no most units were fine imo. One of the things that I dont like is that all ranged units form up into a very tight ball, it makes melee units completely not viable when you've both got large armies rolling around, unlike in SC1. Ultralisks and the like are a very, very rare sight and usually only used if the zerg has a gigantic economic advantage over you (not even adressing archons because I never saw them, and if I did it was an easy win). Next to that in large battles it is almost impossible to micromanage properly beyond (for me playing terran) darting around with a few units / using special abilities. Stuff dies too fast and it's too hectic.Trotskygrad wrote:
what specifically about the mechanics didn't you like? the simplicity of the individual unit's attack/defend mechanisms?dayarath wrote:
diamond ladder 1v1, 2v2random & 2v2 team
Keep in mind though, my last login was in August so a lot may have changed.
Regardless, there is also the problem with the few actually viable tactics. I mean with that, that games generally are played out by each faction with almost the same set of units each time - it just works so darn good and is to blame to the novelty of the tactic. Terrans mostly get a bioball rolling, zerg either mutalisks or hydralisks and protoss in that being the most versatile race but still limited by few choices; either lots of stalkers, a sentry heavy army or void ray abuse (god how I hated it). <it being more than a counter game for them than the other races there is more diversity in their unit use / choice than this, you will always see a few immortals / colossi walking around at some point>
These prevail because of the limited (or no) micromanaging that has to be done during a battle and the swiftness with which your army can move around the map - making it easy to contain your enemy, leaving you with lots of moments to quickly tab back to your base to keep producing optimally. The game is in diamond league not much different from all the other leagues, only difference being that diamond players are much more effective at the whole multitask thing. You winning depends mostly on one thing; out-producing the enemy (and ofcourse not deploying the same set of units consistently against hardcounters). Given this using specialized units may be fun but it also makes it infinitely harder for you to win/play the map properly. I absolutely loved experimenting with lots of ghosts and ravens but in the end of the day you are most definitely going to bite the dust vs anyone who has good multitasking skills.
In the end I cant help but feel that the map design has greatly contributed to the problem. There are too few open maps (none, infact). The ramped up starting point with choke points / high ground available every few meters makes the game very biased towards certain sets of units and tactics - adding to the boredom factor.
Last edited by dayarath (2011-01-04 11:49:30)
inane little opines