• StarCraft 2: Heart of the Swarm trailer details multiplayer options
    22 replies, posted
[url]http://www.shacknews.com/article/77752/starcraft-2-heart-of-the-swarm-trailer-details-multiplayer-options[/url]
heart of the swarm is looking to be one hell of a game, the community features are a definite improvement over wings of liberty i'm very excited
Sounds awesome, I hope this can get me playing again, stopped when I got into silver after placement matches when the game came out cause I touched cloth at the thought of losing
I want to pick up SC2 again but it just gets so stressful for me that it overwhelms my enjoyment.
I'd love to play sc2 right now but my ISP has disabled p2p downloading. And manual patches won't work because I'm so far behind in updates. Thanks
I'm not even a Starcraft fan and I think Heart of the Swarm looks good.
[QUOTE=KnightVista;39524423]I'd love to play sc2 right now but [B]my ISP has disabled p2p downloading[/B]. And manual patches won't work because I'm so far behind in updates. Thanks[/QUOTE] Is that piracy related by any chance?
hnnng unranked matches FINALLY
[QUOTE=DeEz;39524409]I want to pick up SC2 again but it just gets so stressful for me that it overwhelms my enjoyment.[/QUOTE] This is the exact reason they added unranked play.
[QUOTE=DeEz;39524599]Is that piracy related by any chance?[/QUOTE] They told me that they disabled it because it "uses too many resources and slows everyone else down." Bullshit they think I'm going to download a car. [editline]9th February 2013[/editline] I found one of the tech guy's Facebook page and saw that Pirate Bay was under one of his likes. Dick.
[QUOTE=DeEz;39524409]I want to pick up SC2 again but it just gets so stressful for me that it overwhelms my enjoyment.[/QUOTE] I used to love Starcraft (and all RTS games for that matter) but now it's like the chaos of so many units fries my brain and it becomes super stressful. I don't think I'll get this new one, even though part of me wishes I could enjoy it like I used to. [editline]8th February 2013[/editline] I think this video shows that Blizzard knows that a lot of people feel overwhelmed by the multiplayer, I think it's a very smart move on their part to include training and vs AI modes.
I wish SC2 wasnt so stressful. I love the game, but I get way to anxious. Its seriously Blizzards last great game, I think they nailed it pretty well with an amazing campaign, looking forward to HoTs campaign especially since Zerg is my favorite.
[QUOTE=Stinky;39524669]This is the exact reason they added unranked play.[/QUOTE] Sure, but I would really want to play vs masters and grandmasters without my brain overloading
next x-pack can focus more on terran imo because theyre the only good race anyhow
The problem is there is 0 room for error. And that's just not fun in a game where for the most part you are battling the interface. You don't lose because your opponent played better strategically, you lost because you were unable to keep up production. Or you lost because he simply built a better set of units and just crushed you. Basically one seemingly minor mistake can make you lose the entire game and that's just not fun no matter what way you look at it. If there was more room for error I'd say most of the stress from playing would be gone. A good example is town halls in Age of Empires 2, if you get rushed you can bunker up all your villagers there and repell it. Just because you got rushed and weren't prepared does not mean you lose, it will set you back but you can wiggle your way out. I had hoped Blizzard would fix this legitimate problem but that was probably asking too much. Perhaps the campaign will be good, but I can't say the same for the multiplayer.
I honestly play RTS mostly for the campaigns and the story, every time I've ever tried getting into public online multiplayer I get absolutely crushed because I didn't spend 30 minutes memorizing a build order or something similar.
I found SC2's campaign pretty fun, but I absolutely hated the online because I would win like 1 out of every 25 games, and eventually got to the point where I couldn't justify even putting in any effort into a base that just gets destroyed. Maybe these training modes and such might work for me.
I fucking suck ass at SC2. I cant win anything and im really slow and..and...i love Starcraft.
[QUOTE=zombojoe;39544624]The problem is there is 0 room for error. And that's just not fun in a game where for the most part you are battling the interface. You don't lose because your opponent played better strategically, you lost because you were unable to keep up production. Or you lost because he simply built a better set of units and just crushed you. Basically one seemingly minor mistake can make you lose the entire game and that's just not fun no matter what way you look at it. If there was more room for error I'd say most of the stress from playing would be gone. A good example is town halls in Age of Empires 2, if you get rushed you can bunker up all your villagers there and repell it. Just because you got rushed and weren't prepared does not mean you lose, it will set you back but you can wiggle your way out.[/QUOTE] That "problem" will never be solved. The competitive community would never allow it to happen, and it's not as big an issue as you think, moreso as you go to the lower levels (since both sides will make more errors). Plus, there aren't a lot of ways to add "room for error" without also making it easier to turtle early on or making luck a significant part of the game (neither of which would be very popular with higher level players). There's definitely an element of strategy in SC2, since if you want to be successful, the game has to be played on both the macro (by both definitions) and the micro level. If your opponent rushed you, you really should have seen it coming. Vision is a huge element of SC2's gameplay. Keep an eye on your enemy, and you know exactly what they have coming for you next. Rush strategies are a gamble; they leave you more vulnerable if it fails, but they win quickly if they're successful. If your opponent built "better" units that counter yours, you should have scouted it (like he probably did to yours), and known to build something else to fight back against them (or at least diversified your army more to not be as weak to a single unit). It's like playing rock paper scissors, except you can see your opponent going for rock and put out paper to stop it.
I've played SC2 at a high level, made something like a 100 bucks. Even won one of the facepunch tournaments we had a long time back. Once you get to the level where everyone is competent in both macro and micro it just stops being fun. You end up playing 20 minute games where everyone turtles on 3 bases. They build their ideal army until there is a giant engagement in the middle of map that most of the time decides the outcome of the game. If you make any errors leading up to this, the battle will have been decided before it even begins. If you don't control your army better than your opponent you just get stomped and he will proceed to destroy your base and camp your production area, meaning you have no way to come back. In some match ups you can't even engage your opponent's mega army head on so you are forced to avoid his army the entire game. There is little to no back and forth action, players trading blows, elegant strategic planning, difficult yet precise army control, and generally the things that made starcraft such a wonder to both play and watch. This is even taking a turn for the worse in the expansion, because the new units further promote turtling to build an unstoppable army. Although I gotta say, if you play at a low level the game is pretty fun. You got a huge learning curve you can traverse, lots of strategic options and diversity in your grasp and generally a lot of room for error considering your opponent is about as good as you. At low levels you can choose to make reapers and raid your opponent's base, use Hydras and Ultralisks to pin your opponent back, or even build Voidrays and watch them wreck Battlecrusiers with ease. The fun stuff, you know? As you get better though the over simplification of starcraft 2 starts to rear its ugly head. You will see more and more of the same builds from different opponents, some builds that outright kill you if you don't prepare perfectly, and inevitably you will get decimated for not playing to the standard that everyone else plays to. The rest is a bit ranting I guess so I'll leave it in quotes. [quote] I would say Starcraft 2 reached its peak in mid 2011, there was tons of tournament coverage and it had a gigantic amount of people watching them. The game was fairly enjoyable to play, I was playing in a few online tournaments and actually enjoying playing 1v1 even when I lost a game. It was a time when the game hadn't been figured out yet so there was a ton of creativity and room to explore for options. As the game slowly stabilized and people found out the most efficient ways to play and players ultimately got pigeonholed into playing the same way every damn game. Blizzard contributed to the problem by effectively removing certain strategies from the game because they felt they were imbalanced, ironically stepping in when players had already found responses to these builds, further homogenizing the game. A classic example is the evolution of TvZ, first it started out with a ton of back and forth with Terran attacking early on with lots of marines and siege tanks, with Zerg backstabbing and counter attacking with mutalisks, zerglings and banelings. There was huge amounts of micro on both sides, terran having to split his marines to avoid the splash damage of banelings, target firing the banelings with his tanks, and still being able to protect them lest the mutalisks snipe them. Zerg had to intelligently approach the siege of the terran from multiple angles, careful not clump all his banelings so they wouldnt die immediately within tank range and controlling his mutalisks superbly so they would not be fired upon by marines. There was plenty of room for outplaying your opponent, but there was also a good amount of room for error, losing one engagement did not end the game, it would merely provide your opponent with an advantage, not the means to kill you outright. The game further evolved after these engagements too with players taking more mining bases to fund bigger and more technologically advanced armies. Seeing an army of broodlords or seeing a mothership was like once in a blue moon. TvZ of today is basically Zerg and Terran turtling on 3 bases for the entire game, with a very a small economic harass phase in the beginning. Eventually Terran will have to attack or he will be swept away by Zerg's ultimately superior army. Zerg more or less uses Infestors to both stunlock and damage all of Terran's army while attacking with broodlords. Essentially creating a dynamic where Terran can't close in or retreat from a battle so if Zerg engages in a favorable battle he will win it and if its not a favorable battle Zerg can prolong it until he is ready. Micro on Terran's side is absurdly hard to pull off yet it ends immediately when Infestors get into range as they can stunlock all but one unit in the entire game. While micro on the Zerg's side consists of keeping their entire army protected together while spamming spells. Frankly that's not fun for the players and its infuriating for the Terran side, there is no worse feeling in the world than losing control of your army and watching it die on your screen, without being able to do anything about it. I don't care if the statistics say that the matchup has a 50% winrate for both sides, which blizzard constantly reminds everyone about, its clearly not fucking fun. Quite a few players are saying that they only enjoy 1/3 of the matchups in the game, Terran saying they only like TvT, Protoss saying they only like PvT and Zerg saying they only like ZvT. Whats the point of playing if you only enjoy 1/3 of the game? Might as well play something else. [/quote] Today I would say its pretty much a ghost town, a far cry from what it used to be. Out of like the hundred people on my friendslist usually I see 0 or 1 online. The viewerbase for Starcraft streams dropped dramatically (something like a 1/3 of it was 1-2 years ago) and it sometimes takes me 15 minutes of waiting to queue up for a game of 4v4. Lately I've been playing a bit on the korean server with the long awaited arrival with global play, many more players there. Before you were restricted to your own region, a lot of people resorted to buying multiple copies of the game to play on different servers.
If you start out in beginner bronze league you arent going to play against a grand master korean who has every build order for every situation on memory. This is the whole point of the new training and unranked modes. If you dont know any build orders, more than likely your opponent wont either. Sounds like you're trying to talk yourself out of playing a great rts. You dont have to worry about build orders and unit makeup micromanagement for a really long time, and by the point that its important, chances are you've learned it by then. Dont let the comp scene put you off, the whole game isnt 1v1 end all be all. Theres plenty of team matches where working together is important, not to mention the user made content that rivals garrysmod in variety... Ive played everything from prophunt to an fps to an rpg in the custom game modes. Dont fool yourself people, theres a lot more to this game than memorizing which build order is most effective against koreans.
I just play team games lately because they are buckets of fun also some of the customs pretty damn good. There is even a dodgeball custom map where you can choose a unit and it will perform as it should, so a marine will get rapid fire, a stalker can blink and roaches can burrow move. Its really fun, my favorite thing to do is play as a MULE and call down dodge balls on the battlefield.
[QUOTE=zombojoe;39544624]The problem is there is 0 room for error. And that's just not fun in a game where for the most part you are battling the interface. You don't lose because your opponent played better strategically, you lost because you were unable to keep up production. Or you lost because he simply built a better set of units and just crushed you. Basically one seemingly minor mistake can make you lose the entire game and that's just not fun no matter what way you look at it. If there was more room for error I'd say most of the stress from playing would be gone. A good example is town halls in Age of Empires 2, if you get rushed you can bunker up all your villagers there and repell it. Just because you got rushed and weren't prepared does not mean you lose, it will set you back but you can wiggle your way out. I had hoped Blizzard would fix this legitimate problem but that was probably asking too much. Perhaps the campaign will be good, but I can't say the same for the multiplayer.[/QUOTE] let's be honest here - even if you bunkered up all your villages in Age of empires, you generally still lost against a decent player. Since forcing you to bunker your villagers meant that you'd end up in a reousrce drawl and he can essentially keep harassing you and deny you even more resources. I'd actually say, that SC2 gives you more of a chance of recovery than Aoe2 - Sc1 is a different story altogether of course. As to liking only roughly one third the matchups - I sort of have to agree.The only sort of decent matchup for me is TvT, because it still surprises you and you can actually start of being aggressive. As opposed to TvP and TvZ where you more or less have to go into the defensive and hope you'll hurt him enough in a big decisive push.
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