**** Original Starcraft 2 Thread ****

i can understand why the original was well loved, it was C&C on steroids. is SC2 anything more than SC1 on speed?

I'm not sure what you mean by 'blobbable'. Either way, it kind of sounds like you don't really have an understanding of just how balanced and deep the first game was. A game that is fast paced is not automatically a spam/rush fest.

edit: It almost sounds like a CS player talking about Quake..if you get what I mean.
 
I'm not sure what you mean by 'blobbable'. Either way, it kind of sounds like you don't really have an understanding of just how balanced and deep the first game was. A game that is fast paced is not automatically a spam/rush fest.

edit: It almost sounds like a CS player talking about Quake..if you get what I mean.

He means 2 players making a 200/200 army and 1a'ing into each others base. Which of course is very low level play. :p
 
This game is unbelievably hard online, I blame these people for runing my fun.

Personally I think they bring more fun. Championships with huge prize money. Guaranteed they will play it hour after hour without a break. Im sure I could get as good if I sat at my PC all day and played SC2. However I dont want to


"and my friends long ago learnt to politely decline my requests to play Company of Heroes, but these are, in comparison to StarCraft sedate and manageable affairs. In Company of Heroes, you're handling maybe a dozen or so squads or individual units, but in StarCraft 2 you can be handling literally hundreds, and the best players will micro-manage the crap out of them to get the best results"
 
This game is unbelievably hard online, I blame these people for runing my fun.

ah yes the good old korean zombie omgicantbelievehecanclick300timesperminutefor30minutes

they come to COH too, i have replay analysers so i can see the clicks per minute.

these are the players who find 1 unit that is borderline OP and then build 24 of them. i can see the smile on their faces whilst i try and combat it at only 29 clicks per minute myself.

oh and what did i say about SC2 spam?

well this article does really back me up:

"the multiplayer's hugely time sensitive unit spam fest proves a big challenge. "

I'm not sure what you mean by 'blobbable'.

blobble means creating a big army and moving them all around in a big clump at any one time.

in the replay i saw for example, i didnt see a blob stopper unit, i.e one simple counter that would force this blob opf units to split up, move around independantly to avoid getting stopped by the blob stopper.

like say u were watching Saving Private Ryan, and you have lots of infantry and you want to get through somewhere, but there is an MG42 post...if you were all to charge head on, despite having more men, more weapons, chances are all your men will die. or on COH they will hit the dirt and be suppressed, so basically unusable.

so instead you'd have to break up into 2 or usually 3 task forces, one to draw the fire, one to flank and one to flank again incase there was another blob stopping mg42 behind the first one. in SC that type of manouver does not seem necessary.
 
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"the multiplayer's hugely time sensitive unit spam fest proves a big challenge. "

Just take the blinkers off your eyes and get a deeper understanding of the game.

Or...stick by your misconception and miss out on it.. Just don't post utter rubbish and expect not to be shot down.
 
Just take the blinkers off your eyes and get a deeper understanding of the game.

Or...stick by your misconception and miss out on it.. Just don't post utter rubbish and expect not to be shot down.

dude i was quoting from a link that SOMEONE ELSE posted in this thread.

so is this my misconception, or is this a commonly held misconception, or is it true? or is it not?
 
in SC that type of manouver does not seem necessary.

Your ignorance is showing again. 99% of good players put different types of units on different hotkeys. A common example is a zerg player who will have roaches on 1, hydras on 2 and two groups of zerglings on 3 and 4. The roaches tank the damage from the front, the hydras sit at the back and provide dps and the 2 groups of zerglings flank around from both sides to surround. This is basic positioning used by every good player. 1 hotkey syndrome as it's called is frowned upon and clearly hurts your army positioning and ability to cast spells.
 
Stop biting...its obviouse he knows nothing, he'll bugger off eventually!...

More on topic, whos around for a big 2v2 fest tomorrow?
say.. 11am onwards? :)
 
Your ignorance is showing again. 99% of good players put different types of units on different hotkeys. A common example is a zerg player who will have roaches on 1, hydras on 2 and two groups of zerglings on 3 and 4. The roaches tank the damage from the front, the hydras sit at the back and provide dps and the 2 groups of zerglings flank around from both sides to surround. This is basic positioning used by every good player. 1 hotkey syndrome as it's called is frowned upon and clearly hurts your army positioning and ability to cast spells.

i think my point is - is there not a time before you have 3-4 different unit types to do that with? and therefore would have to get creative with just say Zerglings because you dont have tanker units and is the counter to zerglings is up before the roaches actually make it onto the battlefield?

Stop biting...its obviouse he knows nothing, he'll bugger off eventually!...

oh i will, but i wouldnt go so far as to say i know nothing.
 
i think my point is - is there not a time before you have 3-4 different unit types to do that with? and therefore would have to get creative with just say Zerglings because you dont have tanker units and is the counter to zerglings is up before the roaches actually make it onto the battlefield?
I don't really get what you mean. You want more tier 1 units to go along with zerglings?
 
I don't see how anyone can fail their 5 1v1 placement matches. Literally everyone seems to just sit there dribbling

you've not seen how i play Terran ^^ haha :)

Had a really nice game vs against a zerg player on my last placement.

think im like 7-2 or 8-2 now. yey! will play a few more when i get home, got a gig to play tonight though so wont be online tonight.
 
Well I have played the game a bit and I am not sure really. I can’t even say at this stage whether or not I think it is a good game – not saying it is not a good game, I just do not think I rate it yet.

It is evidently and shamelessly an old-school RTS and I do not believe that it wants, or claims, to be anything more. I understand why Blizzard has done this; why mess with a winning formula? However real time strategy games have moved on since the original StarCraft and I feel that Blizzard should have created an up-to-date RTS experience with an old school feel.

There are mechanics missing which are pretty much expected with an RTS nowadays. Features already mentioned here such as the use of cover, and also an auto build option. I think having to click back/select a barrack every minute to update your build queue is just un-acceptable nowadays. I can only guess the reason for this omission is because that is how StarCraft hardcore are used to playing and not in support of any other design choice. I think that this is a poor decision and will alienate people new to the series and possible people who are familiar with it and have moved on.

I have been told that taking a high point such as a cliff or a ramp will give you a damage bonus, however I do not know if this is true as there is nothing in the tutorial or an indicator on the unit when in game. Even DOW1 indicated as to whether you were in negative or positive cover.

I see that people have mentioned here that the game has hidden strategy depth and I do not doubt this. However, I think a game should also have obvious depth as well as hidden depth. Games like Sins of a Solar Empire, CoH and DOW2 are good examples of this.

I think that Blizzard should have taken the opportunity to push the genre, or even just StarCraft, forward. Relic has done this in every game they have released, often to much criticism. However I think that they are correct in doing this.

Korea aside, I think with the approach that they have taken will alienate more than encourage those RTS gamers who were new to StarCraft but were willing to give it a go.

However, having said this I am aware that this is a different RTS style game to those I mentioned above and I did not expect it to be the same. As mentioned I really have yet to play it with anger and I intend on completing the single player game and having a few online games with mates.

I am definitely willing to give this a good go and I hope that the campaign will grab me like the WarCraft3 campaign did. However I am finding it hard to not mask my initially disappointment that more was not done with it to present a more up-to-date experience.
 
these are the players who find 1 unit that is borderline OP and then build 24 of them.

See theres the difference, SCII is so well balanced, competitive and deep. I didn't play SCI but saw this after playing my first few games online and a few videos. Now, granted, I haven't played CoH online for a while now, but I always felt that the game was far too bulky for my liking, almost too simple with too few units. SupCom2 tried to be a Starcraft-basher, but failed in this formulae changing sequel, a lot due to how stupidly unbalanced a lot of it is. Starcraft may look like the basic RTS from 10+ years ago, but it's done so perfectly. Online so far too, theres never been a single game where I've been stupidly beat, I can always see what my opponent did right that I didn't.
 
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