Yeah, I'm noticing that. Sometimes I don't even get a chance to actually watch the battle because I'll flick back to base and start rebuilding lost units only to come back and find everything's dead by then. I also note there's no "hold ground" or other commands like in the original and so far battles for me have consisted of "Select all units -> Attack", rather than having any sort of "strategy" in mind when I do so.battles are over really fast, even at high supply counts. This is because the developers think it's fun when everything deals "terrible, terrible damage", combine that with tight ball formations allowing more ranged units to attack, and you get a veritable clusterfuck with 100 supply armies melting in under 10 seconds.
See, I disagree on that. I used to love AoE2 and turtling up with massive walls and cannon towers. It made the enemy have to think about attacking you and meant a small number of forces could defend against a larger army. You'd have to get a few trebuchets if you wanted to take that wall down quickly, and then you'd need archers to defend against the cavalry that would come out after your units. You needed "the right unit" at the right time in order to counter.I like it this way too, some older rts with extremely powerful static defenses werent very fun.
A handful of siege tanks in siege mode, some bunkers and missile turrets was usually enough to cause some decent damage against an attacking army. At least enough to make him think twice.
but I find I'm just spamming the biggest, most expensive units I can (tanks, those mech walkers). And if you accidentally run into his whole army with say, half of yours because you're trying a small economic attack or moving some units around or something, you're pretty much naffed right then and there. I don't recall the original SC being quite that bad. A handful of siege tanks in siege mode, some bunkers and missile turrets was usually enough to cause some decent damage against an attacking army. At least enough to make him think twice. In SC2, as Borelli says, I'm just seeing that and laughing as it all dies before my units - or wondering why I wasted the effort as I watch defenses crumble in quite literally, seconds.
Yeah I always lamented how you cannot just go marine marauder in SCBW.There are lots more viable tactics now than I remember in SC1. For example Terrans can just go marine marauder then add medivacs and they are set to go for the whole game while in SC1 that wasnt nearly possible.
DarkUnderlord, your impressions are more or less right. Not only does losing a single battle typically lead to losing the game, but battles are over really fast, even at high supply counts. This is because the developers think it's fun when everything deals "terrible, terrible damage", combine that with tight ball formations allowing more ranged units to attack, and you get a veritable clusterfuck with 100 supply armies melting in under 10 seconds. This also means that defensive structures are only useful en masse, or for defending harassment. I general there's very little intrinsic defender's advantage built into the core mechanics, which means the dude with the bigger army can usually just walk over and kill his opponent without being hindered by terrain or reinforcement time.
On a side note, being unable to make Tanks was a blessing in disguise, since they're quite awful in HotS.
Zergs can max out extremely quick at 4-5 bases (5-6 hatcheries is 30-36 larvae plus queens spawning more) and thus may survive losing their whole army in battle. Protoss can gate in some reinforcements so its not that bad anyway. Terrans are mostly fucked but they get double production on certain units.
That having said losing a single battle only loses you the game if its late game and you won with a significant edge. Early-mid you can count on enemy being unable to destroy you outright and thus come back is possible.
And pro games are all about harass and small victories accumulating into a big victory. Denying enemy new bases, killing his workers. Its truly a war of maneuver and I like this.
As a side note siege tanks are a core of any Terran mech army, which is quite viable too. Depending on what your enemy fields since mech is very slow and cant win against fast harass.
I general there's very little intrinsic defender's advantage built into the core mechanics,
You have to explain this one to me. If we add that all SC2 maps have that gay ass ramp thing, and that static defense is pretty much as strong/weak as it is in BW.... How do they differ at all from BW?
Starcraft's (both BW and 2) static defense being weak is IMO one of the design hallmarks of the games. Now "weak" is a relative term here depending on time passed in match,unit upgrades and the number of said defensive structures but generally if you see lots of photon cannons/sunkens/bunkers you should just laugh. This is because buildings in SC don't have any sort of "building armor" and neither is their health that impressive compared to other RTS. The best way to defend your expos are actually units.
I'm (as) ad cynical as cynical does, (for the purpose of this review)I'm as cynical as cynical is, but has the shit in this industry become so thick, so stench ridden, that we can't appreciate a quality entry?
Plain and simple, behind the corny trailers, marketing, art direction, and big business BS like online DRM, there's a quality underlying foundation of gameplay here. This is a hardcore game. This is a niche game which in this day and age, is hard to find with any legitimate financial backing.
- You can't buy an unfair advantage in multiplayer.
- There's no shitty up selling that compromises the game's integrity
- The business model, besides the online DRM, is traditional (full game, + expansion, + a future expansion).
- The game makes you pay for mistakes, and gives you a sense of satisfaction when you succeed.
- There's lore, story (shitty but it's there), the game has soul.
- The campaign is good (you need to use your brain to progress).
- The game is supported indefinitely with patches, bug fixes, balance changes, and other additions made based on community feedback, etc. etc. etc.
Matchups where losing a battle decisively usually makes you lose the game: PvT, PvP, ZvZ, PvZ if you're playing Protoss. That's 3,5/6, quite a bit. It also happens in some of the other matchups depending on how both sides play. If Zerg loses their 10+ Ultra army in ZvT, they almost always lose the game, ditto for those dumb Swarm Host with Air comps in ZvP.
And Mech is awful in anything but TvT, where it's map dependant. And what makes it work currently aren't tanks, which are awful, but Hellbats, which are ridiculously powerful for their cost.
4. This ties into 2, but positionally defensive units were a lot more powerful. Tanks, Lurkers, Dark Swarm, Storm that actually did damage, Reavers, and so on.
Oh God yes. I loved having a few Templars and an Arbiter, getting attacked by someone's entire army and just watching as a freeze / storm combo tore them apart into retreat. Then countering with a nice Reaver / Templar drop, warping a handful of Dark Templars into their base and ripping them up. It's a pity the demo doesn't seem to let me play online. Seems there's no match-making and I have to know and specifically hook-up with people or something?Similarly, a bunch of cannons and a high templar can kill infinity hydralisks if they try to run in through a choke.
4. This ties into 2, but positionally defensive units were a lot more powerful. Tanks, Lurkers, Dark Swarm, Storm that actually did damage, Reavers, and so on.
Problem with storm isn't so much the damage, it is more about the big movement speed and the fact that your buildings just melt away. I could defend well with templars in BW because attackers would be delayed with destroying a building or because their army didn't just vanish the moment they saw a storm or templar. It also helped that in BW people divided their army for multiple attacks, while SC2 you have a big blob floating around. Because then the opponent can put near 100% attention on his army, avoid the storm and then melt your templars.
Cannons have good versatile dmg but they are made of paper, bunkers dmg is too low unless you manually stim marines before entering, sunkens are strongest but even they need other units to help them (or simcity as you said). Anti air is a special case so i won't talk about that.Err, well-placed static defenses were very effective in BW. Zergs literally take their third base on the other side of the map and defend it with Sunken Colonies behind a building wall against Protoss. Similarly, a bunch of cannons and a high templar can kill infinity hydralisks if they try to run in through a choke. Bunkers weren't used all that much, but turrets were built routinely as defense against harassment.
Storm doesn't stack now so thats a main difference. Its still a good 80 dmg ignoring armor, excellent vs Z&T.
Actually I do have to say watching the really, really, really bad players on YouTube is hilarious and gives me some confidence that the game online is at least some-what fun.
At least enough to make him think twice. In SC2, as Borelli says, I'm just seeing that and laughing as it all dies before my units - or wondering why I wasted the effort as I watch defenses crumble in quite literally, seconds.
It's not more exciting for the viewer. A 2 second engagement sucks compared to a 20 second one.At least enough to make him think twice. In SC2, as Borelli says, I'm just seeing that and laughing as it all dies before my units - or wondering why I wasted the effort as I watch defenses crumble in quite literally, seconds.
The game was deliberately made that way because it's more interesting to the viewer. Blizzard wants the game to be decided at any moment.
What are you talking about? SCBW battles are much more dynamic than SC2 battles, exactly because you have time to move stuff around, time to actually fight. It has nothing to do with whether there's harass, or with how long the games take.I prefer short dynamic games actually, hate when players wait to be maxed out and for the upgrades to finish, gather few thousands in the bank... Good play with quick harass and decisive battles is more entertaining for me,e specially since games are usually best of three or five. One 50 min game compared to 3 games in 50 min seems like a no brainer for me.
Also at 200 supply better army composition wins, at 100 its better tactics.