Significant comebacks are pretty common in high level SC2 games. You can theorycraft all you like, the videos and replays of actual games being played tell a different story. Missing a mule or two is nowhere near a fatal error at any level of play.
Liquid'Ret in
his latest blog post really notes the importance of perfect timings, quoted as saying that his experience with SC2 involves
tunnel vision to a timing or a unit comp based timing in the game where my chances are highest to win (differentiating slightly depending on what opponent is doing). In another post, he notes that
small edges don't feel impossible to comeback from like they do in sc2. Missing a mule isn't a tragedy - losing a shitload of SCVs to the
numerous harassing methods and units, or a big 200/200 engagement by a single wrong decision, generally is. Inject mechanics with shitloads of free larvae, warping in units to potentially any point on the map can generally be devastating; most BW losses build up much more gradually. Plenty of discussions on the subject have been made, making it a point that very often hitting the exactly right unit composition in a game with a very pronounced counter-unit meta-game is what really wins you the game.
I'm annoyed that they didn't do anything.
Honestly, most of the BW fanbase would be annoyed if they
did do anything, since the remaster actually
was discussed with the community. Again - there is no reason for BW and SC2 not to share the same space and be enjoyable as two good games.
I'm also annoyed that they
didn't do anything in terms of a healthy matchmaking system or integrating common SCMDraft hacks like making ramps or stacking buildings or mineral patches into the regular StarEdit, so that you could enjoy the functionality that all the map in the competitive circuit run on straight out of the box.
I'm annoyed that they didn't do anything to make modding much less of a hassle, as some really, really fantastic custom campaigns still require you to run a special 1.16.1 version of the game, with a modified .exe, to be able to enjoy mods with custom units and mechanics. You have to mod the executable entirely just to add a Ghost with some special powers to your game, or to create your own skills - whereas WC3 just got a massive, massive array of mapmaker tools and increased player limits to 24.
But I wouldn't want them to
change the game itself, because it has been successful as it is and it hasn't had any major balance complaints since 2016. You have to gauge the impact of simplifying certain mechanics or adding new ones *very* carefully, because in a game whose metagame that has evolved so much on its own, through the efforts of the community, and which
isn't subject to constant content patches like SC2, a single change can simply prove volatile or come with unforeseen consequences.
In particular, rallying to minerals and multiple building selection. They make it easier to run your economy. They don't unbalance any unit or tactic. No pimpest plays become less pimp because of these two improvements.
But why bother changing it, either? Why can't we just accept the game as it is? If you find that it's not fun to be doing all of those things, feel free to not play the game - SC2 is there to allow you to not have to worry about these matters if you deem them to be miniscule. I am no fool and I'm aware that Brood War isn't an example of some genius design that was meticulously planned, and much of what people enjoy about it is a result of a big, happy accident - but that's why it's worth preserving with
all of its quirks, same as rocketjumping in Quake or bunnyhopping. There isn't much money to be made in a misguided attempt at "reinventing" BW, since not that many people will care, any "nostalgia" factors can only carry a business for so long, and, to the general public, there really is nothing that a "refreshed" BW would really bring over SC2.
As it is, those remasters are run by really small teams - BW is spearheaded by just, like, one dude - so whatever work they
did manage to get done is rather impressive. But you really need a
giant effort to figure out which changes would
actually benefit BW, and which would just divide the already divided community greatly (I'm
not a fan of BW vs SC2 rivalries and I
really wish we could all just get along!).
While I can see that people enjoy locking down a bunch of tanks or doing a perfect reaver drop, I'm pretty sure that most people wouldn't miss telling workers to start mining or having to go through 5 hotkeys to keep their factories going. With less effort devoted to basic economic management, players can turn their attention to units that fight.
You can
always turn your attention to the units that fight, but the point is, you're making a very conscious decision to do so every single time you make an engagement. If you want to spend 3 minutes on dancing around in the enemy base with a dropship and trying to snipe their Spire to prevent any further Mutalisk or Scourge attacks, fantastic - but whether it will win you the game or not very much depends on either
1) whether you can balance it with all of the stuff you have to do at home
or
2) whether you are
so good at what you're doing on the frontline that
that alone can win you the game.
And the latter can be very much a gamble.
And, again, having to cycle through 5 hotkeys to keep factories going is not only a fun skill to put into practice, but it also does let you figure out your own way of doing things. Some people keep their "main" factories on the few last numbers on the keyboard, and some people just save screens (with F2-F3-F4) to be able to come back to them at any time because their hotkeys are too precious on figuring out their right army. The challenge of juggling 200/200 armies
and infrastructure is actually
fun, and
rewarding, even if it's different to the equivalent SC2 mechanics.
Regarding the marine split, obviously if you can box select any number of units, some great feats in Brood War become trivial. That is what is seen. What is not seen are the feats that are too difficult even for pros. Some of these feats might become possible, but still difficult enough to impress, if large unit selections are possible.
Absolutely ridiculous shit even the pros can't do is already demonstrated by BW AIs like Overmind, but said AI, even if it is really impressive and can pull off ridiculous feats of Mutalisk micro, is still rather one-dimensional and incapable of truly adapting, as entertaining as those showmatches might be to watch. Does this mean we should have the AI in charge of our units? No. So, again - why shouldn't we keep the mechanics as they are and just push the perceived constraints that are already there? I'm fairly certain BW hasn't been
solved yet - Flash literally just came up with a 1/1/1 build that absolutely wrecks TvZ and is making a big sensation on the scene, and the resurgence of island maps on the competitive circuit is bringing some very fresh gameplay to the shows.
I do think that after this discussion - as I've given a
lot of consideration to each of my points - I feel like I could use to revise the high-tier LotV meta somewhat more, as I do feel like some of my experiences might be based on the impressions that certain less favorable eras of the game (such as the one-dimensionality of HotS) wrought upon me. So, for that, I thank you. And let it be repeated that I really do think SC2 is a fine game, and I should definitely acknowledge that with its current state, it's definitely more rapidly evolving than BW is.