Does anybody feel like this starcraft2 is decided too much by unit choices, and not by unit control? I've heard it said that it's a glorified game of rock paper scissors and in some cases it appears that way to me too, like game 2. They were even in supply, both had tier 2 ground armies, and nerchio was up in bases. He GG's without engaging because of the pre-determined outcome of the battle, and as a result, the game. I just wish the developers amped up the micro factor in games, and maybe the way to do that is lower the damage output of units, so battles don't end so quickly and can be drawn out long enough to include other factors like reinforcement distance, promoting big swings in battles, and as a result, games, regardless of how the odds appeared at the beginning of the engagement. It just seems a gg before an engagement is a tragedy in a war game. Your thoughts folks?
Comment # 2 by danival89
Well making the battles last just a bit longer will make it a micro based game like warcraft(w/o heros ofcourse), I think they should simply focus more on not have the hard counter, similar to how sc was, blizzard has such a long way to go to make sc2 balanced as its predecessor.
A soft counter works better since the tech choices for zerg and protoss are something you simply NEED to stick to, or your simply left behind, T has a solid transision from almost all tech choices but as always it depends on the situation.
I think preemptive ggs are something that cant be nullified completly, many scenarios (map based) will force you to have an engagement before an army reaches to a location you simply cant get a good trade at,
zerg needs open ground(unless you have vipers and maybe banes),
terran can be efficient on almost any kind of location if controlled well and race dependent,
protoss chokes, chokes and more chokes.
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Does anybody feel like this starcraft2 is decided too much by unit choices, and not by unit control? I've heard it said that it's a glorified game of rock paper scissors and in some cases it appears that way to me too, like game 2. They were even in supply, both had tier 2 ground armies, and nerchio was up in bases. He GG's without engaging because of the pre-determined outcome of the battle, and as a result, the game. I just wish the developers amped up the micro factor in games, and maybe the way to do that is lower the damage output of units, so battles don't end so quickly and can be drawn out long enough to include other factors like reinforcement distance, promoting big swings in battles, and as a result, games, regardless of how the odds appeared at the beginning of the engagement. It just seems a gg before an engagement is a tragedy in a war game. Your thoughts folks?
Well making the battles last just a bit longer will make it a micro based game like warcraft(w/o heros ofcourse), I think they should simply focus more on not have the hard counter, similar to how sc was, blizzard has such a long way to go to make sc2 balanced as its predecessor.
A soft counter works better since the tech choices for zerg and protoss are something you simply NEED to stick to, or your simply left behind, T has a solid transision from almost all tech choices but as always it depends on the situation.
I think preemptive ggs are something that cant be nullified completly, many scenarios (map based) will force you to have an engagement before an army reaches to a location you simply cant get a good trade at,
zerg needs open ground(unless you have vipers and maybe banes),
terran can be efficient on almost any kind of location if controlled well and race dependent,
protoss chokes, chokes and more chokes.
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