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[EP1] Starcraft 2 Battle Report #1 - Page 19

Forum Index > SC2 General
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Telemako
Profile Blog Joined September 2002
Spain1637 Posts
December 25 2008 15:58 GMT
#361
I knew the Toss was with 3 gates, but the terran only had 3 barracks. 1factory vs 1robo. The only diference was the late starport. I know it's a low level match but I felt the victory was kinda easy =/
I've been around since it all started, and it feels good
MrHoon *
Profile Blog Joined April 2008
10183 Posts
December 25 2008 16:43 GMT
#362
those marauders look really cool though like some terminator/gundam shit going on
And wow, warp in is really, really cool

After rewatching the video it seems like you can kite in this game (which makes me REALLY happy, not the other gay wc3 kiting mechanics). Seems like Nal_Ra was right, once the game hits onto the pro-scene its going to be fucking hectic as hell.

One thing that kinda worries me still is the lack of units with special characteristics. In SC1 every unit was 'special' in each of their own form. But when I see SC2 units, they feel really bland and unoriginal.
dats racist
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
December 25 2008 17:39 GMT
#363
More on what Nal_rA said plz? :D
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Dariush
Profile Joined April 2007
Romania330 Posts
December 25 2008 17:44 GMT
#364
On December 24 2008 22:57 inReacH wrote:
I find it kind of strange that I've never seen anyone point out that WC3 base management is the easiest thing on the planet(not to mention there is little opportunity for mid-late game harassment) and yet there is still dominance in the game from a small number of players.

I don't read the SC2 forum much, I would be surprised if FA hasn't mentioned this before but it should be quite a convincing point.


That's the whole point, anti MBS/automine people, like me, don't want a micro centric game. We want the option to choose our style.

I don't even want to start again...this was discussed to death.
MrHoon *
Profile Blog Joined April 2008
10183 Posts
December 25 2008 18:23 GMT
#365
On December 26 2008 02:39 FrozenArbiter wrote:
More on what Nal_rA said plz? :D

it was when Zerg first came out I believe when the Koreans got their hands on it first

It was a small showing on an OGN episode. Nal_rA was saying "WTF THIS GAME IS TOO FAST" or something along the lines of that. People asked questions to Bisu, but bisu didn't respond and told the interviewers he was busy. Then there was a showmatch of Savior vs Bisu, and (R)GUESS WHO LOST?
dats racist
inReacH
Profile Blog Joined August 2008
Sweden1612 Posts
December 26 2008 02:01 GMT
#366
On December 26 2008 02:44 Dariush wrote:
Show nested quote +
On December 24 2008 22:57 inReacH wrote:
I find it kind of strange that I've never seen anyone point out that WC3 base management is the easiest thing on the planet(not to mention there is little opportunity for mid-late game harassment) and yet there is still dominance in the game from a small number of players.

I don't read the SC2 forum much, I would be surprised if FA hasn't mentioned this before but it should be quite a convincing point.


That's the whole point, anti MBS/automine people, like me, don't want a micro centric game. We want the option to choose our style.

I don't even want to start again...this was discussed to death.


Thank god blizzard isn't listening to people like you.

Let's take a look at an example just off the top of my head.

This is Jaedong vs Tempest, Tempest has a macro rating of over 9 given by the GOMTV announcers and others. In this game, there is absolutely no harassment in this game and Tempest just uses many units to beat a much better player.
http://www.gomtv.net/videos/487

This is Bisu vs Hoejja, Bisu uses reaver drops, DT drops and zealot/goon drops to completely overwhelm the lesser skilled player. Not only do these many small confrontations lead to the better player crushing the worse player with amazing decision making and control, but it makes for a far far far more exciting game to watch.
http://www.gomtv.net/videos/505

I can't see how anyone can miss this. If you still don't get it read this.

On December 24 2008 21:55 inReacH wrote:
Show nested quote +
On December 24 2008 20:04 mikneb wrote:
Been lurking the forums for a decent amount of time now, and this is the only thread thus far that prompted me to register.

Let me get this out of the way. I'm looking forward to SC2. I have complete faith in Blizzard, who has never (in my knowledge), released a bad game. Even WoW, depending on which camp you are in about that game, is an extremely polished and enjoyable game to play on a mechanical and overall meta-game level.

Here's my gripe with SC2, after having watched the video:

I'm fairly new to the game. And I know as a Korean that that makes for the ultimate heresy. But I've come to the point that I understand that professional players are professionals because they have completely mastered the utter clunkiness of the UI. You can only select 12 units, you can only hotkey 1 building, AI pathing is completely retarded sometimes. They can micro and macro on a ridiculous level simultaneously.

And I can understand why a new improved sequel to a game should also include new and improved UI modifications to make things more efficient. It's counter-intuitive to say otherwise.

But here's the thing: things that marginalize and lower the skill ceiling is going to be the death of the competitive scene. Even with BW, which is a game that has the most intensive skill ceiling I've ever played.

I come from competitive CS 1.6. We had our own situation like this, with CS: Source coming out. It was prettier, by far, but on a mechanical level, things were far easier. Now here's the thing. I was very good at 1.6, so most of that immediately translated over to Source. Whereas I would go 40-10ish as a ratio in a random pub, I went 100-3 ratio over in Source. It was just that easy. But I was also getting killed in some random instances. People were running at me full speed across the map, zigzagging and spraying a TMP at me full-auto, and somehow headshot me and killed me. That would never have happened in 1.6, the bullets would be shooting at the sky if someone tried that.

And then the community split between both games. Both games suffered as a result. 1.6 lost alot of desperately needed influx of new players and pubbers to sustain its competitive growth, and Source just floundered on a highly competitive level with the boring gameplay. People who appreciated the deep skill curve and the nuances of the movement/aiming/recoil mechanics to the original 1.6 refused to touch Source. People who found Source easier and more enjoyable argued that their game was the future as that with EVERYONE having the advantage of an easier recoil system, you had to be THAT much quicker to be better.

But that's the thing. That's awful logic. MBS and Automine worries me, and rightly so. Yes, it'll give an equal advantage to everyone all across the board, but that is inherently faulty logic.

Let's say you're going 1 on 1 in shooting a basketball with a Pro. You were pretty good during high school, and fairly decent in college, but were nowhere near good enough to go Pro, even then, you played enough to know what you're doing.

A Pro would make their shot 9/10 times. You make it 6/10 times. This is a situation that would be attributed to Brood Wars, and my beloved 1.6.

Now, let's add the Automine/MBS analogy into the mix. You make the rim twice as big in diameter. It's a vast improvement for the entire playerbase, performance wise, but here's the thing.

A Pro would make their shot 10/10 times. The dumbing down of the gameplay mechanics just make him that much closer to perfection. But here's the catch. With the rim twice as big, you make it 9/10 times. Suddenly you are competitive with the Pro, despite the advantage being ubiquitous.

People watch spectator video games to witness things that they could never pull off. No one here would be interested in watching Muta harass with a simultaneous push of their army if they could not appreciate how difficult it is to macro your base/economy, and at the same time rally and position your units, while microing Muta.

The game will no doubt be enjoyable. I'm really looking forward to it.

But if MBS/Automine stay in, it's really going to threaten the skill ceiling, and subsequently, the competitive landscape of the game. Mark my words, there is never room for a competitive scene (even one as big as BW's), for a game and its sequel. Ever.

I know this topic has been done to death, just wanted to toss my one cent out there.


I feel that both your analogies are far too 1-dimensional to be relevant. I understand you chose these because they are easy to understand but I think the simplicity of them basically ignores the bigger picture of what MBS will ultimately allow players to do. A few things MBS will add to the game is dynamic rally points(this is huge), defensive structure targeting as well as greater control over your army. They are adding many new ways to harass a player for each race. It is undeniable that with MBS out, this will free time up for players and with these additional ways to initiate confrontation, there will be more confrontations on average in a given game <---- THIS IS IMPORTANT TO NOTE.

With so many new ways to harass and the lack of NECESSARY static defense for each race..

Actually I'll get into that for a moment...

I don't know if anyone else has pointed it out but I feel that even though there will be many more ways to harass, static defense is still not going to be a staple in any build because each race is being provided with a way to instantly get units to a certain location in their base.

Zerg: Nydus Network

Imagine a top pro who sees reapers jumping up on his cliff behind his main mineral line, does he regret not putting some sunkens? Maybe he would like to have 1 but he doesn't so he immediately uses a overseer to make a nydus near his mineral line and jumps his army over there.

He will likely already have a nydus worm out on the battlefield, if he does not all the better for the spectators. Imagine him grabbing the overlord he has in his group, shitting some creep nears his army, immediately making a nydus worm and then sending units to his mineral line.

This is all only necessary if he doesn't have units nearby etc...

This kind of stuff is possible though and it gives zerg a safe way to get out of buildings static defense.

Protoss: Warp In

Terran: Sensor Towers

Ok so now that we've established each race CAN go without much static defense(you have an economic advantage if you do) if they are skilled enough, this in addition to the multiple new ways of harassing I'll say it again... this means that there will absolutely be more confrontations per game on average.

How much cooler is it to do two different types of harass on your opponent while defending one of his yourself? This takes much more skill than macroing, this kind of concept has an infinitely high skill ceiling and is much more impressive to watch.

Imagine in real war if you have many different task forces trying to fuck over your opponent while defending his tiny offenses on your own. Games will become so unstandardized as no player knows who is exactly ahead. So many skirmishes in and around mineral lines and other ways to mess people up, things we haven't seen before. Stalkers finding their main army shooting down a HT and then blinking away. This is what they are trying to create I feel, this is why they added overlord drop in addition to nydus worms. They don't want you to be able to prepare for everything.

I have seen games where people play like this.. The one that comes to mind is a TvP on Destination,I forget the players but both must have attempted harasses over 8 times each and the game was a marathon of confrontation.
Both players looks so sloppy in some aspects even though they played really well, just because both of their strategies demanded so much themselves and of each other.

Bottom line is, easier macro and more ways to harass makes for more small battles/skirmishes, more ways to affect the other players economy and fuck their tech up.. this all makes for less standardized games which makes for a much MUCH higher skill ceiling not to mention more variation of style from player to player.

I do want to say that your first post is a great one and I really enjoyed it.


ExaltedElegance
Profile Joined December 2008
United States81 Posts
December 26 2008 02:45 GMT
#367
man sometimes i'm glad for the whole "ignorance is bliss" fact of life

i just started playing sc and watching sc after playing some of sc2 at blizzcon (which i originally went to for wow, go figure) and i can't find anything wrong with sc2 because i haven't devoted so much of my time to figuring out and breathing/living starcraft

i am grateful this christmas for the fact that i can go into the sc2 beta, maybe as a total noob, where i'll get destroyed by every teamliquid member

but at least i can go in not having the huge expectations as everyone else has and i'll be able to genuinely enjoy my time playing the game instead of lamenting what the game could have been
True beauty is micro in Starcraft.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2008-12-26 04:05:15
December 26 2008 03:59 GMT
#368
On December 26 2008 11:01 inReacH wrote:
Show nested quote +
On December 26 2008 02:44 Dariush wrote:
On December 24 2008 22:57 inReacH wrote:
I find it kind of strange that I've never seen anyone point out that WC3 base management is the easiest thing on the planet(not to mention there is little opportunity for mid-late game harassment) and yet there is still dominance in the game from a small number of players.

I don't read the SC2 forum much, I would be surprised if FA hasn't mentioned this before but it should be quite a convincing point.


That's the whole point, anti MBS/automine people, like me, don't want a micro centric game. We want the option to choose our style.

I don't even want to start again...this was discussed to death.


Thank god blizzard isn't listening to people like you.

Let's take a look at an example just off the top of my head.

This is Jaedong vs Tempest, Tempest has a macro rating of over 9 given by the GOMTV announcers and others. In this game, there is absolutely no harassment in this game and Tempest just uses many units to beat a much better player.
http://www.gomtv.net/videos/487

This is Bisu vs Hoejja, Bisu uses reaver drops, DT drops and zealot/goon drops to completely overwhelm the lesser skilled player. Not only do these many small confrontations lead to the better player crushing the worse player with amazing decision making and control, but it makes for a far far far more exciting game to watch.
http://www.gomtv.net/videos/505

I can't see how anyone can miss this. If you still don't get it read this.

*snipped out gigantic quote*


.. Don't you realize that you are effectively proving his point? You listed two distinctly different styles of play, one of which wont be viable anymore.

And you can easily find impressive macro wars that made for good games - first game that comes to mind: iloveoov vs Reach on Mercury, game 1 from the Ever 2004 OSL Semis. A more recent example would be Free vs By.Hero on Andromeda, which - while somewhat one-sided - was quite entertaining despite not featuring as much as a storm drop.

Being able to choose wether you want to play a macro-oriented game or a micro oriented game is (actually more so was, modern BW is a more all-around game imo) a choice many cherish.

I agree that the multitasking required can be made up for by making all the matchups play very "harass heavy" but there needs to be room for personal style.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
[X]Ken_D
Profile Blog Joined May 2005
United States4653 Posts
December 26 2008 04:04 GMT
#369
I didn't see the mauraders list on starcraft2.com. What are their unique abilities? From the video, they act like the terran version of dragoons.
[X]Domain - I just do the website. Nothing more.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
December 26 2008 04:05 GMT
#370
They slow everything they hit.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
inReacH
Profile Blog Joined August 2008
Sweden1612 Posts
Last Edited: 2008-12-26 05:57:15
December 26 2008 05:10 GMT
#371
On December 26 2008 12:59 FrozenArbiter wrote:
Show nested quote +
On December 26 2008 11:01 inReacH wrote:
On December 26 2008 02:44 Dariush wrote:
On December 24 2008 22:57 inReacH wrote:
I find it kind of strange that I've never seen anyone point out that WC3 base management is the easiest thing on the planet(not to mention there is little opportunity for mid-late game harassment) and yet there is still dominance in the game from a small number of players.

I don't read the SC2 forum much, I would be surprised if FA hasn't mentioned this before but it should be quite a convincing point.


That's the whole point, anti MBS/automine people, like me, don't want a micro centric game. We want the option to choose our style.

I don't even want to start again...this was discussed to death.


Thank god blizzard isn't listening to people like you.

Let's take a look at an example just off the top of my head.

This is Jaedong vs Tempest, Tempest has a macro rating of over 9 given by the GOMTV announcers and others. In this game, there is absolutely no harassment in this game and Tempest just uses many units to beat a much better player.
http://www.gomtv.net/videos/487

This is Bisu vs Hoejja, Bisu uses reaver drops, DT drops and zealot/goon drops to completely overwhelm the lesser skilled player. Not only do these many small confrontations lead to the better player crushing the worse player with amazing decision making and control, but it makes for a far far far more exciting game to watch.
http://www.gomtv.net/videos/505

I can't see how anyone can miss this. If you still don't get it read this.

*snipped out gigantic quote*


.. Don't you realize that you are effectively proving his point? You listed two distinctly different styles of play, one of which wont be viable anymore.

And you can easily find impressive macro wars that made for good games - first game that comes to mind: iloveoov vs Reach on Mercury, game 1 from the Ever 2004 OSL Semis. A more recent example would be Free vs By.Hero on Andromeda, which - while somewhat one-sided - was quite entertaining despite not featuring as much as a storm drop.

Being able to choose wether you want to play a macro-oriented game or a micro oriented game is (actually more so was, modern BW is a more all-around game imo) a choice many cherish.

I agree that the multitasking required can be made up for by making all the matchups play very "harass heavy" but there needs to be room for personal style.


Wtf, how many hundreds of people make the 1a2a3a4a joke disparingly?

"Durr I make more units then I win"

Imagine for a second the perfect RTS in your mind... if it allows a worse player to beat a better player simply because he made more units and A-Clicked into his opponents base as Tempest(worseplayer) did vs Jaedong(betterplayer) then SC2 is not the game for you.

BTW it should be noted I have never ever made the 1a2a3a4a joke and I have condemned anyone who does despite being a zerg player.

This is not a question of style, the style query should be answered by the multiple ways you can AFFECT YOUR OPPONENT not by allowing player to forgo harassing their opponents.

If a race can decide not to harass the skill ceiling drops and the games become boring to watch.

FA I know you're a smart guy who albeit may F5 this site a little too much can think rationally..

Do you really want players to be allowed to just not harass on the pro level?
Is this what you think style is?
mikneb
Profile Joined December 2008
Korea (South)5 Posts
December 26 2008 15:13 GMT
#372
inReach, I'm really going to have to disagree with you.

Diversity in style is what makes a spectator sport varied and actually interesting to watch.

The Steelers this year have a god-awful offense. They're ranked around 26th in overall offense, which is a travesty considering they are ranked 4th by MSNSports and ESPN. But they have such a resounding and stingy defense that they're allowed to squeak out very low-scoring games.

Boxers that are awful fighting on the inside and have relatively weak punching power for their weight class fight on the outside, they use jabs to keep distance and look for openings to place a wicked counter-punch, which can compensate for the innate lightness to their punch.

The same can be applied to micro vs. macro. If your micro is lacking, you can compensate by having better macro and overwhelming your opponents. Diversity in gameplay and thus a diversity in style allows for the methodical exploitation of certain inherent weaknesses to the style, which adds complexity to anything spectated, and makes it more enjoyable overall.

What you're asking for in both of my analogies is to have football but be nothing but explosive high powered offense or boxing with nothing but obscenely powerful in-fighters. It has no depth in the overall grand scheme of things.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
December 26 2008 15:17 GMT
#373
Imagine for a second the perfect RTS in your mind... if it allows a worse player to beat a better player simply because he made more units and A-Clicked into his opponents base as Tempest(worseplayer) did vs Jaedong(betterplayer) then SC2 is not the game for you.

Making more units than your opponent is a perfectly legit way to win.

Or do you think iloveoov was just worse than everyone he played when he destroyed everyone he played by outmacroing them?

If you lose to someone because "he made more units than you", you played worse.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
decembrie
Profile Joined December 2008
93 Posts
December 26 2008 16:13 GMT
#374
On December 27 2008 00:17 FrozenArbiter wrote:
Show nested quote +
Imagine for a second the perfect RTS in your mind... if it allows a worse player to beat a better player simply because he made more units and A-Clicked into his opponents base as Tempest(worseplayer) did vs Jaedong(betterplayer) then SC2 is not the game for you.

Making more units than your opponent is a perfectly legit way to win.

Or do you think iloveoov was just worse than everyone he played when he destroyed everyone he played by outmacroing them?

If you lose to someone because "he made more units than you", you played worse.



Amazing !!! How the hell can you say that the player that makes the more units is not better than the one who cannot match his macro... ?

This is ludicrous, for crying out loud; doesn't macro matter at all anymore ? seesh damn newbies.
nada.
R-Rated
Profile Joined December 2008
United States10 Posts
Last Edited: 2008-12-26 16:37:20
December 26 2008 16:33 GMT
#375
Been lurking for a long while and had a simple idea I wanted to post in a new thread, but since I'm a TL newb and can't create, this is the best thread to do it in right now. (Sorry if this has been put out there before, but I haven't seen it).

Why not for multiplayer SC2 have a pre-game option to turn off auto mine, like in the waiting room for when you create a game? Seems like specific ladders can be "no auto mine" and make only non-auto-mine game counts, and other ladders can be "auto mine is cool!". This could be easy for Blizzard to implement, and would accomodate both camps on the issue. It could be done for MBS too, though I believe that will be less of an impact on making macro easier. The pro scene would adopt either one.

Anyone agree? Seems like such an easy compromise.

If this hasn't been discussed yet, would someone like to make a new thread?
Unentschieden
Profile Joined August 2007
Germany1471 Posts
December 26 2008 16:42 GMT
#376
On December 27 2008 01:33 R-Rated wrote:
Been lurking for a long while and had a simple idea I wanted to post in a new thread, but since I'm a TL newb and can't create, this is the best thread to do it in right now. (Sorry if this has been put out there before, but I haven't seen it).

Why not for multiplayer SC2 have a pre-game option to turn off auto mine, like in the waiting room for when you create a game? Seems like specific ladders can be "no auto mine" and make only non-auto-mine game counts, and other ladders can be "auto mine is cool!". This could be easy for Blizzard to implement, and would accomodate both camps on the issue. It could be done for MBS too, though I believe that will be less of an impact on making macro easier. The pro scene would adopt either one.

Anyone agree? Seems like such an easy compromise.

If this hasn't been discussed yet, would someone like to make a new thread?


We REALLY need a sticky with stuff like this. It is just tiring to restart the same debate over and over and over...


R-Rated, making UI-features optional has been refused to keep the playerbase united. As Developer Blizzard is interested to have one community, not 2 communities that might even have different demands, not to mention that each side would have less "partners" to play with.
Imagine having to patch such a game. You would have to patch effectivly 2 games since the UI DOES affect balance.
maybenexttime
Profile Blog Joined November 2006
Poland5871 Posts
December 26 2008 16:59 GMT
#377
To support what Unentschieden has just said, just imagine if they removed smart-casting - suddenly the Storm's AoE size could back to BW's size. The same would happen for all other kinda of spells and gameplay mechanics. Just imagine Warp-in without MBS - a dumbed down Recall. ;;
inReacH
Profile Blog Joined August 2008
Sweden1612 Posts
December 27 2008 01:38 GMT
#378
First off, I had no idea that anyone from korea followed american football that closely.

Second, if you think that's all oov does then you're crazy.

Style is about what you do not about how the game allows you to do it, when korean announcers talk about flashes macro they emphasize economy management which is still in the game.

Mannequin
Profile Blog Joined November 2008
Canada131 Posts
December 27 2008 01:42 GMT
#379
I think if they remove auto-mine and do some balancing SC2 can be a Great esports game and will be like a little brother to BW, im not going to say its going to be better or worse(since its not out yet) but i have great hops for it.
As for MBS i do not think it will be a hit to players who have good macro it is really just good for players who like to have units keybinded to there numbers instead of a bunch of factories or barracs . if they make it so that if your have 12 barracs selected and you press M once it creates 1 marine instead of 12 it will be fine np but Automine no....i wanna see savior Destroy everyone in BW and SC2...hopefully.
The man who smiles when things go wrong has thought of someone to blame it on.
ManWithCheese
Profile Joined July 2007
Canada246 Posts
Last Edited: 2008-12-27 02:08:25
December 27 2008 01:56 GMT
#380
On December 27 2008 01:59 maybenexttime wrote:
To support what Unentschieden has just said, just imagine if they removed smart-casting - suddenly the Storm's AoE size could back to BW's size. The same would happen for all other kinda of spells and gameplay mechanics. Just imagine Warp-in without MBS - a dumbed down Recall. ;;


What makes you think that all spells would be instantly reverted back to their bw counterparts? BW and SC2 have completely different balance problems. For instance in bw if someone wanted to do 3 simultaneous storm drops at the same time in late game each storm drop would be separated by at least a few seconds, likely more given a normal situation and then the defender would at least have a chance to defend against it. Now take SC2 with how things currently are with or without smart cast someone could do 4 simultaneous storm drops with maybe a second separating each one, even with the reduced radius that seems like a shit ton harder to defend against.
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