On April 16 2011 12:33 thehitman wrote: I think if SC2 is going to succeed Blizzard need to remove the bonus damage and make it like it was in BW with damage types doing less damage to armor types, instead of more..
Well, "Marauder does more damage to armored" is the same as "Marauder does less damage to light".
About making battles slower, here's an odd data point: there's a Half-Life 2 mod called MINERVA. When this mod came out the author was praised for his brilliant improvements to the enemy AI; they just seemed so much smarter and more deadly than the enemies in the original game. But the thing is, he didn't change the AI at all. All he did was give them a lot more HP. Basically, since the enemies lived longer, they had more time to do cool stuff.
Right now some of the coolest micro battles in SC2 are early game PvT and PvP battles with small numbers of units. Basically your units are living long enough to do cool stuff with them.
This seems like a really cool idea. You could also slow the game speed down to faster/normal. This would have an analogous effect.
i'm gonna stop this right here. no game design please.
On April 16 2011 12:33 thehitman wrote: I think if SC2 is going to succeed Blizzard need to remove the bonus damage and make it like it was in BW with damage types doing less damage to armor types, instead of more..
Well, "Marauder does more damage to armored" is the same as "Marauder does less damage to light".
About making battles slower, here's an odd data point: there's a Half-Life 2 mod called MINERVA. When this mod came out the author was praised for his brilliant improvements to the enemy AI; they just seemed so much smarter and more deadly than the enemies in the original game. But the thing is, he didn't change the AI at all. All he did was give them a lot more HP. Basically, since the enemies lived longer, they had more time to do cool stuff.
Right now some of the coolest micro battles in SC2 are early game PvT and PvP battles with small numbers of units. Basically your units are living long enough to do cool stuff with them.
This seems like a really cool idea. You could also slow the game speed down to faster/normal. This would have an analogous effect.
i'm gonna stop this right here. no game design please.
not to be a dick, but your original post was entirely game design.
A couple people have said it, but the thing that really bothers me about SC2 is that I can do so much of what the pros can. I can have as good FF as MC, ofcourse not as often as him, but the point is it happen. Kiwikaki blink stalker micro isn't really as amazing as it loooks, it's very easy to do. Moving up a ramp and using immortals to target marauders.
Very simple things like preventing repair of a bunker with FF the commentators go crazy over, but it's easy to do...
The core flaw with sc2 is that if you'd graph the skill you have vs how well you play, even if a pro is 3 times better than you, it looks like he's only 10% better than you. While in scbw a pro 50% better than you will look 300% more skilled when he plays. Saying something like "Oh people like Flash/Jaedong needs to switch" is so wrong. We have the best foreignors from bw playing sc2 and they aren't that much better than the regular gamer in though in scbw they were godly.
When JD plays even if he makes wrong decisions nobody even noticed because he plays so good, but in sc2 very often you can tell yourself that this person is approaching the game wrong. And I di agree with the way sc2 battles are fought. It mostly all revolves around one big battle with just strange deathball attacks.
I am in agreement about your assessment of units that require set up leading to built up tension of the oncoming battle.. TvT is a prime example of this MVP v Ryung, MVP v MMA, NaDa v dde, those were some epic games about setting up tanks to decimate marines and marines catching tanks out of siege and rolling them...
the other match ups really don't hold that level of entertainment.
no I take that back... back when Fungal Growth was 8 seconds long it helped ling surrounds and baneling splash (Fruitdealer's GSL open season 1 run.).. but now it just causes damage and wears off too fast.
now that i think about it Z is still interesting to watch because of how fragile the units are and how effective they can be before being destroyed
hmmm.. yeah I'd have to admit that P has no dynamic luster to them...
I read the whole thing mahnini, definitely some valid points about TvZ, lurkers/siege tanks, abilities etc. You also reminded me of how awesome BW really was and why I spent so many years playing/watching it, it was a big part of my life.
The differences in battles is something that was criticized from the beta I think, BW players shrugging SC2 off for being a noob-friendly dumbed down "1a" fest just relying on the superior AI, but it kinda blew over as I guess people have just accepted SC2 for what it is.
TvT feels like the most exciting matchup to watch, there's just so many units on the battlefield playing their roles in the game, siege tank lines, marine drops, banshee harras, vikings, marauders rushing into tanks even MVP BC's :D
PvP bores me silly, because of the 4 gate warp tech, yes there's more micro involved but every game becomes the same repetitive process. There's no defenders advantage and being aggressive in SC2 is more critical to the flow of the game I guess.
Someone mentioned earlier how battles are over in matter of seconds in SC2 and that's something that bothers me also, as there's very little opportunity as a player at a disadvantage to actually micro when the one with the superior DPS army will quickly wipe the other one out.
On April 16 2011 13:00 emesen wrote: I am in agreement about your assessment of units that require set up leading to built up tension of the oncoming battle.. TvT is a prime example of this MVP v Ryung, MVP v MMA, NaDa v dde, those were some epic games about setting up tanks to decimate marines and marines catching tanks out of siege and rolling them...
the other match ups really don't hold that level of entertainment.
no I take that back... back when Fungal Growth was 8 seconds long it helped ling surrounds and baneling splash (Fruitdealer's GSL open season 1 run.).. but now it just causes damage and wears off too fast.
now that i think about it Z is still interesting to watch because of how fragile the units are and how effective they can be before being destroyed
hmmm.. yeah I'd have to admit that P has no dynamic luster to them...
Totally agree with that first part there. TvT seems to easily have the most epic games. Other match ups are lacking that level of importance in positioning and careful planning. This comes from someone that plays Zerg.
On April 16 2011 10:52 Jibba wrote: I disagree with this almost entirely.
On April 16 2011 09:35 mahnini wrote: A fundamental design flaw. In ZvP how do you prepare for an upcoming battle? ZvT? PvT? PvZ? TvP? Chances are the answer everyone gives to that question is exactly the same. You minimize or maximize surface area, what else can you do? Units in this game don't require setup time. The function of nearly every unit in this game is simple and one dimensional, reduce or improve DPS. One of the few exceptions to this is the siege tank, I'll touch more on this later.
What exactly is your counter example from BW? Vultures laying mines, lurkers and what else? Perhaps Consume, but no one ever got excited over that.
Pre-fight unit positioning is more important in SC2 because there are more units in each composition with more roles, and once you're into a battle, there are actually more abilities to micro, as well as more decisions to make regarding targeting. People just aren't doing it yet, so it sucks when two people 1a2a two larger armies into each other, but eventually it won't be that way.
i mean let's take tvp as an example. before a fight you are laying mines everywhere, in front of your tanks, possible flanking points, basically exerting as much map control as possible so the protoss can't freely move into your tank line. you put up turrets to take care of shuttles, tier off tanks to make sure shots aren't wasted and try to get pot shots on units as they attack into your minefield. tvp in sc2 is a matter of spreading units and making sure all of your units are firing.
What about pre-fight EMPs, fungals and feedbacks? Players could easily make structure walls in SC2, they just haven't yet. It's not like the Mind vs. Bisu layout happened over night.
Do you know what game flow is? We used to have a term that was used abundantly on this board that described a pivotal aspect of competitive play. Controlling the game flow is, in essence, controlling the pace of the game. In ZvT, if a Terran wanted to push out and kill your third, you exercised your map control to slow down the Terran push by slowly moving back lurkers as they got in tank range. Conversely, if you wanted to force an engagement as Terran you unsiege and attack towards another position or drop harass his bases, forcing the Zerg to completely reposition. When you're controlling the flow, the only things that can happen are the things you allow to happen. If he wants a big fight, you drop everywhere. If he wants a macro game, you attack him constantly.
How is game flow any different? I feel like you're just using it as a non-descript buzzword and expecting people to think the BW way was automatically superior.
"When you're controlling the flow, the only things that can happen are the things you allow to happen."
We don't see this happen all the time when July, qxc or AdelScott take their opponent on a tour? It doesn't always work out that way, but it didn't always work out in BW either. Players are still capable of forcing their "game flow" (again, whatever that means in your example) on the other player and on the game as a whole.
it's true you can still control pacing in sc2, but not to the extent with which you could in BW. again tvp as an example, if a terran tries to death push you from his nat to your nat you use your mobility and exert map control. give inch by inch. force extra seiges force mines to be laid AWAY from your nat. this aspect of controlling the pace by exerting map control doesn't exist in sc2 because unit dynamics don't allow it to. forcing a colossus to fire a laser at my kiting units is completely different from forcing a tank to seige.
You poke and force the siege, then back up and do it again.
The importance of map control. Map control isn't really how much of the map you are literally covering with buildings and units, rather it is how much area can you freely move without contest. Put simply, just because you have a unit in a certain area doesn't mean you have map control of that area, it's that fact that you can actively deny movement in that area that makes it map control. It seems to me like all these ideas build upon one another and that if you want to be able to control the flow of the game you need to have map control, and if you want to have map control you need units that can do more than add DPS. You need units with map prescence. BW had units like lurkers, siege tanks, and vultures that could very effectively control sections of the map. Can you name one other than the siege tank that SC2 has?
Infestors and sentries. Map control isn't as static as lurkers and spider mines once were, but why don't you see how BW Protosses feel about it? Because there are no more lurkers and spider mines, there's a lot more potential backstabs and pokes in SC2 which are exciting in their own right.
backstabs are interesting in their own right but that doesn't replace the ability to definitively control area as well as tanks and lurkers did. if i push a protoss back into his nat and he warps in a round of units putting him at an advantage over me there's no way to solidify my position, no way to punish him for losing map control.
What about a Nydus during the battle. Then when your next round of units spawn, send them to whereever you want and there's absolutely 0 way for the P to match that mobility and control.
Another unique aspect of the siege tank and lurker was that they required time before they were useful, tanks had to siege and lurkers had to burrow. This introduced a unique dynamic in which armies weren't always doing 100% DPS and introduced the idea that you can actively seek to cost-effectively trade units BEFORE tanks or lurkers were setup.
What? This the same. There's still a critical mass of certain units, where it's important for different races to pick them off before there are too many or they gain too much energy. How much tension is there when a 2rax is pushing into a zerg base while everyone is waiting for banelings or hooks to finish?
i feel like i am repeating myself a lot here but, pvz corruptor roach hydra vs colossus sentry stalker zealot. these are huge moving balls of death that dont require setup. there is still some excitement with forcefields and the outcome of casting those but what else? what is honestly happening when these two armies clash, they are just dishing out as much dps as possible. it doesn't matter if the zerg has half the map covered in creep the outcome of the fight will be entirely unchanged.
Burrowing and corruption. Specific unit targeting? No one in BW ever microed a dragoon mid battle the way people micro stalkers, except in PvP. That's also one specific comp, that's proving to be less successful for Z.
This gave micromanagement a larger role to play other than simply pulling away damaged units. If you're attacking into a Terran army as Zerg, you are using lings to tank the majority of the damage and buy time for your lurkers to burrow in addition to trapping marines and killing tanks. Of course, your Terran opponent isn't just sitting there, he's microing his marines back, dodging spines, escaping lings, and picking off the lurkers that you are still advancing. As a zerg or terran in ZvT it was entirely possible to attack into the opposing army and kill almost nothing while losing everything if your control was worse.
This 100% exists in SC2. Pros don't do it because current pros are bad, but there is a ton of stuff for units to do and targeting is a lot more involved in SC2 because it's ambiguous. In BW, you know exactly what unit should get killed first, while in SC2 that varies a lot more depending on the numbers and composition.
in bw pvz, you are able to risk units for damage. you can get shots off before a lurker is burrowed. pick off overeager lurkers, storm chasing zerglings. in sc2 pvz, the setup time doesn't exist. you fight ball vs ball with everything you have and more likely than not the outcome of that fight will determine the game.
This is exactly what happens in the snipe/emp/feedback battles. It can be done with banshees and other units too.
What this adds up to is that it gives the person with proper positioning a significant defender's advantage so, even if you come out somewhat behind in an engagement, your opponent can't immediately attack into your remaining army without severe repercussion. This also introduced a way to delay your opponent by slowly giving up ground rather than doing what most SC2 player have to do, which is run back to their nat and turtle until they have a unit advantage. It also meant it required some finesse to get the most out of your attack. If your opponent was low on unit count, you couldn't just 1a into his army, micro a little, and still come out on top. What it really comes down to is that unit relationships were far more complex and, as a result, proper engagements required a higher level of control.
Again, you're simply arguing that the requirements on a current BW pro are higher than that of a current SC2 pro. That's absolutely true, but that's not necessarily due to the game. An obvious example is July. He's been playing SC2 for 6 months now, yet if you watch his game he is awful with banelings and it took him 4+ months to start doing runbys with zerglings. He even did runbys in BW, but he didn't pick them up immediately in SC2. This point is on the players, not the game.
i'm saying sc2 units do not have the range necessary to provide a significant defender's advantage. when it's ball vs ball with no sieging or burrows needed, there's no reason to hold ground unless it puts you at a surface area advantage. in SC2 zvp, if i trade half my army for 25% of yours you can march forward uncontested because i won't have units to hold any ground. any fight i pick before i have a solid unit advantage results in a loss. in bw i can delay with lurkers because they exert definitive map control. if you want to attack into 2 control groups of well spread lurkers you are taking significant damage no matter what.
This is how sentries and infestors work, once Zergs stop suiciding them into tanks.
Player-unit interaction. If we take a moment to consider BW spellcasters, we can see that not only did BW spellcasters involve massive player-unit interaction to use properly but also player-unit interaction to combat. Psi storm required tons of apm to use effectively or to dodge; irradiate could be used to massacre high value zerg units but it could also be turned against you; and dark swarm required exquisite levels of control on both sides. When you see a dark swarm get thrown up in a TvZ you don't go, "well that sucks, I need to kill defilers faster", you unsiege your tanks, run out of lurker range and keep raining shells because dark swarm assists zerg units rather than directly hindering terran units. I mean, obviously it hinders terran units to an extent, but you are able to mitigate damage and micro out of it, there's not an instantaneous downpour of lasers down on your army because staple damage dealers required setup time. It's not like it was easy for the zerg to use properly either, it wasn't a fire and forget spell like forcefield. After it was casted both players were microing their asses off.
You're glorifying BW spell casting too much. Irradiate's main purpose was an instant, long range "fuck you" to clumps of mutalisks, lurkers, defilers and ultras. The only situation where it was turned against you was with ultras, but that happens all the time with storm and is beginning to happen with siege tank fire. It's not like there was ever a decision to be made on whether or not to use Irradiate because of that. It was just a side effect, that has essentially been replaced by ultralisk's innate AoE ability.
PDD/FF is the modern Swarm.
you pick out irradiate here but you can't honestly say the player interaction when someone casts a forcefield was vs a dark swarm is anywhere near the same. you can move 100% freely under a dark swarm and unit compositions allowed you to fight units in a dark swarm. it forced a tremendous amount of control on both sides. what does a protoss have to do to maximize his forcefield wall? what can a terran do to minimize damage from a forcefield wall? more importantly, perhaps, what happens when you lose 10% of your army to a ff wall when you were otherwise on equal ground with the protoss? you run. you can't slowly move back. can't cost effectively pick units. you just run.
Psi storm vs psi storm? A psi storm in SC2 is almost meaningless. In BW, the beauty of psi storm was purely because of the mechanics required to cast it. I don't think there is any debate here. In SC2 smartcast forced a nerf on psi storm to the point where a single psi storm means almost nothing and it requires the screen to be carpeted for it to even be effective. In BW, sequential psi storms were extremely difficult to pull off mid-battle, but had a tremendous payoff. In SC2, not only is it not impressive to see 4 psi storms casted, it's damn stupid to micro against. Microing against a storm almost always means running into 3 more storms because it's so ridiculously easy to cast.
If microing against multiple storms in SC2 is so difficult, then why isn't that impressive?
it would be impressive but the effect of the spell is diminished. so instead of a mutual exchange of crazy micro you have a one-sided exchange.
Even staple units were replaced by less interesting, less interactive versions of themselves. Colossus vs reaver? Baneling vs lurker? Viking vs wraith? Thor vs goliath? Phoenix vs corsair? Immortal vs dragoon? Muta vs muta? Hydra vs hydra? There's just no contest.
How is there no contest? Reaver/shuttle is obviously one of the coolest mechanics ever, but what is impressive about 6 +1 sairs flying around and killing anything that comes within 5 range? Why are Goliath and Dragoons so great, when they were kind of retarded and didn't have any abilities. Thor plays such a big role in battles, even without doing damage. It's a giant road block that can nullify another unit for 5 seconds. Wraith was awesome because of the 1 vZ and a few vT builds it got used in? Viking is so much more versatile and plays a bigger role where it is used.
goliaths required player involvement to be effective. goliath vs mutas or lings would be a massacre if goliahts weren't micro'd. on the other hand, thors effectively can't be micro'd because they are so slow. what does a thor do against zergligns? it can't do anything. the interesting part of bw units was the player involvement needed not necessarily the role it had in composition. phoenixes are much more diverse that corsairs but think of the micro that is required to keep corsairs alive vs scourge. think of the micro that's required to kill corsairs. this is the kind of invovlement that is missing from sc2 units.[/quote]Fair enough on those fronts, but marine control gets a lot more attention in SC2 than BW. There's other units in SC2 that still require baby sitting.
The high mechanical requirement enabled extremely skilled players to use their units in ways no one ever could. It made large engagements an event in itself because of how difficult it is to maintain your composure when you are controlling 200/200 armies with a 12 unit limit. Huge army fights were a means to and end, and not and end within themselves. The final battle wasn't a formality to end the game that you knew ended minutes ago, it was a direct contest between players. It was the moment when both players go, "I don't care how big your army is, I have mine and I'm going to kill you with it". Have you noticed that during SC2 battle commentators can't say anything other than, "SO MUCH STUFF IS DYING!!", it's because there's nothing for players to do during fights other than pull back damaged units. There's no clutch psi storms, elegant spine dodging, ruthless zealot bombing, flyby reavers, or gross surrounds. It's a variation of 1a vs another variation of 1a.
Because players are bad compared to where they will eventually be. IdrA is arguably the #1 mechanical Zerg in the world and what did he do in his last two matches against MC and Cruncher? He fucked up unit control and donated large portions of his army. There is a lot to be done, players just aren't doing it yet. Most of them don't use more than 3 hotkeys for units and that's the fault of them, not the game.
there's much less potential for micro in sc2. what do you do with a roach? or corruptor how do you micro those well? think about the differnce between lategame zvp in sc2 and lategame zvp in bw. there is always tons to do in bw. burrow lurkers, surround with lings, cast dark swarm, consume, rinse and repeat as the protoss pulls back. this doesnt exist in sc2, hydra corruptor roach just deals dps and if your attack runs out of steam you cant pull back to the ground you've earned and occupied with lurkers. you just run back home or keep attacking.
Again, you're stuck on one comp that's actually not very good a lot of the time. Plus Zerg already requires extra actions for spreading creep, injecting and moving OLs for creep spread.
I'm not going to go into the subjectivity of your spectating SC2 games, but you are giving far, far too much credit to the AI in SC2. Have you played zerg yet? Because even with the fancy new AI, zerglings are fucking retarded on their own. Same goes for zealots, when 16 of them decide to charge 2 or 3 units.
I think the biggest tension builder that's lacking in SC2 is in the casting. There's no loud, magnificent Kim Carrier style orations (besides TB) and the public's insistence on seeing the Production tab destroys a lot of the tension that was in BW. You can't flip to a base and see 4 carriers anymore, because everyone saw the Fleet Beacon go down. Honestly, I think changing these two things would have a profound effect on everyone's excitement. I know everyone says they want the production tab open and full information all the time, but there would be a lot more drama if they weren't.
And that's a particular expertise that has to be learned by casters. There are times to show different tabs, times to show players' perspectives and time to unveil the big surprises. I know I've ranted about players in most of this post, but the casters need to improve as well if you really want games to be as big and exciting as they can be.
that's true. however, let's think about lurker ling vs roach ling zvp. there's no tension in an attack because there's nothing to anticipate other than perhaps forcefields. in bw it depended on how you burrowed how well were you pushing with lurkers and surrounding with lings. this doesnt exist with roach ling because it's just an exchange of flat damage. you can't pick a roach before it does damage. more importantly when a zerg is defending what can they do besides attack into the protoss?
Baneling/ling vs baneling/ling requires as much micro as anything in BW.
I'd like to make a small analysis of what's right, and what I think is wrong about my race, protoss:
Right:
-Blink stalkers: Blink is an incredibly versatile ability, which is very mediocre in noobish hands, and incredibly powerful in great player's hands. The things you can do with blink are, well, hard to account for since they are so many. Just a win by blizz.
-Forcefields: This is controversial, but I think it has 3 good points about it. It makes positional warfare incredibly important, it makes the enemy go active against the protoss army in order to counter them (You absolutely must make sentries spend their energy, or they will kill you, particularly as zerg or bio terran), and in the future, when people's micro is more developed, it will make sniping sentries a very important tactical aspect. It's a skill that can be overpowered if used right, and very costly if not. Good ability.
-Warp prisms: Even more powerful than shuttles, I think they are only marginally used because it takes some micro to use them beautifully, White-Ra showed a nice example vs MC on GSL WC, it can also be used to break siege lines with immortals, elevator tactics, evading contains (See MC vs Rain, GSL open season 3 finals), and more. A really cool concept.
-Phoenix: Phoenixes are just fun to use. Moving shot is a great thing, and it can make micro supremely important, graviton beam is also an interesting skill. All in all, phoenixes are a very well made unit.
-Immortals: Immortals are interesting because they are a unit that fills a very specific role. A specialist. Also, given their range and their odd way of moving, they are a little idiotic as goons were (not quite as much though), which makes their position and micro important. They are also able to quickly destroy important units, which raises their value high above other units. They are important positionally, and value-wise. Good addition to the game.
-Warpgates: Powerful mechanic that makes protoss a more versatile race, and helps it differentiate itself from the others. It's an ability that has character, and creates a unique way of playing. Very good, I like it a lot.
Things that went wrong:
-Zealot charge instead of speed: It's supposed to make zealots be different from BW speedlots, and it is a very powerful ability, but it makes zealots way too one dimensional, because, unlike speedlots, chargelots can't be microed effectively. They just set a target and go. Zealot micro was an important part of their use in BW, and, while powerful, chargelots are just not as interesting as speedlots.
-SC2 High templars: When amulet was there, they were too powerful in defense, now that they're gone, they're vastly outdone by collossi in the AoE department. They're useable and not completely wrong, but storms aren't nearly as flashy and awesome as they were in BW. They're too short, their sound effect too unspectacular, and too easy to pull off perfectly. I'm sure they'll regain importance though, when people find more effective counters to collossi.
-Collossus: This is probably the worst of all. A fail of a concept. A unit that is way too powerful for it's own good. It creates a power vortex around them and makes the whole game circle around their use, not a good thing for SC2, which needs to diversify more to become more interesting. Their AoE damage is too high, their range is way too long, and they give high ground sight, which is incredibly powerful given SC2's high ground mechanics. It's just a boring unit, particularly if compared to the reaver, which was so interesting and exciting to watch.
-Mothership: Second worst fail. The mothership is too slow to have any relevance in nearly any game. Stasis was a better concept than vortex, and mass recall makes few to no sense in a stationary unit. The arbiter was a great unit, which created an awesome shift in tactical possibilities when it showed up. They screwed up, the mothership is TOO SLOW.
-Archons: The problem with archons lies not in the unit itself, but rather on how it interacts with the SC2 world. It's like they just took the BW archon an transported it directly into SC2. The thing is, units in SC2 are so clumped up together, and deal such high DPS in groups, that archons can no longer tank. Similar to what happens to the ultralisk, archons just die instantly. "Tank" units are not viable in SC2, because they die to fast. Archons need a lot more shield points to be effective. Also, their AoE is minimal, and their graphic is unspectacular. BW archons looked way more impressive and fearsome. Also, they really have to make archons Massive. Being slowed by marauders makes them truly terrible.
Void rays, DTs, probe and base building mechanics, and chronoboosts are fine, nothing special, nothing too wrong about them either. (Don't bring up corruptor vs VR, I think it's corruptors that need a buff, not VRs that need nerfs)
On April 16 2011 13:00 emesen wrote: I am in agreement about your assessment of units that require set up leading to built up tension of the oncoming battle.. TvT is a prime example of this MVP v Ryung, MVP v MMA, NaDa v dde, those were some epic games about setting up tanks to decimate marines and marines catching tanks out of siege and rolling them...
the other match ups really don't hold that level of entertainment.
no I take that back... back when Fungal Growth was 8 seconds long it helped ling surrounds and baneling splash (Fruitdealer's GSL open season 1 run.).. but now it just causes damage and wears off too fast.
now that i think about it Z is still interesting to watch because of how fragile the units are and how effective they can be before being destroyed
hmmm.. yeah I'd have to admit that P has no dynamic luster to them...
I was just thinking along the same lines. The way Protoss is designed in SC2 makes the matchups involving them rather bland.
The biggest difference to me between the SC2 Protoss "deathball" and SCBW Terran "deathball" is similar to what the OP mentioned - there is no setup required for the SC2 Protoss deathball. It is simply grouping up everything and attacking. Not having them all grouped together is really bad for the Protoss deathball, so it naturally lends itself to the one-control-group 1a attack. With the BW Terran "deathball", if you just run a bunch of vultures, goliaths, tanks, and scvs into your opponent, Zergs and Protoss will eat you alive. You have to gradually push out with positioning, turret placement, mines, sieging, etc.
And likewise, there was a distinct disadvantage to the Terran deathball in SCBW. Since it required so much setup to be a strong force, you were very immobile. People sometimes say the SC2 Protoss deathball is immobile - but it's not the case. It's not a matter of the Protoss units have to take time to setup, it's just a matter of all their units are out in the field and not at home. Of course if they aren't maxed, they can just warp in units wherever they want for defending small counter attacks. And if the counter attack is any larger, the deathball can just 1a (since it requires no setup) and destroy all your bases.
After reading the OP I have been having so many fond memories of the better parts of BW. I remember watching ZvP where Protoss had the lead, but Zerg was able to delay them with lurker fields and sniping obs to prevent the kill. Protoss had to wait until they had another observer before they could engage.
I feel like SC2 Terrans have the most micro possibilities (stutter step micro, reapers, hellions, etc). They also have a (limited) ability to exert map control with tanks. I don't think there's many who disagree that SC2 TvT is the most exciting matchup. That is a HUGE change from SCBW TvT days, where people would watch TvT vods to help them sleep lol
There are a few things I'd like to add about a certain lack of watchability.
1) Drama. For example, I miss the miss chance (as well as the defender's advantage it imparts), and I made a post about this back in beta.
On March 05 2010 01:42 Bwenjarin Raffrack wrote: The only recent game I could think of where the miss chance made all the difference:
Flash's vulture barely slips by on the ramp and gives him the intel he needs to decide to do a timing push to punish Stork's greedy build.
Some of you will look at this and say, "See? Pure randomness and luck let Flash win that crucial ace match. It doesn't belong in Starcraft." Others will say, "See? The crowd and commentators held their breath in utter suspense when that vulture was about to be taken out. This is what watching Starcraft is all about." And then others will say, "See? Stork ignored a fundamental strategical element of the game, didn't react fast enough or guard his front better, and paid the price. Things like this are why Starcraft is such a strategically deep game."
Of course, the people in the live thread just said, "2400!! FLASH BONJWA!!!"
The drama of randomness can be good for spectatorship, and that can best be seen in the suspense of a reaver scarab or a spider mine. Any time a reaver fires into a mineral line, you'll hear the audience gasp. Compare the drama of observing BW to the surety of SC2. No miss chance, no dud scarabs, full production tabs and player sight. Omniscience takes away much of the romance for the spectator. Defender's advantage is a whole other thread entirely.
2) Difficulty. Difficulty can make things exciting, even something intrinsically dull. The macro in BW with single building selection, for example. Most of the time macro is out of sight, out of mind of the viewer, but some times it can give a certain sense of excitement. When BeSt has nearly broken through a siege line, the observer will snap to his natural expansion to see a stream of a dozen fresh speed zealots stampeding towards the action. The feeling is that of an overwhelming, relentless onslaught. Or take Flash's macro:
Even the commentators many times call his rows of barracks the "city that never sleeps." When his marines cover the whole screen, they can only say "Waaahhh!!" and be amazed that he can not just produce but also command such a large army. Whether it be something as mundane as macro, or all the way up to fangirls screaming at JangBi's panties-melting psi storms, the difficulty can many times make it exciting. Some people in the thread already have commented on feeling nothing from SC2 except... dilution. That the control they see is not hopelessly out of reach but easily attainable.
I think improvements in these areas would really help fill a few gaps.
In every game I play, I eact to my opponent's build, so, I try to get intel and build from there. Sometimes I'll decide on a certain strat before the game begins and proceed from there. In terms of those pics, specifically the BW one, all I can see is a storm on the tank line and some zealots attacking there while the rest of the army engages the terran army starting with the vultures. How is that any different from the SCII screenshot? For all we know, Mill.Adelscott will ff the ramp then blink into the base and micro back injuried stalkers. It seems similar enough to me, given the BW one looks a little more spread out and *could* take longer.
While I do agree with some points in your post, I disagree with others. I agree with the map control, but I do think you missed a point there. You forgot bane mines, so, it's tanks for Terran and mines for Zerg. Given the banes can be eliminated using some scans/raven, etc... but so can the mines for the vulture in BW. Also, what about protoss in BW? What's their map control unit? The Reaver? I'm asking because you only mentioned T/Z and not P so was wondering if they are missing one. Do I think it would be nice to have lurkers back? Of course, I loved teching to them as fast as possible and getting 1-2 right before an attack occurred, but, Blizz makes the final decision and I trust them to make the game as epic as possible, so, I'm not too worried.
The same goes for Positioning and setup time. You must be familiar with a PF+4 turrets setup for terran exps. It's pretty hard to take down and make some harasses almost impossible with a large enough force(muta harass, etc...). You also still have siege tanks in SCII so you still have to defend them while they prepare like in BW, only difference is lurkers are missing. The same thing goes for spellcasters. Maybe its due to my lack of BW knowledge, since, I played the game with friends and never laddered so I didn't play competitively, but, last I checked, a storm in BW was similar to SCII. Only difference is that in SCII you aren't limited to 12 units and you can shift between casters or different units using tab. This also doesn't take into account control groups which makes it faster to cast storm. I don't think that Blizz actually intended for storm to be hard to cast, as in only selecting max 12 units and having to choose what to select, etc.... due to this limitation. I doubt they would have predicted BW's success as an e-sport. You are right about one thing though, BW had a lot more abilities to play with that do provide an advantage rather than hinder other units' movements(FF, FG), etc....
I think this part of your post was opinionated: "Even staple units were replaced by less interesting, less interactive versions of themselves. Colossus vs reaver? Baneling vs lurker? Viking vs wraith? Thor vs goliath? Phoenix vs corsair? Immortal vs dragoon? Muta vs muta? Hydra vs hydra? There's just no contest." Yes I agree with the reaver one and bane one but disagree with the rest. Vikings have a larger range and can land making for quick assaults on mineral lines. Compare that to just cloaking a wraith which I don't personally feel is as interactive. The cloak ability also isn't gone, it's just passed over to the banshee to prevent units other than spellcasters from having multiple abilities. The thor's cannons make them more interactive than a goliath ever was IMO. For the phoenix, you have the graviton beam so you can always go around and shift map control in your favour by removing it from your opponent by lifting tanks, etc.... I think immortals are more interactive because, as long as you keep in mind that their specialty goes into effect if they have their shields on, you can always watch the shield and micro back to regenerate which you can't for the dragoon. As for muta and hydras, they are pretty similar to BW aside from the speed(hydra) which was explained by Dustin.
When SCII came out, I thought the game was rather bad for lack of a better word because everything became easier to do. You can rally workers, select 12+ units, etc.... and I recalled liking the tedious aspect of BW. After going back and playing it after giving SCII a chance, I realized that the new implementations in SCII were worth it. They are trying to reduce the need for higher APM so that everyone can get a chance at playing the game and those who have better mechanics/understanding of the game will be able to rise through the ranks. I have to agree with Krehlmar on this one. When I started reading your post, I was hoping for a more neutral position on the issue and while some points are valid, I think others aren't. It's fine though, everyone has their own reasons for liking/disliking a game. I do think that there are parts where you were nitpicking(such as that unit change I quoted) a bit too much just to come up with a point
On April 16 2011 10:02 Torpedo.Vegas wrote: I am going to perhaps disagree with your post about mechanics. The mechanical requirements of Starcraft: Brood War were indeed partly due to design, but mainly because a minimal standard of expectation was set for pro players I think.
There are a set number of strategies and micro related skills that every player of a certain race needed to be able to do almost intuitively in order to remain competitive at the highest level. And these expectations developed over time such as unit/building timing various, certain micro skills, etc. Once this baseline was established in the competitive community, the best players needed to find ways to go beyond the expectations of the community and perform at higher levels. They needed to poke holes in strategies that didn't seem to have holes before. A easy way to see that is the increase in APM to increase the effectiveness of units (like vultures). The increase came because there was a need to play faster and more accurately against an increasing baseline of what you could expect your opponent to be capable of.
In starcraft2, pros are still having trouble managing fundamental aspects of the game like consistent and effective use of nexus energy, queen energy, orbital energy, as well as things like unit positioning (i.e. Zealots in front) and timing. With these and other variables in play, the baseline has not really been formed yet and thus no need to go beyond improving ones own fundamentals.
When the time comes that in order to play for example Protoss competitively you need to have absolute intuitive mastery over nexus energy in as familiar a way as we expect them to have control over supply management and worker production, we would then see a formation of that needed baseline and the need to find new ways to improve ones self beyond the basic strategy or mechanics of the game. Using old units in new ways will likely require a lot of creativity and probably a bit more APM.
It might not end up looking like a good ole Brood War game, but the skill and strategic requirements of the game will be high enough to be comparable. What is and isn't "effective" (death balls) will in all likelihood change over time to suit the standard of play.
I agree with this, and I also agree with the OP.
I think what the OP is saying is right considering what the game looks and feels like at the moment. But it could be explained with what I quoted.
I'm sure things will change a lot with the expansions, and I think it's something kind of "planned" by blizzard. If we take a look at any SC2 pro games right now, we can see several flaws in general management of stuff. Like it has been mentioned already, mules/chrono/injects etc are a bunch of things that aren't fully mastered yet. Along with a lot of unit control and whatnot, I mean we can still see a lot of pro gamers putting everything in only 1 or 2 control groups, resulting in ravens flying over the enemy's army, zealots stuck in the back, zerglings blocking banelings etc. Now imagine what it would be like if people had to do all that AND micro dark swarms, vultures and position lurkers and etc etc. To me it looks like the release of expansion is a learning curve for SC2 progaming. Players have to learn and master what we have now, and then more will be added to the game, new playstyles will appear, and SC2 will slowly look more and more like BW. Maybe in a couple years we will look at the game and say "damn that's crazy, and we could actually do that when SC2 came out but we never knew"... Because honestly, no one knows everything about the game yet, even if it looks like someone does, who could be so sure? No one. That also relates to the fact that it's kind of weird to compare a very well understood and old games, against a young and barely explored game that is still evolving. We could all be wrong (maybe not, but it's not impossible) about which game is the best, all we can do is judge, based on what we see. And what we currently see is extremely limited.
I think everyone seems to forget the fact that there are two more expansions on the way. SCBW had 11 years of balance changes and exposure. SC2 has been out for what, a year if you count the beta? The point is that is too early to compare BW and SC2 because one is ten years older than the other. Give SC2 11 years and I am positive that it will be as great, if not greater, than BW.
Reading the exchange between Mahnini and Jibba is really cool x]
I fully agree with Mahnini's OP but Jibba makes some really solid counter-arguments, too.
In all honesty, I feel the only big thing missing from SC2 that BW had was the defender's advantage. With no more significant high ground advantage, it's much too easy for games to end after 1 big battle.
However, at the same time, it could also be as Jibba pointed out. Pros just aren't that good yet. I'm sure that in the future, there will be more room and more occurances of small skirmishes that culminate into one big battle, similar to how BW plays out currently. We're just not there yet.
While I agree with some of your points, I also get kind of annoyed when people call out differences between BW and SC2 and act like the subjective reaction should always be the same. For example, so what that smartcasting in SC2 means blankets of psi storms vs. the micro-intensive superstrong single storms in BW. Is a screen covered in psi storms a bad thing?
I also don't agree that there is a problem with player-unit-interaction. I know you don't use the phrase "micro-nullifying ability" but you reference the common complaint people have with units like sentries and infestors -- specifically, that micro doesn't help them to deal with the effects of the spells these units cast. I disagree with this notion entirely. These units encourage micro by requiring players to anticipate the spells. They have to try to snipe the spellcasters, have to keep their armies split and moving, have to feint and dodge to try to cause their opponents to miss... all these things are great for the game and are exciting to watch. And in this way SC2 is actually no different from BW. How does the response of a player to plague differ from the response to fungal, or stasis, or devastating abilities like EMP? That the micro occurs before-the-fact doesn't make it less important or less interesting.
I do think that the ability to concentrate DPS in a small area changes the game somewhat. It's not really possible to sprawl units all over the map because sprawled units will get swept away by deathballs unless they are well positioned and actively controlled. But I also think that people are honestly still using their units lazily in SC2. For example it's ridiculous to see how often pros 1a entire protoss armies, letting zealots get stuck behind the stalker line, pulling zealots off attack when they are repositioning their stalkers or bringing colossi along to attack mutalisks...
What I'm trying to say is that many of the problems with how units and armies are used in SC2 are still extrinsic and not as intrinsic as I believe you're suggesting.
On April 16 2011 13:44 Parabol732 wrote: I think everyone seems to forget the fact that there are two more expansions on the way. SCBW had 11 years of balance changes and exposure. SC2 has been out for what, a year if you count the beta? The point is that is too early to compare BW and SC2 because one is ten years older than the other. Give SC2 11 years and I am positive that it will be as great, if not greater, than BW.
Swan Song? Over 100 people have said the exact same thing and I just addressed this. Comparing them is stupid. With that said, SC2 is evolving much faster than you might expect. The size of the community has grown at a ridiculous pace. The new play styles you see are a result of the ever-expanding community and map pools more than anything else. HotS will breath fresh air into the game just like LotV will. ._.
On April 16 2011 13:32 BigFan wrote: I think this part of your post was opinionated: "Even staple units were replaced by less interesting, less interactive versions of themselves. Colossus vs reaver? Baneling vs lurker? Viking vs wraith? Thor vs goliath? Phoenix vs corsair? Immortal vs dragoon? Muta vs muta? Hydra vs hydra? There's just no contest." Yes I agree with the reaver one and bane one but disagree with the rest. Vikings have a larger range and can land making for quick assaults on mineral lines. Compare that to just cloaking a wraith which I don't personally feel is as interactive. The cloak ability also isn't gone, it's just passed over to the banshee to prevent units other than spellcasters from having multiple abilities. The thor's cannons make them more interactive than a goliath ever was IMO. For the phoenix, you have the graviton beam so you can always go around and shift map control in your favour by removing it from your opponent by lifting tanks, etc.... I think immortals are more interactive because, as long as you keep in mind that their specialty goes into effect if they have their shields on, you can always watch the shield and micro back to regenerate which you can't for the dragoon. As for muta and hydras, they are pretty similar to BW aside from the speed(hydra) which was explained by Dustin.
Yes, you're really missing a lot of things from BW if you don't follow competitive play. The larger range of vikings means that it is less interactive than a wraith. The wraith is fast and fragile but can stack like mutas can. That allows top players like Leta to penetrate even tiny cracks in opponents defenses and pick off units like marines and hydras while they're moving. They barely have more range than mutas so the back and forth hit and run wars are exciting as well. You won't appreciate it until you've seen it in action. It's like muta micro in BW.
The immortals are also another symptom of the problem. There wasn't any ground units in BW like immortals and marauders that can cost effectively break a tank line by just a-moving them into it. Breaking tank lines involved drops, dark swarm and good timing.