Also stop this QoL shit or find a better line, but at this point we're dumbing shit down too much. SC2 already has so many improvements over BW, you won't magically attract a new audience for the game/genre by slowly turning it into an auto-battler. Harstem phrased this rather nicely, the game needs friction so you can feel accomplished when you are improving and overcoming this friction. It's an expression of skill and this is what makes StarCraft such a wonderful and timeless game.
Balance hotfix patch 5.0.16b (July 16) - Page 2
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Creager
Germany1948 Posts
Also stop this QoL shit or find a better line, but at this point we're dumbing shit down too much. SC2 already has so many improvements over BW, you won't magically attract a new audience for the game/genre by slowly turning it into an auto-battler. Harstem phrased this rather nicely, the game needs friction so you can feel accomplished when you are improving and overcoming this friction. It's an expression of skill and this is what makes StarCraft such a wonderful and timeless game. | ||
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Agh
United States1078 Posts
On July 17 2026 17:10 deacon.frost wrote: Isnt it right now better to almost ignore supply depots and just build CCs and have MULEs and scans for days? Basically the Maru style ![]() To an extent yeah, it's actually one of the many fundamental problems that stormgate had where It was supply efficient just to build town halls over supply to have maximum saturation asap. Luckily Sc2 doesn't have as polarizing of an economy, but it still bleeds over. Especially when maps now are featuring a gas/mineral wall on the edge of terrain for 3rds/4ths. You're going to see a lot of orbital/bunker walls in those spots which is silly. At the end of the day I'm kind of optimistic everything is playing out the way it is. We might finally see mules removed from the game, 16 years overdue. On July 17 2026 22:59 Creager wrote: Also stop this QoL shit or find a better line, but at this point we're dumbing shit down too much. SC2 already has so many improvements over BW, you won't magically attract a new audience for the game/genre by slowly turning it into an auto-battler. Harstem phrased this rather nicely, the game needs friction so you can feel accomplished when you are improving and overcoming this friction. It's an expression of skill and this is what makes StarCraft such a wonderful and timeless game. Don't really agree with that, they could double/triple down on everything QoL and SC2's ceiling would still be high enough for it to not matter. I don't feel any sort of sense of skill or accomplishment resetting my roach arc for the 25th time in a ZvZ, especially now after seeing the potential for other games implementing things like drag formation. Doubt we'll ever see it (for sc2 at least) but I'd really like to see the command card increase and have customization options. Primarily for easier access for spells without having the repetitive nature of hitting the next unit in my subgroup to cast what I want. (Things like being able to bile/fungal, stim/emp, storm/guardian shield, etc with those units selected.) I say this as someone that generally has that 'skill' as one of my advantages over opponents, and I still wouldn't mind it going that way. | ||
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BluemoonSC
SoCal8933 Posts
300 mineral cc is crazy | ||
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Vindicare605
United States16125 Posts
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tigera6
3503 Posts
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zelevin
United States321 Posts
calling into work to practice cc first for 10 hours DAMN | ||
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BlackEyed
24 Posts
Just a quick reminder: 15 Ghosts take up 30 supply. Each Ghost can fire two Snipes for 170 damage each, that's 340 damage per Ghost. 340 × 15 = 5,100 damage from just 30 army supply. That's enough to kill 26 Lurkers (80 supply) or 22 Brood Lords (90 supply). And on top of that, Ghosts hard-counter every spellcaster. Even when they're out of energy, they're still nothing like an Infestor that's completely useless without energy. They're Ghosts—they'll just keep shooting you from 7 range for 15 damage a hit. | ||
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