edit: it actually affects my gameplay too. in sc1 i didn't mind clicking things a little earlier since the voice was so cool but now i actually wait 'til i have sufficient minerals to build stuff b/c i don't want to hear it
I do not like Sc2. - Page 9
Blogs > IskatuMesk |
OneOther
United States10774 Posts
edit: it actually affects my gameplay too. in sc1 i didn't mind clicking things a little earlier since the voice was so cool but now i actually wait 'til i have sufficient minerals to build stuff b/c i don't want to hear it | ||
Grend
1600 Posts
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IskatuMesk
Canada969 Posts
On May 27 2010 13:26 OneOther wrote: does anyone else hate sc2's commander sounds? like the "not enough minerals" or "your forces are under attack," for example. protoss used to have such a cool voice in sc1 but sc2's is just really annoying. edit: it actually affects my gameplay too. in sc1 i didn't mind clicking things a little earlier since the voice was so cool but now i actually wait 'til i have sufficient minerals to build stuff b/c i don't want to hear it I can't remember what kind of system they were using in sc1 but apparently it was quite a lot different than sc2, in terms of audio engineering. In sc2 they seem to be relying largely on random factory presets in Goldwave and Audition, or, god forbid, Audacity of all things. *shudders* Blizzard's experienced (even semi-experienced) sound engineers seem to have jumped ship some time ago. It isn't just the voice acting that's bad, it's the editing in general. Not a problem restricted to just sc2's team unfortunately. | ||
Essbee
Canada2371 Posts
I agree with you in every point, don't get me wrong, but I don't know how you could forget how they added: - The retarded "smart-casting". (You can spam your yamatos, for example, and your BCs will just cast it turn by turn with no skills required) - The infinite units selection. - The ability to wall a ramp perfectly with no flaws with no specific building placement required (I don't mind this too much, they just evolved their game and I think this point is fine, but still, it adds to the skill-less moves you can do in that game). - You can put your rally point for your SCVs directly on the mineral field. - Your workers are also gathering so much money in so little time that the game become so fast, probably just an opinion, but it sucks. - I'll give an example for the terrans here. They've always been the race that was challenging through the first 5-10 minutes of the game. That's something unique that I really liked. They also added and removed some units that makes all the differences: - Vulture, Reaver, Colossus, Marauder, Immortal, Roaches, ...(You explained these points, I won't go over it again) - I wanted to add that with the addition of the Marauder and the removal of the vulture, science vessel and goliath, who needs a mech build now, it's basically useless... M&M&M all the way, sadly. - The science vessels were also one of the most skilled unit. Well, they removed it... - I don't want to go through all the units from SC1 and SC2 but you get the point, I think you all know SC1 enough to understand that some units are missing, or just their utility. Well, I've always been a fan of the games that take skills in player vs player. This is why I find these points very important. PS: My english is not perfect. | ||
IskatuMesk
Canada969 Posts
I mean, there's a lot of things I could have go on about with the game, but much of it has already been argued to death on these forums. Personally I loved the way Terran mech played in sc1 where map control and the "push" was such a critical factor of their play, the more defensive and static nature of their units and how this was so different from the Zerg or Protoss. There was a lot of dynamic to the way these played. I've seen players like Artosis try to play Terran this way (early into beta mind you) and it didn't work out at all because mech is so easily crushed by anti-armor and Hellions... well, christ. I personally like automine as my multitasking is weak, but I don't like how the economy is so fast to the point that the maps mine out as quick as they do. The 4v4 map is mined out ridiculously fast and there's so few bases that the game is effectively on a short timer. Most of the 2v2 maps only have one or two options for a third and it's always extremely hard to hold. Really, there's a lot of little things that get at me, but I feel that they've already been covered enough that I didn't need to go through them. The aspects of gameplay that the Reaver and Vulture represented, though, are the most critical things that I feel sc2 is totally lacking at this time. I'm the kind of guy that prefers game depth coming out of clever unit, race, tech design and map design more than raw grunt power. | ||
DoX.)
Singapore6164 Posts
On May 27 2010 13:26 OneOther wrote: does anyone else hate sc2's commander sounds? like the "not enough minerals" or "your forces are under attack," for example. protoss used to have such a cool voice in sc1 but sc2's is just really annoying. edit: it actually affects my gameplay too. in sc1 i didn't mind clicking things a little earlier since the voice was so cool but now i actually wait 'til i have sufficient minerals to build stuff b/c i don't want to hear it Wholeheartedly agree. Kerrigans voice is one of the big reasons as to why I only managed to get through 4 games as zerg. For terran..the old voice just sounds so much more sophisticated and fitting for such a race unlike this new one which is just meh. And the terran music feels like a cowboy sorta theme compared to the awesome terran music in BW >:\ | ||
Chronopolis
Canada1484 Posts
Starcraft 2, well it feels superficial. Each unit has a assigned (or implyed?) role. Strategies can not break through those roles, they merely can bend them. The immortal? Why, hey this units good against armored units. Can you think of another use? The road to a refined SC2 is a long one, and it doesn't seem like blizzard wants to go anywhere. | ||
fearus
China2164 Posts
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IskatuMesk
Canada969 Posts
fearus> I play tennis with a chainsaw. | ||
lololol
5198 Posts
On May 27 2010 13:26 OneOther wrote: does anyone else hate sc2's commander sounds? like the "not enough minerals" or "your forces are under attack," for example. protoss used to have such a cool voice in sc1 but sc2's is just really annoying. edit: it actually affects my gameplay too. in sc1 i didn't mind clicking things a little earlier since the voice was so cool but now i actually wait 'til i have sufficient minerals to build stuff b/c i don't want to hear it Yes, but not only the commander sounds, pretty much all sounds are terrible. For example the attack sounds of siege tanks, hydras, zealots, e.t.c. do not feel anywhere nearly as powerful as they did in BW. I also hate how the pinging sound followed by "Your forces are under attack" was replaced by individual unit replies which are all "we're a bunch of pansies and that mean SCV hit us"(seriously who was the idiot that thought it was a good idea to make every warning sound seem like your units are getting raped). At least they should've kept the initial sound, because it immediately focuses your attention, instead of having to hear the whole warning, before being able to react, because there are a lot of the different warnings and they are not instantly distinguishable from the unit ready/unit selected/attack order/move order replies(I've lost scouting workers, before being able to react, because of this, sometimes I even see that the attack warning map ping is far away from where the unit died, since it moved the whole distance during the time the warning sound played and I didn't react, while this never ever happens in BW). | ||
Airazor
Australia25 Posts
Not just that Blizzard is taking the game in a weird direction, but mostly that they seem unwilling to take any feedback from the community. It is also EXTREMELY disheartening the see them trying to make as much money out of the game as possible. (seriously who was the idiot that thought it was a good idea to make every warning sound seem like your units are getting raped). +1 to that, god it irritates me. | ||
Fugaa
Azerbaijan35 Posts
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vOddy
Sweden402 Posts
Honestly, you have to admit that it feels pretty badass to fly across the screen with 300 apm hearing "READY TO ROLL OUT" "YES SIR" "Somethin' on your mind?" "Our forces are under attack" "Not enough minerals" and then the sound of 24 siege tanks sieging up and blasting dragoons. It sounds, and looks, epic. But SC2 has really halfassed voices, halfassed sounds, and the battles don't look cool at all. It just looks like two fucking blobs chewing each other away. Oh, and not to mention the announcer sounds. Compare the overmind to the Zerg voice in StarCraft 2... Yeah. | ||
WhoNeedsMacro
Canada43 Posts
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PUre.nINE
Canada56 Posts
Because if you do, you'll understand why the SC2 editor is the way it is. They use a very common design pattern. It is very cumbersome and complicated, but there are very good reasons for this system. It comes as a cost of giving mappers extreme flexibility and power in making their maps. | ||
IskatuMesk
Canada969 Posts
You can organize the editor a thousand times better without sacrificing any power. It's been done before, it will be done again. If programmers are used to this kind of random hackjob disorganization that would explain why so many of them are depressed/angry all the time. | ||
MetalMarine
United States1559 Posts
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IskatuMesk
Canada969 Posts
On July 31 2010 05:17 MetalMarine wrote: I'm curious to know who read that whole first post.... I would hope everyone who pressed the "reply" button. It takes about 10 minutes maximum to read the entire thing top to bottom. That shouldn't be too much to ask. | ||
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