Johannes
Arcane
That's probably because you're a retard noob.Now that I think about it you're probably right. One thing I hated about aoe2 is it had unit control and pathing that felt even worse than sc1 somehow.
That's probably because you're a retard noob.Now that I think about it you're probably right. One thing I hated about aoe2 is it had unit control and pathing that felt even worse than sc1 somehow.
You hit the nail on the head. SCBW was such a good game because going 1a2a3a was so hard, that people couldn't move their armies in deathballs.Okay, I'll make this easy for the likes of you:
How exactly would removing the selection limit influence skill cap (not entry skill barrier)?
See SC2 vs. SC1. SC2 is boring to watch as everyone simply deathballs their army and runs into each other. Even after two expansions and a huge number of balance attempts Blizzard hasn't really been able to fix this issue.
That's probably because you're a retard noob.Now that I think about it you're probably right. One thing I hated about aoe2 is it had unit control and pathing that felt even worse than sc1 somehow.
Yeah anyway...
Who else just watched Flash vs Jaedong in the ASL semifinal?
And complaining about it is basically the same thing as complaining about unit selection limit in SCBW.That's probably because you're a retard noob.Now that I think about it you're probably right. One thing I hated about aoe2 is it had unit control and pathing that felt even worse than sc1 somehow.
AoE2's pathing was complete shit. The only game where you can order your units to move to the right and their first action is to turn around and go left.
And complaining about it is basically the same thing as complaining about unit selection limit in SCBW.
A good player understands and knows how to work with and around whatever tech the game has, resulting in better performance over a noob. It's not so random at all how the AoE2 units behave. Both affect the game and what skillset is most important, and in either case you can argue for or against it making the game overall better. Neither change would be about making the game "easier" or "harder" in any linear sense, but changing these would have cascading effects into all areas of the game. You have to take the unit pathing behavior, selection limits, all that into account when considering what kind of build to do and what units to use.And complaining about it is basically the same thing as complaining about unit selection limit in SCBW.
It's exactly the opposite. BW's unit selection limit increases the rewards for people who can micro better. AoE2's pathing decreases the reward for microing because your units randomly flip out and stop fighting properly.
A good player understands and knows how to work with and around whatever tech the game has, resulting in better performance over a noob. It's not so random at all how the AoE2 units behave. Both affect the game and what skillset is most important, and in either case you can argue for or against it making the game overall better. Neither change would be about making the game "easier" or "harder" in any linear sense, but changing these would have cascading effects into all areas of the game. You have to take the unit pathing behavior, selection limits, all that into account when considering what kind of build to do and what units to use.It's exactly the opposite. BW's unit selection limit increases the rewards for people who can micro better. AoE2's pathing decreases the reward for microing because your units randomly flip out and stop fighting properly.
Were you ever even any good at SCBW - do you actually understand at all what you're talking about or just repeating talking points you've read elsewhere
Terrible analysis. AoE2 units are totally microable if you know what you're doing, of course within certain parameters. The units don't spaz out randomly. And most important thing for precise control? Don't select too many units at a time (ok, with some commands you can). The units are not slow and unwieldy - except of course, the slow ones are. If you want to win you need to micro, besides just aiming and dodging mangonels (and are you really saying changing formation is the only way to reliably dodge?).
AoE2 is less enjoyable? For you, sure. But there's a lot of people who obviously prefer AoE2. Different games have different focuses. But to say it's "less competitive" is retarded - there's nobody playing the game with anywhere near optimal mechanics. Nor would the game risk getting solved in any aspect even if there were pro-teams practicing it fulltime like SCBW had. Would it be more Competitive if there was a unit selection limit, though?
It's laughable when SCBW fanboys think every RTS would be better if it was made more like SCBW.
As you say it's a repeatable problem - so a better player will know the behavior better and can tell when a selection of units will move where with what command. And when to select smaller units at a time to move them more straightforwardly, when to switch formation and so on.Terrible analysis. AoE2 units are totally microable if you know what you're doing, of course within certain parameters. The units don't spaz out randomly. And most important thing for precise control? Don't select too many units at a time (ok, with some commands you can). The units are not slow and unwieldy - except of course, the slow ones are. If you want to win you need to micro, besides just aiming and dodging mangonels (and are you really saying changing formation is the only way to reliably dodge?).
Have units fired at by siege and click to their side -> they rotate their retarded formation in place before moving, meaning they having moved out of the way by the time the shot hits.
Have a group of knights hitting random shit and you want to tell them to attack the archers -> Knights spend 3s running away from the archers, taking massive damage in the process.
It's a repeatable problem and it makes it feel like crap crap.
AoE2 is less enjoyable? For you, sure. But there's a lot of people who obviously prefer AoE2. Different games have different focuses. But to say it's "less competitive" is retarded - there's nobody playing the game with anywhere near optimal mechanics. Nor would the game risk getting solved in any aspect even if there were pro-teams practicing it fulltime like SCBW had. Would it be more Competitive if there was a unit selection limit, though?
It's laughable when SCBW fanboys think every RTS would be better if it was made more like SCBW.
I never said AoE2 was less enjoyable than BW. I said AoE2 with shitty unit movement is less enjoyable and less competitive than a hypothetical AoE2 with good unit movement.
StarCraft: Brood War HD remaster rumours spark up again, could be released this year
For a while now there have been whispers that Blizzard are considering bringing back their heavyweight RTS StarCraft: Brood War in a remastered, HD form. Such rumours simply won’t go away, and the latest word on the ‘net is that the updated version of the game could be released later this year.
Sports Seoul is reporting that Blizzard aim to have ‘StarCraft: Remastered’ available to players around May-June 2017. The update would include high-resolution graphics as well as an updated Battle.net service. Everything about the gameplay would remain in tact from Brood War, with no changes or influences from StarCraft II.
Reportedly Blizzard revealed these details in secret to industry insiders at Blizzcon 2016, among them eSports broadcasters and sponsors. Apparently the official announcement could come as early as next week. The official announcement will be held in Korea, provided Sports Seoul’s report is correct. That wouldn’t be too surprising considering the importance of Korea to StarCraft’s legacy.
Naturally you should look at this entire report with a healthy amount of skepticism. If you can read Korean you can check out the original Sports Seoul article here. There’s a forum thread dedicated to the topic over on Team Liquid.
Everything about the gameplay would remain in tact from Brood War
I'm pretty disappointed about that as well. This is probably meant to get some cheap sales out of the new gen crowd that never really played Starcraft:BW in the first place and might be curious about how the series started out.Everything about the gameplay would remain in tact from Brood War
after 20 years of intensive play's, tournaments and national sport events - only thing they find worthy improving is increasing the view area.
This is the only thing to improve about Brood War. You and the person who posted below you are just casual fags who need to get out of RTSes with your "QoL" shit.after 20 years of intensive play's, tournaments and national sport events - only thing they find worthy improving is increasing the view area.
Have you ever considered becoming a professional tryhard?This is the only thing to improve about Brood War. You and the person who posted below you are just casual fags who need to get out of RTSes with your "QoL" shit.after 20 years of intensive play's, tournaments and national sport events - only thing they find worthy improving is increasing the view area.
AgreeI'm pretty disappointed about that as well. This is probably meant to get some cheap sales out of the new gen crowd that never really played Starcraft:BW in the first place and might be curious about how the series started out.
You forgot to add its in SC2 engine - disappointing. Try SC Revolution (sc1 mod) instead.Anyone who wants an updated SC1 experience should try out Mass Recall.
Dude its completely different games, only thing they have in common is real time. [TA mod worth trying: Escalation and Zero]Starcraft is shit and can't hold a candle to a real strategy game like Total Annihilation.
This is the only thing to improve about Brood War. You and the person who posted below you are just casual fags who need to get out of RTSes with your "QoL" shit.