To qualify my previous statement, too much micro sucks. SupCom requires too much base micro to win. Starcraft requires too much unit micro to win. SupCom 2 is running towards the middle... where is Starcraft 2? FURTHER into unit micro!
Unit micro is HORRIBLE. It has nothing to do with strategy versus tactics. It has everything to do with being required to focus your attention on something that shouldn't NEED attention.
To qualify my previous statement, too much micro sucks...
Unit micro is HORRIBLE. It has nothing to do with strategy versus tactics. It has everything to do with being required to focus your attention on something that shouldn't NEED attention.
A) It's not like you can beat a strategically superior player if you can just click fast enough.
B) On the contrary, a player using a better strategy will beat anyone, as long as he isn't extremely sucky with his micromanagement. Micro is just one aspect, comparable to having good movement in an FPS. The tactically better FPS player will still win, but his movement is one aspect he'll have to train if he wants to become really good.
C) I'd say micro-oriented RTS games should be called RTST for real time strategy and tactics, if any name change would be needed.
D) I'll agree that some SC fans are exaggerating a bit that multiple building selection will noob down the game. For the average player it won't really matter. What they are talking about, though, is at a pro level.
At this moment, every single pro gamer is able to macro perfectly. Every counter to every build has basically been researched to death. Timings for certain pushes or windows of opportunity for a certain race/build are all known.
Also, most pro gamers know exactly how to use the strengths of certain units while abusing the weaknesses of others.
What actually wins matches is being able to multitask both at the same time.
E) The concern is that playing down micromanagement will turn matches at that level into stale macrofests, some of the most uninteresting matches to watch.
F) I find it surprising how this forum has gone from "UT3 is noobed down, shame on Epic" some years ago to "meh, noob it down some more. Pros are just whiners".
Dawn of War 2 is intentionally unit micro though, and for good reason: It feels more like an FPS than an RTS. That was how they wanted it to feel.I think it comes much more down to the actual nature of the micro tactics. For instance in StarCraft you see a lot of x zerglings kill x marines if you micro it right. There was also the instances where you'd want a large group of units to perform a special attack of some sort, but you wanted each unit to target a different enemy. I'm not seeing nearly as much of that. Instead there appears to be a much bigger emphasis on hard counters, and special unit abilities. I think in this way it actually opens up this portion of the gameplay to a larger number of people. It's very much like the things they did well in Dawn of War II.
I only qualify it because every RTS game has a certain level of micro, and I understand that. Go overboard on micro, though, and you make your game bad to play.I think you shouldn't have to qualify it at all. Micro simply goes away from the spirit of an over head perspective game about controlling armies. I think any game designed like that should be only focused on strategy and some tactics depending on the scale. If I wanted "micro" or in other words, reaction speed and precision, I'd play an FPS game.
Frankly, adding retarded amounts of unit micro makes people want to stop playing the game because it introduces a skill gap even worse than that of UT200X. Nobody likes to lose because they haven't played the game for 8500 hours and spend 15,000 more researching crappy tactics.
DoW2 does unit micro well because you don't have to think about microing. The majority of the action takes place with no intervention and you can plan your tactics out in advance... like a field commander.
I still don't think that pro Starcrafters will move willingly to Starcraft 2.
I only qualify it because every RTS game has a certain level of micro, and I understand that. Go overboard on micro, though, and you make your game bad to play.
Unfortunately, you can be sure that more people will learn it now than learned it then. Blizzard games have a much larger audience now, particularly in the obsessively insane. The audience they attracted ten years ago is quite drastically different now.The problem with this argument is that the type of skill gap you're talking about is something that 90% of the players never see. This is stuff that really only see done well in professional competition. The vast majority of players get by just fine without it. The only reason we know about it is because all the casual players moved to BGH and fastest maps meaning anyone wanting to play vanilla ends up playing with the competitive players. Even then your issue there is going to be much more about not having refined builds and strategy. The only reason I know anything about StarCraft micro is from playing the micro wars custom map.
The point is, micro in DoW2 isn't something you have to be constantly concerned with. Part of this is that Relic made the interface nicer for activating unit special abilities, and part of it is, as I said before, that the game feels more like an FPS than an RTS (intentionally).I would argue that this isn't the case at all. In fact it's quite the opposite. The reason it works so well in Dawn of War is because that's ALL you have to worry about. In fact the micro game is much more important in Dawn of War II than it is in StarCraft. You probably won't get above an intermediate trueskill of 20 without a good micro game.
I don't know who was involved in what, but I do know that they will have a hard time transitioning people that weren't involved and played competitively out of the game they already know inside out to a game that is different.In my opinion they already have. The big players have already been involved in early testing, and the rest will come in during the beta. The rest are already analyzing this thing to pieces. They've already put a ton into this game, and it's not even released.
I think you shouldn't have to qualify it at all. Micro simply goes away from the spirit of an over head perspective game about controlling armies. I think any game designed like that should be only focused on strategy and some tactics depending on the scale. If I wanted "micro" or in other words, reaction speed and precision, I'd play an FPS game.
The only example I can really see of this is how you have to split workers at the beginning of a match. Even that is only really necessary when you're playing against others that are doing it, else you're not going to be at a disadvantage for not doing it. Players make the metagame.A) The sad thing is, a lot of the time you can and it's leaning way too far into that direction than it should be. In fact most of the time it's stupid and pointlessly forced micro, similar to how in FPS or other games there can be forced difficulty by spawning endless enemies or giving enemies auto aim instead of actually having advanced AI.
MW2 or even CoD4 are not the prime examples of the FPS gameplay I'm talking about. MW2 is an unbalanced buggy crapfest while CoD4 eliminated any form of strategy by employing a randomized spawn system and killcam, making map control irrelevant.B) Nah, in FPS games such as MW2 I'd say it's like %25 tactics and %75 micro and %0 strategy while with RTS games it should be something like %70 strategy, %25 tactics (depending on which way they want to go while designing the game), but micro should be locked at like %5 or lower, as low technology or design possibly allows.
Opinion and semantics.C) Meh, I still think it's stupid to have any kind of micro focus in an over head perspective game about controlling armies.
The two are not mutually exclusive, which was the entire point of my post. If you added an element of micromanagement to Supcom, would that make the strategic gameplay suddenly any shallower? Or would it just add another element to the game that you could use to your advantage or could open up new strategic possibilties? This is a rhetorical question, by the way. Just in case.D) So basically crappy micro gameplay is picking up the slack for lacking and shallow strategy gameplay?
Korea. 'Nuff said.E) Just depends on what you like to watch and play. RTS aren't as popular as FPS for a reason.
F) It's not about noobing anything down, just changing the type of skill required from a stupid and pointless one to one that's more worthwhile and makes more sense when taking the game's design into account.
sir_brizz said:To qualify my previous statement, too much micro sucks. SupCom requires too much base micro to win. Starcraft requires too much unit micro to win. SupCom 2 is running towards the middle... where is Starcraft 2? FURTHER into unit micro!
Unit micro is HORRIBLE. It has nothing to do with strategy versus tactics. It has everything to do with being required to focus your attention on something that shouldn't NEED attention.
Nah, it would make it shallower as focus would be drawn off it and the game would change.The two are not mutually exclusive, which was the entire point of my post. If you added micromanagement to Supcom, would that make the strategic gameplay suddenly any shallower? Or would it just add another element to the game that you could use to your advantage?
That is a personal opinion and semantics, not an argument. Let's let the designers of RTS games decide what the spirit of their games is, shall we?
Proving my point? If there's a market for RTS micro gameplay and grindfest mmorpgs, there's probably a market for RTS strategy gameplay. I heard Empire: Total War was decently to well received. *gasp*Korea. 'Nuff said.
A unit with weak armor can suddenly be used for defense if you have the option of manually keeping it out of fire, which opens up a slew of possible builds or early contains.
Problem is, several million Starcraft players disagree with you on this, and have done so for the last decade.Umm, that is what argument's are for, to give reason to why your opinions are superior. You don't argue over facts such as, "Why sir, I do say that is the color green because the electromagnetic radiation is between the wavelengths of this and that!" You sure are dismissing our points as opinions a lot despite this. If you used that "designers choice" excuse for every game it's basically an excuse for devs to make ****ty games. Yeah, sure, they have an option to and are completely free to do so, but I can also argue for why I think they shouldn't or why in my opinion I think it is bad.
From what I've seen, Empire looks like a good game and certainly appeals to certain people. However, is it even remotely similar to RTS games?Proving my point? If there's a market for RTS micro gameplay and grindfest mmorpgs, there's probably a market for RTS strategy gameplay. I heard Empire: Total War was decently to well recieved. *gasp*
Or you can just click a button and have whatever units stay as far away from the enemy as they can while still attacking. That way you can fully focus on good elements of gameplay. Yay!
Problem is, several million Starcraft players disagree with you on this, and have done so for the last decade.
The battles themselves, at least in Rome:Total War, were no more complicated than "flank if you can, cavalry is weak vs pikemen, swordmen slaughter archers so keep them at the back."
That was it.
I don't know if they've greatly expanded on this since then, but I'm inclined not to believe so.
Good elements of that game being? Building more units?
Yes, let's spell all the tactical options out for the players so that we can turn the game into the example I described in the last paragraph of my previous post.
Also, how is this even different? All it 'adds' to the game is that you can largely ignore your units as long as they are set to their proper attack mode.
The micro is still there, it's just boring now. You still order the unit to stay out of range, just in a very dry, unexciting and mostly very little demanding fashion.
Why not have a 'raid expansion' mode too, and the unit will go out and attack weakly defended expansions on it's own?
Yeah, that is a big problem, and is exactly why I will never see a Starcraft game the way I want. Oh well. Popularity doesn't always mean they are right though, but I'm sure millions will argue that Halo is the best FPS evar or WoW is the best game evar. (I say game because MMOs as a whole are **** imo )
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Nah, I'd say it turns the game into a thinking mans game where you have to consider your options. There won't just be one "all in one tactics" button. You say it's boring and not demanding, but that would be your choice to do nothing. It would be possible to design that type of gameplay where you constantly have to make decisions and choices and can focus on other strategic elements instead of that micro scenario. You're just thinking of it in Starcraft terms cause SC has no damn strategy in the first place, so of course you'd have nothing else to do.
Just to be clear, SupCom has loads of base micro. It doesn't have much unit micro. And in SupCom 2 they realized that people were getting annoyed by the base micro so they've stripped it down, too.