers nullify vultures. In BW you actually had to think about which units you're building and be prepared to react and make big tech switches. The closest thing to this in SC2 PvT is that you have to decide when to add viking/ghosts to your death blob of MMM, to create a more perfect death blob. Positioning: In BW you had the aforementioned dragoon contains but you could also have lurker contains and tank lines, tank pushes etc. Containment just isn't a strategy anymore because of the extreme mobility in SC2 granted by things like medivacs and warp prisms. This goes along with harassment rewarding multitasking over strategic positioning of forces. I feel like I've explained this a thousand times on TL now. It's pretty clear that complaining is not going to help matters so I've started working on an arcade map to make tech switches, positioning, containment etc. more important and games less volatile. Because as much as I may dislike LOTV, I still love SC and want to play. I'm still not sold on the idea that BW requires less multitasking than SC2. It seems like I would always lose in the time it took me to click on each of my barracks individually and queue up one marine each. But perhaps, because I don't have to do it in SC2, I have free time to drop things in my opponents mineral lines, which is more fun to me than clicking on barracks anyway. But I remember seeing mineral line obliteration happen all the time in pro-BW with reavers and stuff, so I guess I just don't get it. I do agree with you on the weak counters. I also miss the fast and furious tech switches in BW. I feel like I see them on occasion in SC2, not so much with Terrans, but just not as often or dramatic and usually leaves me wanting more. Harassment though, in my opinion, is what makes SC2 shine. I love BW for what it is, but I'm glad SC2 did things a little differently. To me, increased ease of harassment only emphasizes the need for strategically placed bases, defenses and forces. Attentive players can still shut that kind of stuff down with diligent use of phoenix or viking patrols. Yeah, its more tasks to do, but its army-oriented tasks rather than base oriented tasks and imo it adds strategic depth to the game. Also, just because it hasn't been in the meta, doesn't mean good old-fashioned contains can't and don't happen. I saw a lot of them in the GSL last year with turrets and tanks and everything. I particularly remember one game where Flash ( who himself says multitasking is easier in SC2) cut the map in half with turrets and starved out his opponent. I think if these styles were practiced more, they could totally be viable, at least in some situations. It really depends more on the maps than the units themselves. I'm holding out hope that LOTV, with the need to cover and defend more ground earlier on, will force the meta in that direction. Anyway, good on ya for working on an arcade version of your vision. I'd definitely love to try it out! Harassment in SC2 took too many years to finally be considered decent and if we were still in HoTS then it definitely falls second to Brood War. LoTV definitely upped this category. Brood War still takes it for me though: Vultures, spider mines, ling runbys, lurker drops, speed zealots, reaver drops, science vessels magic eraser, corsair, siege mineral line drops, mm multiplied attacks. But as I said already LoTV is finally matching the brood War list of options.
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Hah. For some reason I thought they eventually took out science vessel eraser. That one was my favorite.
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Czech Republic12129 Posts
On April 19 2016 06:31 ZerglingSoup wrote:Show nested quote +On April 19 2016 05:33 BaronVonOwn wrote:On April 19 2016 02:45 ZerglingSoup wrote:I'm not understanding your point. Mechanics in BW are way more punishing. I was always a huge BW spectator during its prime, but whenever I tried to play, I simply could not keep up with even the worst players, mechanically speaking. I had all kinds of strategy knowledge from watching for years, but I never found a way to have an enjoyable experience with my own mouse and keyboard. To win my first game would have taken a ton of practice and/or coaching. With SC2, I can actually apply my strategic knowledge in my own games and take wins off of players with 50% more apm than me. Also, you are contradicting yourself a bit, saying that positional play has been marginalized immediately after complaining about getting punished for having your units out of position. You seem to equate strategy with 'hard-counters', saying that Mutalisks=Thor or MMM=Baneling. Strategy involves much more than building the right unit in response. You have to know when, where and how to attack. If you lose, you have to learn and practice and get better. I know that a BW aficionado such as yourself understands that. EDIT: I think Artosis boils down the distinction quite well: 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. http://scdojo.tumblr.com/post/122799820950/thoughts-on-the-gsl-kespa-defeat There are so many differences between SC2 and BW. When I say that SC2 rewards mechanics more than BW I am referring to the following: Harassment units: This stresses multitasking. If somebody flies an oracle/medivac/warp prism into your base, you literally have 5 seconds max to react before you lose in a very cheap fashion. Look at all the new harassment units in SC2 that did not exist in BW: reapers, widow mines, oracles, banshees, liberators, phoenix, hellbats, adepts, warp prisms. And they're all superfast with high DPS, no real way to shut them down. Really weak counters: Because there are "perfect" unit compositions / deathballs, it's just a question of who can macro/micro harder. Let's compare PvT in BW and SC2 as an example. In BW you would build entirely different units depending on the situation. Typically you'd start with a tank/vulture push and a dragoon contain, which would be swapped for carriers and goliaths later on in the game. Once all the tanks/vultures are dead and there's a lot of goliaths on the field, zealots start looking pretty strong and carriers stop being useful. You would entirely stop building one type of unit for another depending on what your opponent is doing. Whereas in SC2, you start with marines, marauders, and medivacs, and you keep building them until you mechanically overpower your opponent because there's nothing that can nullify them in the same way carriers nullify vultures. In BW you actually had to think about which units you're building and be prepared to react and make big tech switches. The closest thing to this in SC2 PvT is that you have to decide when to add viking/ghosts to your death blob of MMM, to create a more perfect death blob. Positioning: In BW you had the aforementioned dragoon contains but you could also have lurker contains and tank lines, tank pushes etc. Containment just isn't a strategy anymore because of the extreme mobility in SC2 granted by things like medivacs and warp prisms. This goes along with harassment rewarding multitasking over strategic positioning of forces. I feel like I've explained this a thousand times on TL now. It's pretty clear that complaining is not going to help matters so I've started working on an arcade map to make tech switches, positioning, containment etc. more important and games less volatile. Because as much as I may dislike LOTV, I still love SC and want to play. + Show Spoiler +I'm still not sold on the idea that BW requires less multitasking than SC2. It seems like I would always lose in the time it took me to click on each of my barracks individually and queue up one marine each. But perhaps, because I don't have to do it in SC2, I have free time to drop things in my opponents mineral lines, which is more fun to me than clicking on barracks anyway. But I remember seeing mineral line obliteration happen all the time in pro-BW with reavers and stuff, so I guess I just don't get it.
I do agree with you on the weak counters. I also miss the fast and furious tech switches in BW. I feel like I see them on occasion in SC2, not so much with Terrans, but just not as often or dramatic and usually leaves me wanting more.
Harassment though, in my opinion, is what makes SC2 shine. I love BW for what it is, but I'm glad SC2 did things a little differently. To me, increased ease of harassment only emphasizes the need for strategically placed bases, defenses and forces. Attentive players can still shut that kind of stuff down with diligent use of phoenix or viking patrols. Yeah, its more tasks to do, but its army-oriented tasks rather than base oriented tasks and imo it adds strategic depth to the game. + Show Spoiler +Also, just because it hasn't been in the meta, doesn't mean good old-fashioned contains can't and don't happen. I saw a lot of them in the GSL last year with turrets and tanks and everything. I particularly remember one game where Flash ( who himself says multitasking is easier in SC2) cut the map in half with turrets and starved out his opponent. I think if these styles were practiced more, they could totally be viable, at least in some situations. It really depends more on the maps than the units themselves. I'm holding out hope that LOTV, with the need to cover and defend more ground earlier on, will force the meta in that direction. Anyway, good on ya for working on an arcade version of your vision. I'd definitely love to try it ou t! THough it's annoying as fuck to play against in lower leagues. That's what I get from all my 20 friends in my friend list in HotS and that's what I am saying in LotV.
For noobs it is too much, medevac speed, oracle speed, mines, muta regen and other buffs created a game which is a fast and good to look at. But it is horrible to play for many people. That's why SC2 has so "good" ratio of people playing the game to people watching the game. But the player base is lowering and nobody can stop it when Blizzard is forcing harder and more challengin game without catering noobs like me and my SC2 friends.
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No, the speed contributes to the skill cap and fun of the game. If it's not for you try playing tbs.
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With the ladder revamp, I was thinking about making the bronze league progressive.
Let's say you end in Bronze III and all the ladder games will be played in the normal speed, than you will get promoted and the speed will increase. It will help new players to adapt much more.
And to be honest I could not stand anything slower than current speed... it is ridiculously boring and dumb. BUT as part of the lerning process I dont mind it.
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When I play. My speed changes from game to game, situation to situation. I might have a game where I get an average apm of 300+, because I get into a situation i'm very familiar with. Then I might go into the next game with an average apm of 120, because the match requiries less intensive macroing/microing. Since I mostly play teamleague 3v3-4v4 I have more things to take into consideration which may or may not slow me down. Regardless I'd say I enjoy my slower matches more cause I get more of a sense of strategic warfare.
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United Kingdom20319 Posts
I enjoy the deeper strategy at the higher levels of play (from playing archon with a better partner and watching pro games) but i think that it's a shame that it's of so little relevance for 95-99% of players and people that don't already play 100+ games a season.
"Just get faster" is so much easier and more effective than thinking about changing your strategies to interact with the opponent in a more favorable way until you get very very very good at the game.. more now than ever before with LOTV.
The mechanics/multitasking skill ceiling has been raised, but so has the floor. If you divide up all of the different parts of starcraft skill into a pie, the mechanics and multitasking slices take up a much larger % than before and make the other parts such as strategy smaller by relative importance.
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I personally liked it better with no macro mechanics / automated, I feel it helped with the pace of the game.
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On April 15 2016 15:42 RoomOfMush wrote: 3) Whine on the internet about it
I choose this one.
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Once you get to about 230 + apm the game feels not quite as hectic, because you are used to about the fastest that your going to be playing the game below a pro level.
BW required absurd amounts of mechanics due to the sloppy AI, so I have no clue where these people are getting the, Well BW was slower" when only the battles in BW were slower because controlling large armies was almost impossible for all but the Korean pros.
The strategy in SC2 is in the scouting, decision making, and engagements, all of which has to be done whilst performing macro and other mechanics.
The game does not feel too fast, it feels fast enough that the player with better and more practiced mechanics will win or at the very least retain a slight advantage, as it properly should be. The better strategy should not win against someone who is superior mechanically, at least not all of the time, better mechanics should at least compensate to a degree.
If the game is too fast for you either practice more and get better or play Heroes or LoL, both of which I enjoy greatly even though i practice SC2 enough to maintain a top 20 masters level of play ((still ridiculously terrible at the game but for examples sake)
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You have enough time to make solid tank lines. But ask yourself, are solid tank lines, that attack nothing, strategic a good decision? Not always.
I think you pressure your-self too much. You dont need to hesitate. Once you get better, you will face faster player, but you will also be faster and do things more efficient. The biggest mistake low league players do, is hesitating. They push the 1 a button 100 times, but does that achieve anything? No, instead they could have pressed 10 times less and micro properly.
That was something i did a lot in bw. Hesitate. Just stay cool and make one thing at a time. Matchmaking will do the rest.
Also this is an rts game. Time is always a part of the game and the faster player will always have an advantage. Bw was slower, but people did not less. The difference between players was even more obvious. When i took my third, hellthesheep (some might know him) had already the whole map and 200 supply.
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Does anyone else also feel like they can't enjoy other games much anymore because they just feel so slow to you? The few times I played Moba games it just felt so boring that there was only a limited amount of actions I can do at once. I also can't really enjoy my favorite games like Zelda anymore.
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On June 03 2016 04:05 Beelzebub1 wrote: BW required absurd amounts of mechanics due to the sloppy AI, so I have no clue where these people are getting the, Well BW was slower" when only the battles in BW were slower because controlling large armies was almost impossible for all but the Korean pros.
The strategy in SC2 is in the scouting, decision making, and engagements, all of which has to be done whilst performing macro and other mechanics. I think people are looking at this from different angles. When I say that SC2 is too fast I am literally talking about the movement speed of some units and their DPS, not APM. Like how an oracle flies into your base at warp speed and starts 2-shotting workers with an attack speed equal to a marine's, or how a boosted medivac can just blow by 2 spores and live.
I'm over it though. I used to play roach/hydra but lately I've been teching to muta and getting lots of cheap wins off unprepared opponents. Even if your opponent is ready for it there's no real downside or punish because nothing can catch your units and they regen health at an absurd rate. I'm honestly finding the game way easier because I don't have to worry about taking a bad fight where my units could actually get caught/killed etc.
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problem here is the line can't see the strategy of the 3d world.
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anything less than the fastest setting is too slow, so no it's not
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On June 03 2016 01:47 Barrin wrote: Yup.
I have plans to make a mod that will slow the game down a tad and make it more strategic without actually increasing downtime (possibly reducing it). There will be no new/removed units/abilities, and your mechanics will transfer over 1:1.
How this can be done is somewhat difficult to grasp and kind of a secret atm.
Still in planning stage. It won't be coming out any time soon.
Wouldn't making the first 3-4 bases single gas instead of double do the same thing? Since hurr durr smash smash is only really possible with high gas counts.
Putting the double gas bases further away would mean more aggression too, probably meaning less hurr durr smash smash
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On June 03 2016 05:02 Brutaxilos wrote:Does anyone else also feel like they can't enjoy other games much anymore because they just feel so slow to you? The few times I played Moba games it just felt so boring that there was only a limited amount of actions I can do at once. I also can't really enjoy my favorite games like Zelda anymore.  Certainly, but Moba's were boring to begin with.
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I don't think it is to fast. I do think the damage (especially on some harass units against workers) is to high.
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On June 03 2016 07:38 Gullis wrote: I don't think it is to fast. I do think the damage (especially on some harass units against workers) is to high.
This is true, but I think StarCraft 2's biggest problem is it adds to complexity when it needs to enhance gameplay (fun) instead. That's why people go back to BW in my opinion. You can't tell me people go back to BW because they like its graphics, its bugs or hard mechanics. I played BW and I know that's not the case for anyone who is reasonable. 
Also, casual gamers don't stick with one game for too long in my opinion. They play it for a few hours or some time, then they switch to the next one. Of course, LoL looks casual, yet it has players, so there are probably exceptions to this rule.
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On June 03 2016 08:26 Shield wrote:Show nested quote +On June 03 2016 07:38 Gullis wrote: I don't think it is to fast. I do think the damage (especially on some harass units against workers) is to high. This is true, but I think StarCraft 2's biggest problem is it adds to complexity when it needs to enhance gameplay (fun) instead. That's why people go back to BW in my opinion. You can't tell me people go back to BW because they like its graphics, its bugs or hard mechanics. I played BW and I know that's not the case for anyone who is reasonable.  I prefer the BW graphics over the SC2 graphics any day. SC2 doesnt even come close. But this topic has been beaten to death already.
The problem SC2 has in my opinion is that its too easy to attack and too difficult to defend. Being aggressive is always the better choice in SC2 because defense simply sucks. In BW there were plenty of defensive strategies which were fairly powerful. Each race was able to play defense or offense and depending on how your enemy played this would create different dynamics for the game. In SC2 everybody plays offense because defense doesnt cut it. And the few times a defensive strategy actually becomes viable (like the swarm hosts madness or the raven tank crazy) they need to be nerfed to the ground because the economic situation in SC2 does not punish turtling at all while giving no bonuses to the player who is controlling the map.
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The HotS package in Medivac Boost, Oracles, Widow Mines are the worst offenders, coming from my Protoss perspective.
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United Kingdom20319 Posts
I've heard that one a lot.. even in WOL
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I feel like many brood war fanatics - enjoyed the "mechanic" aspect of Sc, since it does look amazing when korean pros do it.
But you have to realise that sc was more like chess than sc2 - units AI was clunky and bad but somewhat predictable. Units took a lot longer to move towards choke points - to fly behind bases and could therefore be countered better with things like siege tanks, reavers or lurkers.
Aoe and range was effective - deathballs were not. Rushes came with fewer units - now its a lot more streamlined and less predictable.
While the SC fanatics were on the blizzard forum making sure blizzard made the game difficult enough for koreans to play - the aspect of keeping the game fun and manageable got lost. Take Warcraft 3 for instance - just microing 5 Grunts vs each other required high amounts of skill, a level where starcraft doesnt even go because microing seperate units effectively is a waste of apm that is required in other tasks.
Even korean progamers have stated the game is too fast to enjoy sometimes.
In my opinion - starcraft 2 could easily have been easier to manage macro and unit control - and an elite of players would still have risen to stand above us all in tournaments. For instance, in a slower paced game - instead of having 2 drops on the map - pro players would have been able to maybe do 4 at the same time - taxing their actions equally to today.
A simple "quality of life" suggestion ive read - is simply having all units in a selection be able to cast their skills without tabbing. Select units - F for forcefield T for storm G for guardian shield.
its changes like these that find the hate of the SC purists because it makes the game easier and therefore worse, but just like the macro mechanics change - most people agree that today the game just got better
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Like, why waste my time making solid tanks lines and defenses when I could just as easily mash A and stim attack-move till I win?
Well cus your probably bronze and play vs bad players where you can do everything to win.
Good luck not playing "strategic" at higher levels.
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United Kingdom20319 Posts
On June 03 2016 09:47 Hider wrote:Show nested quote +Like, why waste my time making solid tanks lines and defenses when I could just as easily mash A and stim attack-move till I win? Well cus your probably bronze and play vs bad players where you can do everything to win. Good luck not playing "strategic" at higher levels.
Mechanics and multitasking are way more important than strategy from 0% - 98%+ on the ladder and even continue to be important right up to rank 1. Anyone who has played @ high level can see that
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On June 03 2016 08:45 ejozl wrote: The HotS package in Medivac Boost, Oracles, Widow Mines are the worst offenders, coming from my Protoss perspective. THIS. Exactly this. Holy shit I just realized what a terrible expansion HOTS was. I honestly can't find a single positive addition to the game out of the whole bunch. So much stuff that is just cheap and not fun to play against. BRB changing my expansion level in SC2.
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On April 15 2016 15:42 RoomOfMush wrote: As I see it you have 3 options: 1) Become faster 2) Play a slower game 3) Whine on the internet about it
That's really constructive man, thanks for the input.
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On June 03 2016 09:47 Hider wrote:Show nested quote +Like, why waste my time making solid tanks lines and defenses when I could just as easily mash A and stim attack-move till I win? Well cus your probably bronze and play vs bad players where you can do everything to win. Good luck not playing "strategic" at higher levels.
Wow, you really embody the wonderful community here, thanks for adding such a productive comment to the discussion! You're a swell guy!
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On June 03 2016 10:48 Barrin wrote:Show nested quote +On June 03 2016 09:32 weikor wrote: I feel like many brood war fanatics - enjoyed the "mechanic" aspect of Sc, since it does look amazing when korean pros do it. No. That's literally the difference between skill and strategy, and the opposite of what I want. Show nested quote +Take Warcraft 3 for instance - just microing 5 Grunts vs each other required high amounts of skill, a level where starcraft doesnt even go because microing seperate units effectively is a waste of apm that is required in other tasks. That skill was far more important in BW than SC2, and is very significant part of what I miss. When BW came out, we didn't have Twitch. In the end of the BW's era (read like 1-2 years before sc2 came out), you could cleary see that the difference wasn't really huge. What I mean is, there was almost no new strategies, simply because we figured a lot of things via replays, vods and tournaments. That skill you're talking about is the same as it is in sc2. But if you miss bw, then by all means play it. We won't stop you.
The mechanical's part in bw in the end of its era / beginning of sc2 was the most important in order to differentiate the skill difference between a semi-pro and a progamer. It's exactly the same we're facing with sc2.
I'm really tired of comparing those 2 games. There are way too much ppl that are regreting it when in fact they haven't played it a lot.
But w/e, I guess I won't come in this thread again since i'm really tired of arguing.
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Short answer: yes. The game is too fast. And by that, I mean the income rate is too high. You can reach masters with 0 strategy if you have good mechanics. Because its almost impossible to spend all of your money, the VAST majority of players would improve most quickly doing this.
I find that at diamond level, it is always more efficient to spam out marines. Devoting attention to anything other than building my mid game Bio army is a waste of time. IMO players should be able to spend most their of their money by the time they reach plat or diamond, and the winner is determined by build efficiency, strategy and micro.
Look at a game like League. The mechanics are there, but it's relatively easy to reach a point where the game is no longer determined by pure mechanics.
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I've played over 30 games of LOTV this week. It's my first time playing LOTV after not playing for half a year. Honestly the game is way too fast and is too easily decided by a single mistake. I've made so many of this single mistake, whether it's a wrong build order, losing two Medivacs in drop harass, losing to Ravagers because I didn't micro them correctly. Then no matter how badly I try to come back, I just lose it.
Just from a pure macro point of view, I don't know how many times I find myself running out of minerals yet I can't expand because I didn't build my 3rd CC quick enough. Sure I can lift my CC but by then the game has already been decided.
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Yesterday i watched ESC GoOdy winning a lot of games on EU GM with Terran Mech...and he is not a fast player. He knows exactly how to use his tanks etc to his advantage...of course he is not winning big tournaments. But most of us aim for a high ladder ranking and that is clearly possible with low apm.
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Well remeber Elfi? That guy literraly played top 16 GM with 90 apm no problem...
APM is an excuse bs nothing else... I would mind some progressive challenging system from low league, but only from bronze to silver. At Gold + speed should be on par with the rest of the game...
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"Look at a game like League. The mechanics are there, but it's relatively easy to reach a point where the game is no longer determined by pure mechanics. "
Sorry but that is hilarious, there is no "mechanics" in LoL besides last hitting minions.
The only thing that is too fast in SC2 is the rate at which workers die and how critically important they are, therefore having ton's of shit like Oracles zapping workers instantly, baneling bombs wrecking probe lines, Widow Mine drops killing 12 workers instantly if not reacted to properly, those things suck, no lie.
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Russian Federation421 Posts
On June 03 2016 10:58 diabcockiful wrote:Show nested quote +On April 15 2016 15:42 RoomOfMush wrote: As I see it you have 3 options: 1) Become faster 2) Play a slower game 3) Whine on the internet about it That's really constructive man, thanks for the input.
But that's the best answer in the whole thread. The speed of SC2 is not going anywhere, it's a core design, so everyone who has problem with it has this 3 options.
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Czech Republic12129 Posts
On June 03 2016 16:41 Ingvar wrote:Show nested quote +On June 03 2016 10:58 diabcockiful wrote:On April 15 2016 15:42 RoomOfMush wrote: As I see it you have 3 options: 1) Become faster 2) Play a slower game 3) Whine on the internet about it That's really constructive man, thanks for the input. But that's the best answer in the whole thread. The speed of SC2 is not going anywhere, it's a core design, so everyone who has problem with it has this 3 options. I chose to leave the game. It was the correct decision. Blizzard has their money, I played at least the campaign, it's a win-win. The fact that I am slowly stopping to watch any SC2 content doesn't matter probably 
In the end it's their choice of pace and their game, their responsibility
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I do feel like certain aspects of the game are definitely too fast, but the speed of the game is alright. Harassment happens too quickly, things die too quickly and leave little room for micro if any. But sadly I think this is how the game will stay.
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if you want to, you could compare sc2 with Blitz Chess. Its also more about the preperation and the execution. You also don't have much time to think about a new strategy in game. You need to know how to react to different situations without thinking half a minute and neglect everything. That won't work. Blitz Chess
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The speed of the game add more depths. I dont have all the time in the world to play video game. What will help you improving is knowing at each second of the game what to do and what your opponent could do, so you dont focus on useless things. The game is about not being able to handle everything and force mistakes. Balance macro / micro Unless you really want to go in a korean gaming house dont stress about apm.
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On June 03 2016 15:28 Beelzebub1 wrote:
The only thing that is too fast in SC2 is the rate at which workers die and how critically important they are, therefore having ton's of shit like Oracles zapping workers instantly, baneling bombs wrecking probe lines, Widow Mine drops killing 12 workers instantly if not reacted to properly, those things suck, no lie.
Actually those things slow the game. since you know its coming you will always plan defence for these at a timing. (except if you are on the opponent base )
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So I am the only one that actually enjoy the high pace in sc2? Even though I'm only gold?
I watched a high level war3 stream the other week, first time ever, and it was soooo sloooooow. Nothing ever died... You would se a unit slooooowwwlllly drop in hitpoints, and I felt like "OMG PULL IT BACK QUICK!! OMGOMG, WHY ARE YOU NOT PULLING IT BACK", but the player calmly waited until it was at 5-10%, pulled it out, and survived fine. I'm not saying that slower pace is inherently bad, I'm just saying that I myself found it boring, at least to watch. Haven't played much war3, and have no intention to.
I still find that there is plenty of strategic choices in sc2, even at gold level. Roach or ling-bane? Expand or early spire? Set up ling runby or defend with everything? Setting up flank and surrounds. How much static drop defense should I build? Not to mention the ever-present drones vs units question.
I don't understand why setting up tank line is more strategic than attack with marines. I'd even argue the opposite, that earlier attack gives more interactions between the players, and more opportunities for strategic choices. Tbh, just sitting home and massing up tanks isn't a game that seems very entertaining to me.
So OP, If you find sc2 too fast, maybe try war3? May be a better fit for you.
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On June 03 2016 10:22 Cyro wrote:Show nested quote +On June 03 2016 09:47 Hider wrote:Like, why waste my time making solid tanks lines and defenses when I could just as easily mash A and stim attack-move till I win? Well cus your probably bronze and play vs bad players where you can do everything to win. Good luck not playing "strategic" at higher levels. Mechanics and multitasking are way more important than strategy from 0% - 98%+ on the ladder and even continue to be important right up to rank 1. Anyone who has played @ high level can see that
Depends on how you define strategy. OP uses it in the context of unit positioning. And Sc2 is all about unit positioning.
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@ Cascade w3 is not slow, but you cant really compare. In W3 you are not suppose to loose a single unit, there is squirmish all over the map earlier in the game, and units have more spells. So yes units die slowly, but the game would be way too hard the other way.
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On June 03 2016 18:43 Wohodix wrote: @ Cascade w3 is not slow, but you cant really compare. In W3 you are not suppose to loose a single unit, there is squirmish all over the map earlier in the game, and units have more spells. So yes units die slowly, but the game would be way too hard the other way. I'm not saying it's the wrong way to make the game, but yes, it feels extremely slow coming from sc2.
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"Look at a game like League. The mechanics are there, but it's relatively easy to reach a point where the game is no longer determined by pure mechanics.
No the mechanics are just different and less stressful in a MOBA than in an RTS. LOL is certainly still very execution-based.
So I am the only one that actually enjoy the high pace in sc2? Even though I'm only gold?
The only way an RTS should be "slower" than Sc2 is by being more forgiven with a stronger defenders advantage (as we see in MOBA's).
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On June 03 2016 19:45 Hider wrote: The only way an RTS should be "slower" than Sc2 is by being more forgiven with a stronger defenders advantage (as we see in MOBA's).
One difference I've noticed with Starcraft and other games is that in most other games, you lose slowly and "incrementally." In League of Legends, you lose tower by tower. In CSGO, you lose round by round. Hell, even most arcade maps like Tower Defense and Desert Strike get this right. In Starcraft, you can lose instantly and suddenly, and this was made way way worse by all the HOTS changes. I also think map design has a large role in how games are played out.
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I think its too fast for leisure players.
Maybe battle net can have a another ladder with slower speed?
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It's not the game speed, its the game pace. It looks to me there are two different camps here arguing about two completely different things.
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On June 03 2016 14:09 cutler wrote: Yesterday i watched ESC GoOdy winning a lot of games on EU GM with Terran Mech...and he is not a fast player. He knows exactly how to use his tanks etc to his advantage...of course he is not winning big tournaments. But most of us aim for a high ladder ranking and that is clearly possible with low apm. Exactly. Far to much is made of speed. It's far more about precision and efficient mechanics for most players rather then raw APM. I'd say that if you have above 130-150 before Masters you are most likely spamming and/or have inefficient mechanics and organization.
It's the speed of fights and the severity of some situations that make the game stressful to play for me.
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On June 03 2016 23:39 BaronVonOwn wrote:Show nested quote +On June 03 2016 19:45 Hider wrote: The only way an RTS should be "slower" than Sc2 is by being more forgiven with a stronger defenders advantage (as we see in MOBA's).
One difference I've noticed with Starcraft and other games is that in most other games, you lose slowly and "incrementally." In League of Legends, you lose tower by tower. I disagree, from the 10 orso games from this years lck that I watched there were alot of 40 minute plus games that were both teams would be almost even the entire game and then end because of one mistake.
However my sample size for other games isn't that big beside starcraft 1.
Also if we ignore the top 10-20 players, starcraft is not a game that should be instantly decided with the exceptions of some wierd BO loss or major micro fuck up.
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On June 04 2016 01:55 Sapphire.lux wrote:Show nested quote +On June 03 2016 14:09 cutler wrote: Yesterday i watched ESC GoOdy winning a lot of games on EU GM with Terran Mech...and he is not a fast player. He knows exactly how to use his tanks etc to his advantage...of course he is not winning big tournaments. But most of us aim for a high ladder ranking and that is clearly possible with low apm. Exactly. Far to much is made of speed. It's far more about precision and efficient mechanics for most players rather then raw APM. I'd say that if you have above 130-150 before Masters you are most likely spamming and/or have inefficient mechanics and organization. It's the speed of fights and the severity of some situations that make the game stressful to play for me. Completly depends on your race and playstyle.
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On April 15 2016 15:55 BronzeKnee wrote: The time to be strategic is in between games, where you plan a reaction to a build you've lost to or create an aggressive build, ect...
When you are in game, it is just act and react and you do what you know. If you try to make things up in game, you'll just get crushed, at least at the higher levels.
I also thought, that a lot of strategy is lost due to the 1000 things you have to keep in mind while playing. Your response is a great view of seeing SC still strategical.
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On June 04 2016 06:19 jume wrote:Show nested quote +On April 15 2016 15:55 BronzeKnee wrote: The time to be strategic is in between games, where you plan a reaction to a build you've lost to or create an aggressive build, ect...
When you are in game, it is just act and react and you do what you know. If you try to make things up in game, you'll just get crushed, at least at the higher levels. I also thought, that a lot of strategy is lost due to the 1000 things you have to keep in mind while playing. Your response is a great view of seeing SC still strategical.
That's not a completely bad reasoning for why SC is still strategic, but it has an obvious flaw in its logic. This logic can be basically apply to any video game in any genre. In other words, that's what many people would refer to as 'metagaming'. This logic doesn't really make SC that much strategic because almost any game that has an actual competition side where players are actively trying to beat each other has metagaming.
For example, play a fighting game like Super Smash Brwal Melee, but instead of planning a reaction to a build, it's planning a reaction to a certain play style and character. One more example, play an Moba like Dota2, but once again, instead of planning a reaction to a build, it's planning a reaction against enemy composition and item builds.
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I think if it wasn't as fast and intense as it is it wouldn't be sc2. It's a big part of what makes this game so damn amazing
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"Too fast" as in units die fast? Or "too fast" as in matches are short? If it's as in "matches are short" I need to start laddering again because I like short matches. Not super short, but just long enough for me to enjoy the game without matches feeling drawn out.
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Russian Federation367 Posts
On April 15 2016 15:37 Laul wrote: When I play, I dun really see any opportunity to really be 'strategic,' yknow?
Like, why waste my time making solid tanks lines and defenses when I could just as easily mash A and stim attack-move till I win?
Or even if it does go to late game, I'm just left in a trance where I'm just pressing buttons until I win, trying to keep up production at max.
Thoughts?
Yes, youre right. SC2 isnt about being strategic. It was at WoL, and it kinda was at HotS (not so much though), but in LotV blizzard basically removed brain part of a game. Wanna know why? Because casuals whined about "where is fun, why so slow, how I beat infestors, omfg dis tanks damage, where is exposions" and things like that. Read TLnet forum if youre interested in exact word. Anyways, if you want ot be strategic - welp, welcome to scbw, but if you want smth fast where you play 10 mins game of pure micro and random things - welcome to sc2.
p.s. Played SC2 since closed beta, went through all stages being masters/gm terran, played toss and zerg at masters level, but didnt buy lotv. Why? HotS was already kinda bad as a game, didnt want to spend my time on a pure sht game like lotv. RIP
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On June 03 2016 23:39 BaronVonOwn wrote:Show nested quote +On June 03 2016 19:45 Hider wrote: The only way an RTS should be "slower" than Sc2 is by being more forgiven with a stronger defenders advantage (as we see in MOBA's).
One difference I've noticed with Starcraft and other games is that in most other games, you lose slowly and "incrementally." In League of Legends, you lose tower by tower. In CSGO, you lose round by round. Hell, even most arcade maps like Tower Defense and Desert Strike get this right. In Starcraft, you can lose instantly and suddenly, and this was made way way worse by all the HOTS changes. I also think map design has a large role in how games are played out.
The way you lose in LOL is far from optimal either. Slowly dying a painful death since the game is so snowbally. Often times you need to wait 10 minutes before you will acutally lose the game despite you having less than 1% chance of winning the game.
The proper way is to make players almost lose instnatly when they drop below < 5% probability or so.
But going from 50% --> 5% should consist of a sequence of multiple events and multiple engagements with multiple opportunites for micro.
CS:GO is good in some ways (no real snowball - getting owned is a much lesser evil than in LOL), though I think 16 rounds to win is too much. If you are completley outmatched, a CS:GO game shouldn't take more than 10-15 minutes.
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what a silly question to ask "is sc too fast" - it is a matter of learning, but even when I started to play a few years ago, I didn't even think the game is too fast or something like that
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I think the arguments in favor of SC2 being "too fast" can be summarized as follows:
- Not paying attention for a short amount of time can be very costly (units deal a lot of damage quickly / have little health)
- Harassment options has the potential to kill many workers very quickly
- Harassment can be very inconsistent; the outcome depends on how much attention your opponent pays to your harassment, how well he is prepared, whether he knows how to react correctly, etc
- When you get harassed very successfully (losing plenty of workers) there is very little opportunity to come back into the game
- All of the above create a feeling of permanent danger and panic
- Win / Loss because of harassment feels cheap because the very same move can sometimes be super effective and sometimes not do anything at all and your success or fail feels disconnected from your own skill
Thats how I see it at the moment.
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My thoughts?
Those that can: Do Those that can't: Whine
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Basically if every race had Pylon Overcharge and Mules, the game would be fucking incredible.
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You should be playing people near your speed. If you get better you play vs people that are quicker.
You cant nerf life or starcraft
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Blizzard did mention slowing down the game as a possibility about a year or so ago, I don't know if it was mentioned again though.
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I always feel unit movement speed is too fast, which is the main reason why sc2 is much more unstable compared to BW - losing one battle will give you no chance to recover.
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A while back I posted my explanation of sc2's stratagy it was super long so rather than repeat myself I will quote it and then give the gist of my argument. + Show Spoiler +On April 16 2016 10:00 washikie wrote: I disagree with all the people saying that Starcraft lacks stratagy. I think people who say this don't understand all the decision making that goes into playing the game at a decent level. I don't claim to be great at the game. I am only a mid tier masters player but even at my level I percive the substantial swing in advantage that strategic thinking can provide you in a game. Consider the scouting phase of the early game. Since I play Terran I'm going to talk from a Terran's perspective. As Terran you usually want to set up you economy and infistucture at this stage of the game while keeping tabs on your opponent. To do this scouting is critical. Say that I send out a reaper to see what my opponent is up to in tvp if I see 2 gas and a cyber core I know it's some kind of pressure opening. If I see a faster nexus then my opponent is planing to play more economically. From this information I need to make a wide variety of strategic decisions. If my opponent went for pressure I need to try to Scout it but I might not know what it is. Do I build a bunker at my front? Do I invest in missle turrets to deny oracles and Dts? Do I delay my star port to get extra barracks. Do I make cyclones or tanks? These are all strategic dicisions that will help me survive the early game. If instead my opponent opened defensive I need to figure out how I'm going to keep up with there economy. Do I try to get aggressive with some drop harass? Do I try to take a faster third base since they probably won't attack me? After this early phase of the game there are even more important decisions you have to make. The biggest 3 are generally what unit comp to go. When should I try to take my next base. And when should I try to do damage to my opponent as a Terran once agian these decisions are driven by information on what your opponent is doing . Based on thier unit comp you can determine what supprt units your army needs. Based on the time they plop down thier new bases and also the timing of thier Tech and your own economic state you decide weather to attake or not. There are countless examples I can give where you need to make decisions In a game of Starcraft and those dessions and the reasoning behind them vary based on matchup and game state. Now to adress the question of speed. Speed is important in sc2 there is no doubting that but it's not the only thing that matters. How fast you play often dictates how much stuff you can make. How much harass you can do and how well you manage fights. But speed can be counterbalanced by stratagy because like speed good corner cutting and decision making provide you an advantage. Further at the highest level I have herd pros describe how choosing which actions to do becomes part of the stratagy of the game because both you and your opponent are near the limit of amp that most people can achieve. Mechanics matter but that does not mean strategy does not. And for the game being to fast well, that's part of the fun and challenge its one of the things that makes sc2 an awesome game but it's not for everyone if it's not for you why not try playing a tbs like civ or chess.
sc2 has a ton of decisions that are presented to players every game that are a result of the specific game state. Making the correct decisions at these points usualy has a huge impact on if you win or lose the game. This impact becomes greater as your mechanicle skill increases because at a point players tend to macro well enough that the edge they gain from decision making is greater than what they gain from mechanics alone. deciding when to attack, where to take a fight. When to expand. When to harass. How much army vs tech you want to build all of theses dessions arnt made in a vacume players must consider thier position and the position of the opponent and make the right move in response. Players who are very good at making these dessions tend to lose less to allins, not fall behind on Econ, and most importantly recover from disadvantages in the opening game.
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Czech Republic12129 Posts
On June 04 2016 15:15 WeddingEpisode wrote: Blizzard did mention slowing down the game as a possibility about a year or so ago, I don't know if it was mentioned again though.
They were offering slowing the game speed which was unbelievably stupid IMO. Not sure what they were thinking, if anything.
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you just get too much too fast its not fun at all, you cant even take a sip of coffee in the first few seconds of the game anymore its ridiculous, lotv is like hots and wol on speed. i always hated the 12 worker start that forced this in the end thats why i quit after playing since the start of wol.
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Well LOTV feels pretty fast with all the high dps units and accelerated abilities that made it into the game since WOL. I recently played WOL again and it feels like playing on slowmo. Honestly, i think that new and casual players would have more fünf and better accessibility to the game if it would be a toggle... Like slow and regular speed. If I remember right, it was considered that the game shall be on a slower pace for players placed below platinum. Not necessarily a bad idea, but shall be a toggle.
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Cool to see a simple straight questions getting so many responses!
My problem is more with how quickly you can die if not watching for an instance. This is really frustrating, and extremely anticlimactic. If your things wouldn't melt in 3 seconds, you'd be given a chance to act, thus not making the game feel a little less quick. Things like the "flying discoball speedy gonzales" (lol), Banelings, Storm. It's gotten better with LotV, but still. The Oracle is really ugly.
Take my Terran Tears™ on top of this: Our "terrible-terrible-damage"-units are rendered quite useless: Heat Seeking Missile have been severely nerfed. Nukes are the coolest thing in the game, but the opponent still has 14 (!) seconds to respond. Tanks? Yes, but they are pretty slow, so the chances to run into a tank line unintentionally is pretty small.
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The question is too broad and vague but a lot of people are actually having the feeling that "sc2 is too fast". I think that it comes from the fact that in sc2 are a lot of mechanics that snowball really quickly and spiral out of control so it is quite easy to gain momentum in game and also capitalize on gained advantage fast. Macro mechanics do accelerate economy so it grows more rapidly. Fights end quickly because slight advantage in army size snowball really fast due too perfect unit clumping, movement pathing etc. In other words once one player gains momentum it is really hard to stop him from dismantling the opponent and a lot of good strategies in sc2 revolve around that momentum concept. Zergs tends to overwhelm opponents with larva mechanic going for quick huge economy and then ton of quickly produced units. Protoss used to warpgate rush a lot because You could easily spiral out of control, killing couple of stray units when opponent was unprepared and then higher army size + fast reinforcements did the rest. Terran bio ball probably the best example as it is heavily momentum based. High DPS density, quick movement speed to catch retreating units + huge mobility thanks to medivacs - It is really common for terran to try to drop time and time again without great success and then when suddenly one drop works than it is much easier for following drops/attacks to deal dmg and 30sec later opponent just collapses and dies because Terran got too much momentum.
So what I'm trying to say that it is not about "sc2 being too fast" it's more about "sc2 accelerates too quickly" I think.
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Anything real-time based game will produce the same kind of feelings. Warcraft 3, albeit having "slow-dying" units, was feeling to me like games were so prone to snowball because of XP gains, and basically knowing the perfect creeping paths made this impossible for an opponent who was creeping slightly less efficiently to ever recover from this. For beginners it usually translates into fighting a level 4 hero with a level 2 one at the worst possible moment in the game.
I do not feel SC2 is too fast right now in the sense that there is still plenty of room for unit control. It is rare I cannot avoid taking damage because of "how units die fast" alone, most of the time games are won or lost on timings mistakes or bad scouted harass damage. Nothing to do with "speed" per se.
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On June 04 2016 13:11 Za7oX wrote: You should be playing people near your speed. If you get better you play vs people that are quicker.
You cant nerf life or starcraft
You got it wrong. You can nerf starcraft, but you cant nerf the people playing it.
In other words, if the game gets easier, it gets easier for everyone.
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Army melts too fast due to clumping and things like Baneling, storm...This is the most frustrating in SC2.
The second thing is: "who got the larger army is also the winner despite any areas of the map". Thing like this doesn't happen much in BW: 3 siegetanks, 3-4 vultures with mines, supply depots can hold 2-3 groups of Protoss units for an acceptable time. In SC2, the hill is overtaken by the Protoss within 3-5 secs. LOL )))
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On June 07 2016 23:43 Barrin wrote:Show nested quote +On June 07 2016 17:55 deacon.frost wrote:On June 04 2016 15:15 WeddingEpisode wrote: Blizzard did mention slowing down the game as a possibility about a year or so ago, I don't know if it was mentioned again though.
They were offering slowing the game speed which was unbelievably stupid IMO. Not sure what they were thinking, if anything. I just had to find this. Show nested quote +Experimenting with slowing down the pacing of combat in SC2
This is a topic we got a lot of community feedback on, so we did some heavy exploration in this area. The biggest thing we tried here was reducing the attack speed of each unit in the game by 40% and altering some damage values to compensate. Even though a change like this would seemingly have a huge implication on balance, we realized the gain wasn’t as big as we expected. Games feel different from before, but the main question has to be “Is this a positive change that makes games better?” We’re just not sure of this yet. For example, we’re seeing that slower engagements seem to reduce the skill component in combat. Additionally, games feel more dragged out than before. But we’ve only had limited testing at this point, so we’ll continue to explore this area in more detail before making a final call. sourceI know what they were thinking (possibly better than they do). I never should've doubted DK.
I clearly don't want to slow down the pacing of combat in the game, but things like Baneling that cause me instantly lose because of missed click, missed closely watching is totatty unacceptable and very frustrating. DK and his dev team really misunderstand about this matter. Fast-pace game is good but instantly loss is a really an opposite, annoying problem. In my op, this is the most fundamental thing that every players even pros feel very frustrated about.
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On June 07 2016 21:12 DjayEl wrote: Anything real-time based game will produce the same kind of feelings.
I dont agree with you there. I dare to say BW was different and I can explain why I feel this way. In BW each race had certain units which were incredibly powerful at defense but not nearly as good at offense.
Zergs got lurkers which need to burrow before they can attack. Running them into your enemies base to burrow, you are probably going to take quite a bit of damage (and lose some) before they can actually attack. But having a sunken / spore / lurker defense at home is almost inpenetrable without any form of siege. Defilers bring defense to a whole another level with their Dark Swarm. Of course DS can be used offensively too, but that is more dangerous since the Defiler could be sniped. Having the Defiler jump from one Nydus to the other and quickly use its spell is more safe.
Terrans of course have siege tanks and mines; bunkers and turrets.
Protoss have super slow moving Reavers and their awesome photon cannons with high DPS against all units.
Having strong defensive units means that you can survive and enemy attack even if you are behind. And you can even have a cost effective attack if you manage to hit your enemy off guard and you secure a well defended location near their base. (for example barricading yourself within their natural)
The defensive units in BW were also good at offense. But they were much better at defense. When they were used offensively it was much harder to make them cost efficient. A group of siege tanks could easily be killed by a few zerglings, zealots or vultures if they were not protected by other units. The same group of siege tanks could kill almost infinite numbers of zerglings, zealots and vultures if used to their full defensive potential.
In SC2 units dont feel that way to me.
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On June 08 2016 00:05 Thinh123456 wrote:
I clearly don't want to slow down the pacing of combat in the game, but things like Baneling that cause me instantly lose because of missed click, missed closely watching is totatty unacceptable and very frustrating. DK and his dev team really misunderstand about this matter. Fast-pace game is good but instantly loss is a really an opposite, annoying problem. In my op, this is the most fundamental thing that every players even pros feel very frustrated about.
I agree with this, but it doesn't matter because they're not going to change the game. If anything there's been a clear direction towards adding more and more bullshit ways to lose in both expansions. Why fight it? Now instead of positional, macro games I just try to drown my opponents in all the bullshit strats I can think of. Inflicting the bullshit is way, way more fun than trying to survive the bullshit.
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On June 08 2016 00:27 RoomOfMush wrote: Having strong defensive units means that you can survive and enemy attack even if you are behind. And you can even have a cost effective attack if you manage to hit your enemy off guard and you secure a well defended location near their base. (for example barricading yourself within their natural)
The defensive units in BW were also good at offense. But they were much better at defense. When they were used offensively it was much harder to make them cost efficient. A group of siege tanks could easily be killed by a few zerglings, zealots or vultures if they were not protected by other units. The same group of siege tanks could kill almost infinite numbers of zerglings, zealots and vultures if used to their full defensive potential.
In SC2 units dont feel that way to me. it's not that siege tanks and lurkers are weaker in SC2. It's just that the other units have been made so much stronger. Marines start with 45 hp, and go up to 55 vs. 40 max in BW. You've got marauders, roaches, ravagers etc. which can take out lurkers and siege tanks efficiently. Air units are way stronger than in BW. The power creep on medivacs vs. dropships is just ridiculous. Basically all the offensive units have been buffed and the defensive options were left in the dust. Then you have issues like the broken high ground advantage and warp-ins negating defender's advantage. Removing scourge gives all those super-speedy dropships and air units free reign. All this means SC2 strongly favors offense and if you're playing defensively you're in for a bad time.
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They have to make the gameplay faster (more workers at the start, less resources per base, more high dps units etc), so games will end more quickly, allowing them(events) to spend the extra time for LoL and CSGO and whatever.
Welcome to real life where time is money and your interest often doesn't collide with corporate interest.
P/S: I prefer WoL and HotS pace, but I adapted okay-ish in LotV.
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On June 08 2016 00:43 BaronVonOwn wrote:Show nested quote +On June 08 2016 00:05 Thinh123456 wrote:
I clearly don't want to slow down the pacing of combat in the game, but things like Baneling that cause me instantly lose because of missed click, missed closely watching is totatty unacceptable and very frustrating. DK and his dev team really misunderstand about this matter. Fast-pace game is good but instantly loss is a really an opposite, annoying problem. In my op, this is the most fundamental thing that every players even pros feel very frustrated about.
I agree with this, but it doesn't matter because they're not going to change the game. If anything there's been a clear direction towards adding more and more bullshit ways to lose in both expansions. Why fight it? Now instead of positional, macro games I just try to drown my opponents in all the bullshit strats I can think of. Inflicting the bullshit is way, way more fun than trying to survive the bullshit.
I still hope that they will do this, perhaps not in this expansion but in another expansion of SC2. (SC:BW was released 1 year after SC:Origin). I think we need to accept that this is the expansion of DK and Blizzard, not for us much, so let they do whatever they want and keep praying after that they will do what the community asks for in the next expansion of SC2.
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On April 15 2016 15:56 Warcloud wrote: Part of strategy is executing quickly. This requires good mechanics which simply increases the skill cap of the game. League of Legends requires strategy too but you have essentially infinite amounts of time to make strategic decisions. Strategy and Mechanics are two different things. While SC2 is certainly much stronger on the mechanical side of things with LotV, the amount of strategy in the game has faltered immensely ever since HotS.
At the competitive level, most matchups revolve around one viable composition (i.e. biomine vs ling bane muta ultra in HotS and bio tankivac liberator vs ling bane muta ultra in LotV), whereas early Wings of Liberty had at least two viable comps per matchup.
Viewership for SC2 has dropped immensely because people are sick of seeing the exact same games with the exact same unit compositions play out. Meanwhile, Blizzard have no interest in making multiple unit compositions competitively viable, i.e. when was the last time you saw a professional mech gamer do a good tournament run?
Even League of Legends with its enforced 1 top, 1 mid, 1 jungle, support and adc bot map formations has more strategic diversity than SC2, and that mainly lies in item builds and champion diversity.
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On June 08 2016 01:26 Thinh123456 wrote:Show nested quote +On June 08 2016 00:43 BaronVonOwn wrote:On June 08 2016 00:05 Thinh123456 wrote:
I clearly don't want to slow down the pacing of combat in the game, but things like Baneling that cause me instantly lose because of missed click, missed closely watching is totatty unacceptable and very frustrating. DK and his dev team really misunderstand about this matter. Fast-pace game is good but instantly loss is a really an opposite, annoying problem. In my op, this is the most fundamental thing that every players even pros feel very frustrated about.
I agree with this, but it doesn't matter because they're not going to change the game. If anything there's been a clear direction towards adding more and more bullshit ways to lose in both expansions. Why fight it? Now instead of positional, macro games I just try to drown my opponents in all the bullshit strats I can think of. Inflicting the bullshit is way, way more fun than trying to survive the bullshit. I still hope that they will do this, perhaps not in this expansion but in another expansion of SC2. (SC:BW was released 1 year after SC:Origin). I think we need to accept that this is the expansion of DK and Blizzard, not for us much, so let they do whatever they want and keep praying after that they will do what the community asks for in the next expansion of SC2.
Jesus I'm glad ur not in charge of SC2 bacause that design would be more horrible than the new command and conquer...
SC2 Was always about speed, BW aswell... In BW u had some compositions for years (ever saw non mech vs protoss after 2007/8 ????) The game is more accessible than ever now, and it was horrible in the end of hots because it was whatever vs swarmhost in 2 hour games (looks like its fun for u playing vs bad free units)...
SC2 is fine now, we need ladder revamp and more casual friendly content and thats it... job done(thinking about how much of the pie named budget SC2 has)
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On June 08 2016 01:08 BaronVonOwn wrote: it's not that siege tanks and lurkers are weaker in SC2. It's just that the other units have been made so much stronger. Marines start with 45 hp, and go up to 55 vs. 40 max in BW. You've got marauders, roaches, ravagers etc. which can take out lurkers and siege tanks efficiently. Air units are way stronger than in BW. The power creep on medivacs vs. dropships is just ridiculous. Basically all the offensive units have been buffed and the defensive options were left in the dust. Then you have issues like the broken high ground advantage and warp-ins negating defender's advantage. Removing scourge gives all those super-speedy dropships and air units free reign. All this means SC2 strongly favors offense and if you're playing defensively you're in for a bad time. Exactly. Its especially the air units which have become ridiculous. In BW air units have always been rather fragile and rarely dealt much damage. It was always about mobility, never about DPS or durability. But in SC2 air units have almost become core units. And G2A has become weaker in comparison. Its incredible.
On June 08 2016 02:11 Barrin wrote: Strategy is everything but the execution. Actually no. There is also tactics. Many people get these two words mixed up but they are both something different. Strategy is long term. Your strategy is a unit composition, an expansion pattern, a general idea of what you want to do.
Tactics is the maneuvers you perform to do your strategy. Taking high grounds, defending choke points, etc. But to most people these words have become interchangeable.
On June 08 2016 02:19 PharaphobiaSC wrote: SC2 Was always about speed, BW aswell... In BW u had some compositions for years (ever saw non mech vs protoss after 2007/8 ????) I have seen bio against P more often than you would believe. Bio is incredibly powerful against P in BW. If the P does not have any storms or reavers then the bio army will just roflstomp the P army any time. Marines are effective against anything P has both on the ground and in the air. Dragoons on the other hand deal only 50% damage against marines and medics. Firebats deal extra damage against zealots and full damage against shields. Then there is the question when you go mech and how you go mech. There is not just 1 mech in BW. You can go for mass vultures, goliaths, tanks, wraiths, etc.
And in TvZ you also have lots of options. Go bio + vessels, bio + tanks, pure mech from the start, late game mech switch, bio + mines, wraiths, vulture drops, etc.
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I played 20,000 games. I find no sense to lotv . I'm about to stop playing .
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Czech Republic12129 Posts
On June 07 2016 23:43 Barrin wrote:Show nested quote +On June 07 2016 17:55 deacon.frost wrote:On June 04 2016 15:15 WeddingEpisode wrote: Blizzard did mention slowing down the game as a possibility about a year or so ago, I don't know if it was mentioned again though.
They were offering slowing the game speed which was unbelievably stupid IMO. Not sure what they were thinking, if anything. I just had to find this. Show nested quote +Experimenting with slowing down the pacing of combat in SC2
This is a topic we got a lot of community feedback on, so we did some heavy exploration in this area. The biggest thing we tried here was reducing the attack speed of each unit in the game by 40% and altering some damage values to compensate. Even though a change like this would seemingly have a huge implication on balance, we realized the gain wasn’t as big as we expected. Games feel different from before, but the main question has to be “Is this a positive change that makes games better?” We’re just not sure of this yet. For example, we’re seeing that slower engagements seem to reduce the skill component in combat. Additionally, games feel more dragged out than before. But we’ve only had limited testing at this point, so we’ll continue to explore this area in more detail before making a final call. source I was writing about some community update where they were offering what I wrote. What you found was in beta and they didn't even test it... Well, who am I kidding, they removed macro mechanics and returned them anyway.
Multiplayer Game Speed
We also wanted to bring up a new idea for your feedback. We have received multiple pieces of feedback from Korean pro players who believe it would be nice if lower-level players had a slower game speed on ladder, similar to how it is in co-op missions mode.
If we are to consider something like this, we could imagine an approach like this: platinum and above players would play on the current speed (fastest), whereas gold and below would play one notch slower on fast speed. There are some feasibility issues we’d have to overcome, but we’d like to at least get your feedback on this.
We see both advantages and disadvantages to a change like this. Similar to why co-op missions uses different game speeds, StarCraft II is one of the most difficult games to master, and it may be both helpful and enjoyable for players of certain skill levels to be given extra time to think and act during their games. At the same time however, this would mean that the game wouldn’t feel the same for everyone, and it could also just feel “wrong” to make a change such as this since the game has been working a certain way for so long.
Obviously there are other pros and cons of making a change like this, and we have much time to consider the idea. We would love to hear your thoughts on this concept. Source> http://us.battle.net/sc2/en/forum/topic/20419312467
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From merely gold level casual player point of view (who enjoyes the game) I think Blizzard has done a fantastic job in making the game accessible to players like myself. Tons of UI help and all and I can't complain even if there are some more features I want :-)
Anyway, regarding the game speed. Yeah, the game is a bit too fast and not much strategy at all is involved in games below gm/masters.
It's pretty much keep you production as high as possible while a-moving into opponent and hope you have more units.
If the game speed would be a bit slower perhaps there could be more thought out moves done during the course of the game. Right now I'm too busy minding my own business so I don't react to the opponent at all. I have a build order and I stick to it no matter what.
But still I enjoy yolo a-moving my stimmed-bio-ball into opponent and get a huge grin om my face when it turns out I have more units than him.
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Yes the game is too fast with 12 starting workers. Thats why most games feels like a coinflip. They should revert to HOTS economy with 6 workers.
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On June 08 2016 17:57 SlammerSC2 wrote: Yes the game is too fast with 12 starting workers. Thats why most games feels like a coinflip. They should revert to HOTS economy with 6 workers.
12 worker start just sped the early game a lot. Unless there was inbase proxy 2 gate there it was the same thing happening every game. It was boring as a viewer and boring as a player. I'm glad we got rid of that (but I do miss the proxy gates.)
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On June 08 2016 18:01 Alluton wrote:Show nested quote +On June 08 2016 17:57 SlammerSC2 wrote: Yes the game is too fast with 12 starting workers. Thats why most games feels like a coinflip. They should revert to HOTS economy with 6 workers. 12 worker start just sped the early game a lot. Unless there was inbase proxy 2 gate there it was the same thing happening every game. It was boring as a viewer and boring as a player. I'm glad we got rid of that (but I do miss the proxy gates.)
it removed the early game it didnt just speed it up.
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On June 08 2016 18:09 91matt wrote:Show nested quote +On June 08 2016 18:01 Alluton wrote:On June 08 2016 17:57 SlammerSC2 wrote: Yes the game is too fast with 12 starting workers. Thats why most games feels like a coinflip. They should revert to HOTS economy with 6 workers. 12 worker start just sped the early game a lot. Unless there was inbase proxy 2 gate there it was the same thing happening every game. It was boring as a viewer and boring as a player. I'm glad we got rid of that (but I do miss the proxy gates.) it removed the early game it didnt just speed it up.
It removed the useless 5 minutes from the start of the game. It was boring as a viewer and boring as a player. Every game casters had to figure out something not related to the game to talk about to fill it.
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On June 08 2016 18:12 Alluton wrote:Show nested quote +On June 08 2016 18:09 91matt wrote:On June 08 2016 18:01 Alluton wrote:On June 08 2016 17:57 SlammerSC2 wrote: Yes the game is too fast with 12 starting workers. Thats why most games feels like a coinflip. They should revert to HOTS economy with 6 workers. 12 worker start just sped the early game a lot. Unless there was inbase proxy 2 gate there it was the same thing happening every game. It was boring as a viewer and boring as a player. I'm glad we got rid of that (but I do miss the proxy gates.) it removed the early game it didnt just speed it up. It removed the useless 5 minutes from the start of the game. It was boring as a viewer and boring as a player. Every game casters had to figure out something not related to the game to talk about to fill it. It removed important early game choices. Simple example: HotS PvZ: available macro openers for Protoss: Gate expand, Forge fast expand (forge first), FFE (nexus first) and extremely greedy Nexus first into gate. LotV: 1 or 2 Gate -> Nexus -> Core In lotV nexus first is negligibly more economical (You get 1 probe more?) In other words there is no choice for builds in early game anymore and You always open the same (very similar) way which is still "boring" no? The fact that casters like to ramble instead of paying attention to details of how players openers collides it does not mean it was unimportant.
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I don't understand why people are trying to change the definition of tactics when its always been synonymous with strategy.
Anyway, I don't think SC2 is too fast. If it was slow you'd have people complaining it'd too much about micro and people moving around slow units far quicker than they are able to puts them at an incredible disadvantage.
I think I have to disagree with "removed important early game choices". Not sure how I should word this, but if I lose early game in WoL/HotS, its because I was at an awkward time of my build and I got caught with my pants down and i'd be losing at the exact same spot. If I lose early in LOTV, I'm at way different timings of my build instead of that just 1 spot in WoL/HOTS. Early on, I've made like 1-4 decisions, but in LOTV I've probably made like 10 or 20 (bullshit numbers). I feel like I made way MORE choices at the point of loss, if that makes sense.
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On June 08 2016 18:12 Alluton wrote:Show nested quote +On June 08 2016 18:09 91matt wrote:On June 08 2016 18:01 Alluton wrote:On June 08 2016 17:57 SlammerSC2 wrote: Yes the game is too fast with 12 starting workers. Thats why most games feels like a coinflip. They should revert to HOTS economy with 6 workers. 12 worker start just sped the early game a lot. Unless there was inbase proxy 2 gate there it was the same thing happening every game. It was boring as a viewer and boring as a player. I'm glad we got rid of that (but I do miss the proxy gates.) it removed the early game it didnt just speed it up. It removed the useless 5 minutes from the start of the game. It was boring as a viewer and boring as a player. Every game casters had to figure out something not related to the game to talk about to fill it.
They had to talk about something else cos half of the casters didn't have enough game knowledge anyway or were casting match-ups they didn't play. The early game for me was where you planned out what you were going to do and made key decisions, its now gone. You barely have time to do location hotkeys let alone think about anything.
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On June 08 2016 20:00 lestye wrote: I don't understand why people are trying to change the definition of tactics when its always been synonymous with strategy.
not in the context of warfare :
(tactics) [also treated as singular] The art of disposing armed forces in order of battle and of organizing operations, especially during contact with an enemy
Strategy : The art of planning and directing overall military operations and movements in a war or battle
(source : oxford dictionary)
In Sc2 :
* strategy = I'm gonna push on the zerg's fourth when my bio hit +2/+2 while dropping his main * tactics = I'm gonna run in, burrow my mines, stim my bio ball and as soon as I see the banelings coming I run the marines back and split them as fast as I can
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Back on subject :
SC2 is not too fast it's our tunnel vision under stress that makes it look like so, the more you practice and get used to situations the more you can actually multitask and find room to adapt during fights.
PROOF : watch your own replays and you'll think "OMG, what was I doing there? was I in the kitchen making a sandwich when he engaged my army?"
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On June 08 2016 20:44 Gwavajuice wrote: Back on subject :
SC2 is not too fast it's our tunnel vision under stress that makes it look like so, the more you practice and get used to situations the more you can actually multitask and find room to adapt during fights.
PROOF : watch your own replays and you'll think "OMG, what was I doing there? was I in the kitchen making a sandwich when he engaged my army?"
Yeah, you are right. But the game right now focuss too much on the competitive aspect and ignores the fun part of the game. The reason is not because of the high pace (we get used to it and we love it of course) but because of the instant GG. The threat of your whole army melts in a seconds is too high in SC2 and it make players especially the casuals feel stressful and nervous, and ruin their good experience of the game. Yep, maybe you are young and very passionate, you don't mind the hardcore competitive gaming but there will be time when you just want to play the game for fun and so do many people will be. I do not understand why Blizzard push this game too much on the hardcore side and forget about the fun part of the game especially 1v1. I also do not see this problem in BW.
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I dont think the game is too fast, there are simply too many gimmicky things in LOTV compared to HOTS. The faster start of LOTV is great and so many things have improved, but it lacks on the fun 1v1 department.
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United Kingdom20319 Posts
On June 08 2016 22:58 Barrin wrote: It should be mentioned that subtle strategy is often lost on the average viewer, whereas quick decisive battles are easier to understand and celebrate.
Casters have a lot of control here. Many casters (maybe even most) will miss most of the detail that's not exceedingly obvious (such as a tech path) or just talk for 5 minutes about something random and unrelated to the game.
Artosis is one caster that i've noticed being generally better than most others for actually explaining detail to the people who are not staring at the minimap and production tab and already playing the game at a high level.
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On June 09 2016 11:32 Cyro wrote:Show nested quote +On June 08 2016 22:58 Barrin wrote: It should be mentioned that subtle strategy is often lost on the average viewer, whereas quick decisive battles are easier to understand and celebrate. Casters have a lot of control here. Many casters (maybe even most) will miss most of the detail that's not exceedingly obvious (such as a tech path) or just talk for 5 minutes about something random and unrelated to the game. Artosis is one caster that i've noticed being generally better than most others for actually explaining detail to the people who are not staring at the minimap and production tab and already playing the game at a high level.
This is not from lack of skill or awareness (I mean, partially it is, but not totally)
The issue for casters is not about being able to give detailed analysis, as most of the casters know damn well what they are seeing. The issue is that analysis comes with prediction--and prediction comes with being wrong. When you see a line of play, and you know there are 10 ways it could go from there, and based on player history you know he is more likely to do 5 of them--but when casting you have 1-2 seconds to pick one of those 5 as "what the player is trying to do" with full knowledge you have an 80% chance of being wrong.
You know what happens when you get it wrong despite knowing it was one of the possible lines of play? You get ridiculed by the community for being a no nothing piece of shit who is a waste of space on the game.
Because of that, casters are implicitly taught to be vague and un-committing in their tactical analysis.
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On June 10 2016 05:49 Naracs_Duc wrote:Show nested quote +On June 09 2016 11:32 Cyro wrote:On June 08 2016 22:58 Barrin wrote: It should be mentioned that subtle strategy is often lost on the average viewer, whereas quick decisive battles are easier to understand and celebrate. Casters have a lot of control here. Many casters (maybe even most) will miss most of the detail that's not exceedingly obvious (such as a tech path) or just talk for 5 minutes about something random and unrelated to the game. Artosis is one caster that i've noticed being generally better than most others for actually explaining detail to the people who are not staring at the minimap and production tab and already playing the game at a high level. This is not from lack of skill or awareness (I mean, partially it is, but not totally) The issue for casters is not about being able to give detailed analysis, as most of the casters know damn well what they are seeing. The issue is that analysis comes with prediction--and prediction comes with being wrong. When you see a line of play, and you know there are 10 ways it could go from there, and based on player history you know he is more likely to do 5 of them--but when casting you have 1-2 seconds to pick one of those 5 as "what the player is trying to do" with full knowledge you have an 80% chance of being wrong. You know what happens when you get it wrong despite knowing it was one of the possible lines of play? You get ridiculed by the community for being a no nothing piece of shit who is a waste of space on the game. Because of that, casters are implicitly taught to be vague and un-committing in their tactical analysis. I mean, you can still analyze the play without committing a prediction, god forbid. This happens all the time in chess where you talk about lines of play. Artosis and Wolf are the only ones I notice who demonstrate the willingness and knowledge base to discuss the choices of the players and their possible options without declaring what will happen next, Artosis more so obviously and Wolf being guilty a lot of failed predictions as well, depending on his mood.
Of course sometimes predictions add a lot of drama to the game as well by creating surprise moments when expectations are reversed. But this operates best when the audience member understands the reasoning behind the prediction, based on good explanation, and buys into it.
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On June 10 2016 06:00 EatThePath wrote:Show nested quote +On June 10 2016 05:49 Naracs_Duc wrote:On June 09 2016 11:32 Cyro wrote:On June 08 2016 22:58 Barrin wrote: It should be mentioned that subtle strategy is often lost on the average viewer, whereas quick decisive battles are easier to understand and celebrate. Casters have a lot of control here. Many casters (maybe even most) will miss most of the detail that's not exceedingly obvious (such as a tech path) or just talk for 5 minutes about something random and unrelated to the game. Artosis is one caster that i've noticed being generally better than most others for actually explaining detail to the people who are not staring at the minimap and production tab and already playing the game at a high level. This is not from lack of skill or awareness (I mean, partially it is, but not totally) The issue for casters is not about being able to give detailed analysis, as most of the casters know damn well what they are seeing. The issue is that analysis comes with prediction--and prediction comes with being wrong. When you see a line of play, and you know there are 10 ways it could go from there, and based on player history you know he is more likely to do 5 of them--but when casting you have 1-2 seconds to pick one of those 5 as "what the player is trying to do" with full knowledge you have an 80% chance of being wrong. You know what happens when you get it wrong despite knowing it was one of the possible lines of play? You get ridiculed by the community for being a no nothing piece of shit who is a waste of space on the game. Because of that, casters are implicitly taught to be vague and un-committing in their tactical analysis. I mean, you can still analyze the play without committing a prediction, god forbid. This happens all the time in chess where you talk about lines of play. Artosis and Wolf are the only ones I notice who demonstrate the willingness and knowledge base to discuss the choices of the players and their possible options without declaring what will happen next, Artosis more so obviously and Wolf being guilty a lot of failed predictions as well, depending on his mood. Of course sometimes predictions add a lot of drama to the game as well by creating surprise moments when expectations are reversed. But this operates best when the audience member understands the reasoning behind the prediction, based on good explanation, and buys into it.
I was not saying its not doable, but with the speed of the game people don't always have the time to talk through the possible options. Oftentimes when they are only halfway through a current iteration new variables come into play and they now need to change their analysis and before that analysis is complete more variables changes that.
What casters really need is to pause the game and actually have the time to say everything that needs to be said.
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United Kingdom20319 Posts
On June 10 2016 05:49 Naracs_Duc wrote:Show nested quote +On June 09 2016 11:32 Cyro wrote:On June 08 2016 22:58 Barrin wrote: It should be mentioned that subtle strategy is often lost on the average viewer, whereas quick decisive battles are easier to understand and celebrate. Casters have a lot of control here. Many casters (maybe even most) will miss most of the detail that's not exceedingly obvious (such as a tech path) or just talk for 5 minutes about something random and unrelated to the game. Artosis is one caster that i've noticed being generally better than most others for actually explaining detail to the people who are not staring at the minimap and production tab and already playing the game at a high level. This is not from lack of skill or awareness (I mean, partially it is, but not totally) The issue for casters is not about being able to give detailed analysis, as most of the casters know damn well what they are seeing. The issue is that analysis comes with prediction--and prediction comes with being wrong. When you see a line of play, and you know there are 10 ways it could go from there, and based on player history you know he is more likely to do 5 of them--but when casting you have 1-2 seconds to pick one of those 5 as "what the player is trying to do" with full knowledge you have an 80% chance of being wrong. You know what happens when you get it wrong despite knowing it was one of the possible lines of play? You get ridiculed by the community for being a no nothing piece of shit who is a waste of space on the game. Because of that, casters are implicitly taught to be vague and un-committing in their tactical analysis.
Giving basic play-by-play does not require making wrong predictions.
I'm talking about stuff like noting the order of buildings - if somebody built 3 hatches before pool or hatch-gas-pool, if they took gas, if they pulled off gas at 100, 200 or at all. If they opened gate first or nexus first, if they built 1 gate or 2 before the cybernetics core.. if they built extra gateways before or after tech buildings, if specific upgrades are being researched, etcetcetc.
This is the sort of thing that you're looking for constantly with scouts when you're actually playing the game, the information that you need to know to make an accurate assessment of the game state to then make all of the important decisions.
Back in WOL and HOTS, i disliked but partially understood many casters being alt tabbed out of the game for the first 4 minutes but when it's happening in Legacy even though so much stuff is happening.. When casters let all of this stuff fly by more often than they call any of it out it's so much harder to follow a game in an analytical fashion.
You don't have to be scared of making the wrong predictions, just talk about what is happening. If a blind person can have even a vague idea of what's happening in the game then you've done a good job.
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the game is too fast but the units dont die fast enough at a low level
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The game speed is fine. Personally I think the game takes off too quickly. The whole thing of taking bases quicker because you are forced to still doesn't sit well with me. I really liked the BWesque idea where mining wasn't so linear/effective, so to maximize the efficiency of mining you had to spread out your workers across multiple bases.
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On June 13 2016 20:21 AssyrianKing wrote: The game speed is fine. Personally I think the game takes off too quickly. The whole thing of taking bases quicker because you are forced to still doesn't sit well with me. I really liked the BWesque idea where mining wasn't so linear/effective, so to maximize the efficiency of mining you had to spread out your workers across multiple bases.
This is why TL and many people suggested new economy like DH economy to the game in the beta. Unfortunately, it was not enough to atleast pursuade Blizzard to let us test this economy.
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On June 10 2016 05:49 Naracs_Duc wrote:Show nested quote +On June 09 2016 11:32 Cyro wrote:On June 08 2016 22:58 Barrin wrote: It should be mentioned that subtle strategy is often lost on the average viewer, whereas quick decisive battles are easier to understand and celebrate. Casters have a lot of control here. Many casters (maybe even most) will miss most of the detail that's not exceedingly obvious (such as a tech path) or just talk for 5 minutes about something random and unrelated to the game. Artosis is one caster that i've noticed being generally better than most others for actually explaining detail to the people who are not staring at the minimap and production tab and already playing the game at a high level. This is not from lack of skill or awareness (I mean, partially it is, but not totally) The issue for casters is not about being able to give detailed analysis, as most of the casters know damn well what they are seeing. The issue is that analysis comes with prediction--and prediction comes with being wrong. When you see a line of play, and you know there are 10 ways it could go from there, and based on player history you know he is more likely to do 5 of them--but when casting you have 1-2 seconds to pick one of those 5 as "what the player is trying to do" with full knowledge you have an 80% chance of being wrong. You know what happens when you get it wrong despite knowing it was one of the possible lines of play? You get ridiculed by the community for being a no nothing piece of shit who is a waste of space on the game. Because of that, casters are implicitly taught to be vague and un-committing in their tactical analysis. Yet Canata does it often and accurately. Also, people can "predict" and not say it's certain. That why people say "I think".
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On April 15 2016 15:46 Laul wrote:Show nested quote +On April 15 2016 15:42 RoomOfMush wrote: As I see it you have 3 options: 1) Become faster 2) Play a slower game 3) Whine on the internet about it Well that's not 'thoughts' more-so orders. I'm not complaining, no need to be rude. It's not an issue of skill, I'm just asking people what they think of game speed, jeez >.>
Well i do think that it is kinda fast, maybe just a bit! But if you do go and make a Custom game with slower speed i dont belive it will be more fun(i just get bored). In BW you had so much to do macro wise that the game speed was perfect imo But in SC2 you have a lot of Automated Macro Mechanics which gives more room for other things
to answer you Question yes i do but i wouldn`t change it
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On June 13 2016 22:26 swissman777 wrote:Show nested quote +On June 10 2016 05:49 Naracs_Duc wrote:On June 09 2016 11:32 Cyro wrote:On June 08 2016 22:58 Barrin wrote: It should be mentioned that subtle strategy is often lost on the average viewer, whereas quick decisive battles are easier to understand and celebrate. Casters have a lot of control here. Many casters (maybe even most) will miss most of the detail that's not exceedingly obvious (such as a tech path) or just talk for 5 minutes about something random and unrelated to the game. Artosis is one caster that i've noticed being generally better than most others for actually explaining detail to the people who are not staring at the minimap and production tab and already playing the game at a high level. This is not from lack of skill or awareness (I mean, partially it is, but not totally) The issue for casters is not about being able to give detailed analysis, as most of the casters know damn well what they are seeing. The issue is that analysis comes with prediction--and prediction comes with being wrong. When you see a line of play, and you know there are 10 ways it could go from there, and based on player history you know he is more likely to do 5 of them--but when casting you have 1-2 seconds to pick one of those 5 as "what the player is trying to do" with full knowledge you have an 80% chance of being wrong. You know what happens when you get it wrong despite knowing it was one of the possible lines of play? You get ridiculed by the community for being a no nothing piece of shit who is a waste of space on the game. Because of that, casters are implicitly taught to be vague and un-committing in their tactical analysis. Yet Canata does it often and accurately. Also, people can "predict" and not say it's certain. That why people say "I think".
Being able to find exceptions does not invalidate the whole trend. There are many many casters out there who don't get it right, and hence focus and emphasize other parts of the game. For the most part, that's good, because unless you're already good at this game the actual analysis won't really mean much to you.
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I don't think it is too fast. I think SC2's ability to reach extremely high speeds/pacing is what distinguishes it from other video games. IMO, that quality is what makes it one of the most exhilerating games to play and watch (and one of the most disheartening). It's also a sign that Starcraft is continuing to exhibit similar characteristics to professional sports, like boxing and basketball.
One of the posters here said something like, (I'm paraphrasing) "Speed feels fine when I win, and too fast when I lose." I totally agree with that!
And here are three reasons why:
1) The speed/pacing isn't the same for every game; it is a characteristic of the matchup and the units in play (e.g. ZvZ is pretty different from TvT).
2) The speed/pacing isn't constant either because the units in play and the state of the map aren't constant.
3) Having the initiative means setting the tempo and keeping your opponents at least one step behind. This is why game speed is the defining component of any SC2 strategy. Every decision you make could be boiled down to speed.
Do I want to speed up the pace of this game (direct aggression/offensive tech)? Maintain the speed (build/expand)? Or slow it down(harass/defensive tech)?
Some want to end the game in round 1; some want to stretch it out to the middle rounds before going for a knockout; others want to go the full 12 rounds. When you're in the shit, you find out what your opponent wants to do and then you adjust your plan to account for thier strategy.
How you use your army to affect the speed of the game is mostly a tactical decision. The direction to actively change or maintain the speed of the game is where the strategy comes in.
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the game still takes several minutes to even begin. IMO still too slow
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I get the impression that many readers/posters confuse two concepts when talking about "speed".
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
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The game isn't too fast but some mechanics can certainly be slowed down, for example if they increased the build time of every building and unit, less time would be spent on maintaining good mechanics and allow players to focus more on unit control and positioning.
Right now, it is hard to have good macro at low to mid tier levels of play because things build so fast, players forget to build workers, supplies, train units, etc.
Obviously this lowers the skill cap of multitasking...
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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.
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.
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so what is it that you propose to make up for removing 12 max groups
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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).
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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?
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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.
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