3 ms·
Interesting. I knew about the difficulties of the micro in BW but didn't think it would be the defining feature of the game like that. Maybe those elements can
by proc0 3y ago
Interesting. I knew about the difficulties of the micro in BW but didn't think it would be the defining feature of the game like that. Maybe those elements can still be "fixed" while keeping the balance of the races, with same units and tech trees. At the very least I think it could be worked around in order to let new players enjoy the game as well, and maybe ramp up to using those advanced techniques.
I think fighting games like Tekken, Street Fighter are good examples here. Tekken has largely remained the same game, with the same moves, with new features built on top. Every sequel is expected to maintain this transfer of the core "rules" (not necessarily mechanics) such that players can master their Tekken skills over decades. Also, you have SF6 adding a new "assisted" controls for new players. This allows a stepping stone for players to later reach the harder controls which are equivalent to the 300 APM micros in SC.
RTS has to make a comeback. It's like a better version of chess, if only game companies would innovate the genre in that direction.
- dragontamer 3y agohttps://www.youtube.com/watch?v=X9vJx3KJ49k https://www.youtube.com/watch?v=X9vJx3KJ49k Magic Box micro is more obvious once you see it. Its a simple concept, but implementation (IE: memorizing the size) is the difficult part. --------- Muta-harass forces "Big magic box" by adding a burrowed zergling (or Overlord in early game) to your 12-group of Mutalisks. That is, 11-mutalisks + 1x slow (or burrowed) unit "outside the magic box". This means every click you do collapses in to a single point. Dragoon-dancing is "little-magic box", allowing dragoons to walk and shoot in synchronously (like how the High Templar shot Psi Storm together at the beginning of this Youtube video).