Banal, zerotol. It's called exaggeration; a fact that everyone's already aware of and in no need of having pointed out. This is the RPG Codex, for God's sake man! Not some equal opportunity dictatorship like the Watch.
How is it a "turd" exactly?
The reasons are quite too numerous and complicated to list and elaborate on, plus they have already been discussed to length, so there is no need humour you on the subject of faults that everyone's already aware of.
Rather than rant on your terms, I shall rant on mine. For, you see, there is a match I recently watched, as it came recommended in that other SC2 thread (speaking of which, why are there two threads? Ban the sapien who created this one for redundancy and merge them!) which demonstrates a major aspect of SC2's shittyness, one which has given me a momentary urge on which to rant upon. The match in question is this one, for reference.
http://www.youtube.com/watch?v=8VCL-xdAWvA
StarCraft, to begin with, was a game without super units, for the most part. Protoss had a few units which approached super unit status, carrier, archon, reaver -- unit's which were all-around more powerful than basic units, zealots and dragoons, and which, if allowed to max out upon, could grant their owner an automatic victory over a foe wielding non-super units -- but those units were prohibitive to acquire and not often seen in pro matches, or even amateur matches. On the other hand, as the replay above demonstrates, super units in SC2 are much more prolific. Late game unit compositions in SC2 simply obsolete early game ones. Where in Brood War you would see the same army archetypes all throughout the match, simply supplemented by high tech specialists as the game progressed, in SC2 you find that the difference between an early game army and a late game army so drastic that the two are nearly unrelated. A SC2 Terran player, Flash, opens with marines, marauders and medivacs, then progresses into fielding huge amounts of ghosts and battlecruisers by the end game; while his Protoss counterpart, Life, opens with a zealot, high templar mix, supplemented by a hodge podge of stalkers, immortals, and sentries, before progressing into an army consisting of colossus, tempests, high templar and stalkers by the end of the game. Zerg players, while obviously not demonstrated in the above match, are similar in that by the end game they will want to field an army consisting entirely of some combination of queens, ultralisks, infestors, brood lords and corruptors, while leaving their early tier units in the dust.
Essentially, in StarCraft 2 the late game is dominated by super units, which are obnoxious to watch (owing in no small part to the lack of micro required to operate them, see how the final confrontation in the above game is one in which minimal micro takes place) and imbalanced to boot. Imbalanced, I say, but I am no whiner. Rather, it is not purely my opinion on the matter that the game is imbalanced, but a well known fact. It is widely acknowledged that Terran has a strong early game while Protoss has a strong late game in the TvP match-up and while I'm not currently aware of the situations with the ZvT and ZvP match-ups, I do know that previously Zerg was regarded as having a weak opening and strong late game in both, and that currently that state may have been reversed in the ZvP match-up in particular (owing to the new found strength of void rays). So, playing SC2, one will find that, unless he is playing a mirror match-up, the onus will be on him to either win in the early game or survive into the late game depending on the match-up, unless he's willing to play at a significant disadvantage. As if it wasn't obvious, a consequence of this dynamic is that it creates uninteresting games in which one player often steam rolls the other due to his race's supremacy during the particular stage the game is in. Note how the game featured above consists of Flash gaining an early advantage, but being unable to defeat his opponent outright and, in the end, succumbing to the imbalanced late game which I speak of and was simply crushed by an invincible Protoss death ball in a simplistic battle with little micro.
Banal. Shit. Boring./edgy closure.
herostratus said:
The only matchup that features extensive air vs air is ZvZ and that is only a couple months old. You have hardly seen the game, much less know it, and already proclaim it the "bottom of the barrel". Try to get those KKKredits somewhere else.
And what of the game which I just now posted, were the battle cruisers, vikings and tempests simply a fluke, not often seen? I think not. I have watched quite a few replays (my dirty secret
) and I often see extensive use of air units, on both sides, in ZvP as well as less extensive, but still notable usage of air in ZvT and now here in this late game TvP in which Tempests and Battlecruisers reduced the game to matter of attack moving (after all, when slow-moving air units (of which there are many -- tempest, carrier, BC, brood lord) are in play what else is there to do but attack and cast spells, for they are too slow to make retreat an option yet possess the range and power to force faster units to engage them). No, sir, you are wrong, air in SC2 is extensive, far more extensive than it was in Brood War. And not only is it more prevalent, the sorts of air units that you find in SC2 are far less mobile and far more potent in straight up battles that they are not only more common but less interesting as well.