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Starcraft2's problem was that it was 3 separate games with incredible patches that completely changed everything. The balance team had no idea of the game they
by dragontamer 13d ago
Starcraft2's problem was that it was 3 separate games with incredible patches that completely changed everything.
The balance team had no idea of the game they wanted StarCraft 2 to be. By the time it all settled down the community went back to SC:BW.
I'm positive there was some combination of SC2 patches that was amazing, if only the patch/balance team stuck with it. I don't know which set of patches that was though.
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I have ranted before about deathballs. Beginners want deathballs but advanced players want something deeper than a deathballs.
For all of their faults, SC:BW and AoE2 are anti-deathball. SC:BW is somewhat "accidentally" anti-deathball because of map bumping and poor patching.
AoE2 has incredible siege and defensive emplacements (castles and bombard cannons and siege onagers) that counter deathballs, above and beyond SC2 anti-deathball options.
The AoE2 deathballs unit, the Crossbowman (line) needs like 30+ units before it really starts to feel oppressive, and universally everyone has rams and mangonels to kinda deal with them (or Skirmishers).
- dingdongditchme 13d agoI haven't touched it in ages. But I always felt that it SC2 was more successful in taking out APM and "Deathball" mechanics. I remember a lot of cheese options and nuances. I guess there is just a big spread between balancing the pro players and the bronze league fuckers like myself. I have more nostalgia for SC:BW but only played online thanks to SC2 matchmaking. I think making an RTS that ticks all the boxes is incredibly difficult.
- dragontamer 13d agoSometimes SC2 was anti APM. Other times, SC2 adds chronoboost / MULEs for no other reason than to eat up APM and provide an outlet for physical clicking and increase APM. As it ends up, SC2 is randomly anti-APM and pro-APM, depending on the patch, depending on the year. By swinging back and forth trying to cater to both camps, all that was accomplished was confusion and ultimately a loss of trust between players and the balance team. In many regards, the community swinging back to SC:BW or AOE2 is because we don't like patches that change the game so dramatically. AOE2 seems to have hit the correct balance point, major changes that the community desires (ex: Longswords being viable after 25 years of constant buffing) but never so major that it fundamentally alters the game the community likes. Or ex: being brave enough to throw out all sea units / Naval Battles and basically start over from scratch. (Kind of a big change but one the community actually enjoyed). ------- SC2 patches were more random feeling and more knee jerk.
- dragontamer 13d ago> But I always felt that it SC2 was more successful in taking out APM and "Deathball" mechanics On "Deathballs", no. SC2 always allowed the player to select all military. SC2 always had smoother patching and better programmed "flocking" behavior. In SC:BW, it's an APM feat to simply control 12 Dragoons/Goliaths/Siege Tanks across a bridge. Meanwhile, a hundred SC2 Stalkers can easily chain-blink across the same terrain no issues. In SC:BW, the bad patching and bumping is part of the balance. In SC2, all units moved too smoothly and too easily, as such deathballs are always easier to setup. SC2 allowed players to easily control Deathballs, so then they tried to balance that by making splash attacks more powerful. In contrast, it's literally impossible to control a deathballs in SC:BW, because you can only ever select 12 units. Literally impossible to control more units (and even then, those 12 units were extremely wonky around bridges or other terrain features). In SC:BW, the deathballs debate is innately moot. No human can control a deathballs anyway so it's not even a debate. Like controlling 48 zerglings is a feat reserved for top pros. Further, because control of 48 zerglings is so hard, pros who COULD do it use the 4x groups of Zerglings on increasingly divergent points of the map (harassing multiple bases), rather than concentrating their efforts in one area. Might as well "tax the opponents APM" by attacking multiple locations if you have such good unit control or APM.
- shimman 13d agoI'll have to look into AoE2, never knew it was that in-depth. I only played it as a child, also played BW as a child and that stuck as I still play it periodically since remastered came out. Since you seem to be tapped into the AOE2 scene, any tournaments you'd recommend checking out?
- dragontamer 13d agoThe Red Bull Wololo is the #1 tournament each year for AoE2.
- shimman 13d agoThis looks like a tremendous amount of fun. I'll have to buy AOE2 now.
- dragontamer 13d agoIf you plan to make the jump from SC:BW to AoE2.... Some tips. * Four resources. Stone runs out first and is the key for Castles, a 4000 to 6000 HP building that deals 11x4 damage. Strategically speaking, the castle locations DEFINE the middle game (aka the Castle Age) and still have huge influence for Imperial Age. Gold is basically the same as Vespine Gas. Gold is +technology or +advanced units. The middle game is determined by your gold unit choice (usually either Knights or XBows, but some players choose mass Monks, Siege or other compositions). The end game is basically when Gold runs out and players are forced to play with so called Trash units (aka wood and food only). Wood and Food are basically the equivalent of minerals, except Food is made from wood. (You first cut down a tree then make a farm and then finally food comes out). In many ways, it's best to think of food as processed wood, highly available on most maps but slower to gather than Gold/wood. * Gold units set your main army, Trash units (aka: units that only cost food+wood) TEND to set up the counter to your opponent and are more of a reaction (or prediction). Remember, gold tends to be easier to gather than food in the middle game. Only in the late game does gold run out. * As such, start the game thinking of Wood == minerals, Gold == Gas except Gold runs out. And you'll actually be pretty good for the feelings of which units are useful for what. * Food == processed Wood is probably easy enough for you to figure out by feel. I don't expect issues for StarCraft players trying to understand food. * Stone needs special consideration because nothing in SC:BW or SC2 feels like an AoE2 castle. My overall recommendation is to pretend stones make castles and nothing else important (Towers can be useful but beginner players should focus on thinking about the castle). Play with the Castle first, get some experience and then work backwards to understanding stone. * Counters are far stronger and swingy in AoE2 than SC:BW or SC2. Let's take a Feudal Age engagement for example: 1 spearman ties with 3 scouts in an engagement... So we are talking about 10 Spearmen trading with 30 scouts in combat kind of counters. Another counter: Monks counter Knights. Knights are like Battlecruisers if Battlecruisers were the 2nd fastest unit in the game and appeared in the middle of the tech tree (Castle age) ready to go with very few necessary upgrades.... Like seriously Knights are good. Fast, high damage, high armor but costs a ton. The counter unit... Monks.... their ability is to convert enemy units to your side. So uhhhhhh, hard counter. Monks appear at the same time as Knights (Castle Age) except Monks need a few more upgrades to really be useful. Depends on the unit: XBows vs Elite Skirmisher or Mangonels is closer to StarCraft levels of counterplay. XBows can win vs equivalent Mangonel with elite level micro / mistakes from the opponent, but most agree that with "equal micro" Mangonels/Onagers/Skirmishers should usually beat XBows. Speaking of which: AoE2 micro is defined by arrow dodging, Mangonel shot placement (manually predicting the future location of your opponent and aiming there), and finally quick walls / villager shenanigans.