As a hardcore Starcraft gamer, I feel dismayed by some of the points raised against it...
Rye wrote:InnocentBystander wrote:ggs wrote:Starcraft
Alright, I'm demanding an explanation. The game is now nearly a decade old, and I still love Starcraft!
I loved starcraft's storyline, but I fucking loathed the gameplay. I generally dislike the "craft" ui, and I hate micromanagement and upgrading your troops on the fly. It looked somewhat like ass, which I was prepared to deal with till the gameplay problems surfaced. The main ones that bugged me were the computer AI rushing you in an unreasonable amount of time,
No, you just haven't played enough to understand the mechanics of the game. The melee AI plays ATROCIOUSLY; they randomly choose one of maybe three build orders, completely ignore map differences beyond 'Durr, where's the start position?!!', and are easily fooled by any number of means. They're also very slow, and cannot micromanage (Starcraft player's definition: in-battle movements/tactics to maximize the effectiveness of your shit)
at all. They're literally limited to the 'Attack-Move' command. If you're getting your ass kicked by the AI, you're just a newbie. That's all.
and fucking zerg bombers being out of range of the SAM sites.
That was fucking ABSURD. Flying bombers that could bomb from further away than air defence guns?! What the hell kind of game balance was that?
Let's see. A missile turret costs 75 minerals, is available several minutes into the game as an off-shoot of the lowest troop-producing tech building (CC --> Barracks -- > Engineering Bay --> Turrets), and is STILL more effective as anti-air than an unupgraded Terran Goliath, which costs 100 Minterals/50 Gas, and is an entire level of tech beyond the Turret (Factory --> Armory). Oh, and it has an extremely short build time, too.
The Zerg Guardian overall cost is 150 Minerals/200 Gas, ignoring the cost of the 'Guardian Aspect' tech required to build them. They build very slowly; you need to make a Mutalisk, THEN morph them into Guardians, during which they're cocooned and can't do
shit. They also require the highest-tier Zerg tech in the game. And even after that, they're slow, have low HP, and have no anti-air capabilities whatsoever.
Still think it's so absurd that a late-game tech unit wipes out an early-game structure that it's specifically designed to kill?
I dislike any game where vehicles have more power then defensive structures, the defensive structures should make up for their lack of movement with increased power and range, check TA for an example of how to do defensive structures. That's all I can remember really frustrating me with it for the moment.
Defensive structures are cheaper than units and are vastly more powerful than them,
at the same level of tech, and oftentimes even higher. Try putting a 150 Mineral/100 Gas Wraith against that 75 Turret, see how long it'll last you. That's the entire point of defensive structures in Starcraft: they're designed to be utterly beatable by late-game tech to prevent people from turtling for eternity. They're an insurance against drops and hard counters to lower tech units; you cannot rely on them to do all the fighting for you. And design-wise, you shouldn't. If you do nothing the entire game but defend your one starting base, should you really have a shot when the enemy comes in with high-tech units, running off a six-base economy?
SirNitram wrote:
Micro is encouraged.
Define micro. The RTS player uses the term to describe in-battle movements and tactics, getting the 'most' out of each unit. The 'Craft games are all predominately tactical as opposed to strategical, so it's not crazy that micro would play a vital role. It also takes jaw-dropping amounts of skill, accuracy, and speed to pull it off at a high level; watch some of the stuff on SClegacy.com's Pimpest Plays if you dont believe me.
You're limited to a tiny number of units per click-drag.
Agreed, this is easily one of the biggest problems with Blizzard's RTS.
The unit balance is pathetic.
Examples? Note that at high levels of Starcraft skill, nearly every unit is used, some more than others, but each has a role to play. The one notable exception is the Infested Terran, for obvious reasons (although you still see it used occasionally, if the Z manages to infest a CC somewhere...).
Defensive structures lurch, wildly and unpredictably, from 'useless'(AA units outranged by flapping bombers), to ridiculously overpowered(kekeke terran bunkers 4tW!).
Bunkers are actually rarely used by serious Starcraft players, on serious maps. You might see one occasionally to stop a rush, and you might see a 'bunker rush' done in Terran vs Zerg, or part of the Gundam opening in Terran vs Protoss. Otherwise? They're not really worth the 100 minerals, sorry.
Hilariously enough, Turrets are great, cheap, stationary anti-air in Terran vs. Terran, countered only when BCs start coming out. Terran vs. Protoss and Terran vs. Zerg they're also vital, not so much for their ability to fight off drops (which they do) or prevent harass (which they do, Z less than P), but for their detection abilities.
And how the fuck can I respect a powered armour guy who can't stop a dog-thingy from running through his weapons fire to headbutt him?
Durr, that whole 'unit balance' thing again, remember? It'd be kind of hard to implement melee units when a single ranged unit can just snipe them all out.
Funny thing to note: the ranged unit gets a MAJOR boost at high levels, solely becuase of, yet again, good micromanagement. A group of stimmed Marines can dance circles around slow lings, as they simply shoot, run, shoot, run, etc. Same trick can be done against Zealots, or any slow melee unit for that matter.
Tribes 2 squicks me for unknowable reasons.
It has a terrible learning curve, but
this might help you along, have lots of fun, and help your team out, even if you're a newbie. I swear by it.