Pxtl wrote:
You can get out of a corner pin in a single moment, and re-take the game. You can't come back from losing your resources in a single moment, it takes a miracle of luck and incompetence on the part of your adversary to come back from a bad gutting of your res.
sleksa wrote:
Atleast, the player who is winning should be rewarded for his actions. He outmicroed the enemy, outmacroed him, outscouted , or did all these things, and for that he should be rewarded with being closer to winning than the other player. Zwszg seems to be proposing an idea where the player who got outplayed would be rewarded for being outplayed, which is pretty disturbing. The player who did less work still gets rewarded.
The tag-team slippery slope can be mitigated, though. No decent tag-team player will lose one of his fighters until they're both on the brink of death
Says you before getting hit by a 12 hit combo by bass in DOA ~~~~
It's not like I can re-direct damage from my solars into other solars so they'll all be 90% dead instead of losing 90% of them.
Solars? No.
Grunts/zealots/marines/flashes? Yes.
And as you're not exactly refuting my argument that comnapping is Spring-as-trivial-pursuit with your information on how to deal with it. I know how to handle comnapping, and I learned after the first time I saw it. But it's still a stupid gameplay feature.
Reread the article on scrubs.
Except that in spring, we can correct these things. Commbomb isn't bad but I always felt that if the comm is so worthless that you would use him as pocket nuke then he is missing something. With morph being available, why do mods not add upgrades to make the comm more useful? I always felt the comm boom was supposed to penalize the idiot who let his comm die not his opponent. That being said, I comm bomb and I do it because the fucker is useless late game, something that SHOULD be addressed IMO.
That being said, I comm bomb and I do it because the fucker is useless late game, something that SHOULD be addressed IMO.
Most games are comm ends
Or maybe its "still a stupid gameplay feature."
honor rules like no nukes/air are there as part of spring/tas design, the designers realized that players may feel some of the hundreds of units may need to be banned for either competitive or personal reasons.
Ota/most *A mods do not have the tickable option in the menu for
"5 min no rush" or "no nukes" While the latter CAN be adressed by banning it from the unitlist, it is really never done.
Competitive ota was anything but restrictive, people used offscreening, preworking mohomakers, nanoshielding, hawkdancing , linebombing and invisible submarines. and people who complained about these were generally labeled noobs, whereas people who could do "perfect" linebombing runs were admired.
(sirlins' "play to win article")
As a designer though, we have to consider such counters are not always apparent. Even more so sometimes, the list of counters becomes so exhaustive that only the most experienced players can grasp it. Meaning the learning curve is too steep.
IE player X has spent more time analyzing and playing the game, and for that player Y should be rewarded by having instant counters to player X's moves/builds/strats
?_?
Commbomb early game sucks as the player pushes into your base early and even if you kill his com it takes yours with it making the game either very slow starting or over. However, yeah it is not a win button, just a game now sucks button.
*A mods also generally have a very metal-rich comm corpses, which is more of a "HERES INSTANT T2 AND 300 FLASH FOR YOU" button, instead of a game now sucks
Ofcourse this wasnt apparent in OTA, but OTA games made more use of defenders, which made commbombing harder.
*nods* but there should also be a way for the player to read up on the counters.
I agree. But it shouldnt be so that the more inexperienced player has easy-access counters to more experienced player's moves (since this would be unfair to the "better" player)
Often time hardcore players pervert the intention of the designers.
Yeah, but IMO often this is only a good thing. take for example, the reaver/shuttle micro from starcraft that propably WAS NOT INTENDED, or the nelf archer+ dark ranger on zeppelin vs human in wc3
There were 2 options for blizzard to cope with these, to patch it and ban people doing it, or to let people exploit it until people learnt counters for it.
As you said, they made the rules, so the player has to deal with it and if blizzard feels you are exploiting a gameplay element(because that is what it was) they can ban it if they so choose.
I didnt mean that we should obey blindly the gamedesigner's ideas on how the game is meant to be played. For me , finding out new ways to use units is one of the reasons i play rts games.
So I do not think a game design should only cater to one crowd but I do feel that the design SHOULD permit both parties having a good time. To keep the softcore players happy you have to constantly address things that the hardcore crowd will exploit. I do not believe for one second that a design cannot appeal to both.
There is already a answer for this one, Multi/single players.
For example starcraft singleplayer will propably cater to softcore-weekend players, but still allows leagues and tournaments, which get broadcasted on TV to be played by 600 apm koreans.