![]() I agree that unique strategies are often all ins- I have about 18 unique build orders as a 2v2 random player and maybe five look anything like a real build order, most of them are all-ins (maybe timing attacks) or some exotic type of cheese. The maps are formulaic and this allows for inconsistencies and otherwise harmful aspects to surface in their designs. Dead space around the base locations is very annoying, it allows air units to park there safe from ground units which often cant be countered by anti air defenses, only slowed, this naturally limits ground based unit strategies however it is a feature on pretty much every map. Size of maps should be varied, big/medium/small and resources should reflect that, that way our strategies will also reflect that. Overall newness is not how to gain popularity. I see some maps I thought were good get taken out alongside ones I thought were bad. I agree that the maps are not well designed or at least could be better. Even command and conquer the original is a more balanced RTS than SC2. Whoever worked on Starcraft 2’s balance systems should be arrested and the key should be melted and turned into a tiny trophy for worlds worst RTS. Then Activision decided to make all the maps huge and create ‘gotcha’ units like swarm hosts, photon/shield overcharge, disruptors. It’s just disgusting, because after they patched up WOL it was actually a really fun game on all 3 races. Starcraft 1 and Warcraft are much more methodical and respectable. Because the game is more of poker/rock paper scissors than an RTS now. In Starcraft 2, a random zerg from top 50 Europe can 3-0 a world champion AT ANY GIVEN DAY. And when they did, they were at the tip top of their game, playing 24/7 probably on stimulants (like Testie/Androide - who you don’t know because you are new age scrubs). In Starcraft 1, I don’t think a single foreigner ever beat a korean on a stage that mattered. It feels like I took a few bases and A clicked with a noncountered composition.Īnother sign this game is terrible - is the fact ANYONE CAN BEAT ANYONE AT PRO LEVEL. Even rolling someone while maxing out at 7 minutes doesn’t feel like an RTS win. The main thing is, the game is not fun to play anymore. The state of the game is so bad that a terrible caster with a squeaky voice like FearDragon gets hired- because no man worth their slat would want to deal with casting ‘rock paper scissors’ for a living. That’s embarassing.Ĭasting talent pool is absurdly bad - because any competent caster besides maybe 3-4 knows this game is dead moldy water. Even when there is a hyped up battle, ITS OVER IN 8 SECONDS. High templar zealot vs Hydras like in brood war? Nope. You either have the counter or you got countered. Cloaked wraiths catching a group of goliaths off guard while directing attention somewhere else? Nope. Lockdown on BCs like in Starcraft 1? Nope. “Oh my god he deviated from the 1-3 I produce off the building, this is so exciting”. The game lacks so much creativity that herO building 5 oracles is considered groundbreaking. So you either proxy or you do 1 of maybe 3 build orders for your matchup. In Starcraft 2, any unique strategy you open with is essentially an allin. It’s just a computer version of build order + rock paper scissors. I literally fell asleep watching Dreamhack yesterday. In Starcraft 1, even 2 amateurs zerg vs zerging is exciting to watch. I’m relatively certain even a Warcraft 3 or Warcraft 2 tournament would get more net viewers. The game has had 10 years to improve it’s ‘craft’, and has gone downhill to 1/10th of its viewers. ![]() Even during WOL when the maps were imbalanced (still better than todays giant macro maps), there’d be like 120k viewers total. In Starcraft 1, sometimes there’d be a game where both players were on 1 base for like 10 minutes or even longer because strategy and tactics were so important.ġ2,000 viewers for the FINALS OF DREAMHACK. HUGE maps where players are on 4 bases at 7 minutes. I signed in recently after leaving since HOTS.
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