History YMMV / StarcraftII

11th Oct '17 6:06:10 AM DrakeClawfang
Is there an issue? Send a Message


** The Mothership since Day One. The Archon Toilet aside, it just takes far too long to tech up to deploy it, it costs a huge amount of resources, is very slow to move, doesn't do much damage, is easily killed, and needs a long time to build up energy to use its abilities. The result is them rarely seeing competitive use.

to:

** The Mothership since Day One. The Players hated the initial concept on arrival, since it reminded too much of ''Warcraft III's'' focus on hero units instead of armies. After release, the only thing it was liked for was the Archon Toilet aside, it just takes Toilet[[note]]make a lot of Archons, have the Mothership use Vortex on the enemy army, and send the Archons into it; the enemy units will emerge all clumped up and be crushed by the splash damage of the Archons[[/note]], which was nerfed heavily after ''Wings of Liberty''. Otherwise they take far too long to tech up to deploy it, it costs to, cost a huge amount lot of resources, is very slow to move, doesn't move slowly, don't do much damage, is are easily focused down and killed, and needs need a long time to build up energy reserved to use its their abilities. The result is they virtually never see play. The Mothership Core was added in ''Heart of the Swarm'' as a stepping stone to the Mothership to make them rarely seeing competitive use.more appealing, but it actually made them even less appealing since the Mothership Core has the same abilities.
7th Oct '17 10:27:21 PM magmablock
Is there an issue? Send a Message


-->'''Stukov:''' An [[Robeast Apocalisk]] is ready for spawning.

to:

-->'''Stukov:''' An [[Robeast [[{{Robeast}} Apocalisk]] is ready for spawning.
7th Oct '17 10:26:53 PM magmablock
Is there an issue? Send a Message

Added DiffLines:

-->'''Stukov:''' An [[Robeast Apocalisk]] is ready for spawning.
19th Aug '17 2:23:21 PM DrakeClawfang
Is there an issue? Send a Message


* CreatorsPet: The macro booster mechanics -- [=MULEs=]/Chrono Boost/Inject Larvae -- have always been a touchy subject for skewing the game balance in different ways. [=MULEs=] speed up Terran mining rate ridiculously and allow the Terran to run much fewer workers than other races, and lets them recover much easier from a worker raid to the point a Terran player may not even feel they need [=SCVs=] at all for mineral mining. Meanwhile Inject Larvae is busywork since the player must ''always'' be mindful of their Queen and Hatchery, and unlike the Orbital Command Nexus' mechanics, Queens cannot quickly dump their reserve energy on multiple injections, the player must wait until the current injection finishes. A poll was set up on [[http://www.teamliquid.net/forum/closed-threads/494703-poll-macro-booster-community-feedback Team liquid]] as to which the community preferred, and an overwhelming majority went to "no macro boosters", yet Blizzard chose to retain them and try to balance them in other ways.

to:

* CreatorsPet: The macro booster mechanics -- [=MULEs=]/Chrono Boost/Inject Larvae -- have always been a touchy subject for skewing the game balance in different ways. [=MULEs=] speed up Terran mining rate ridiculously and allow the Terran to run much fewer workers than other races, and lets them recover much easier from a worker raid to the point a Terran player may not even feel they need [=SCVs=] at all for mineral mining. Meanwhile Inject Larvae is busywork since the player must ''always'' be mindful of their Queen and Hatchery, and unlike the Orbital Command and Nexus' mechanics, Queens cannot quickly dump their reserve energy on multiple injections, the player must wait until the current injection finishes. A poll was set up on [[http://www.teamliquid.net/forum/closed-threads/494703-poll-macro-booster-community-feedback Team liquid]] as to which ask the community preferred, community's thoughts on them, and an overwhelming majority went to voted "no macro boosters", yet Blizzard chose to retain them and try to balance them in other ways.
19th Aug '17 2:20:48 PM DrakeClawfang
Is there an issue? Send a Message


* CreatorsPet: The macro booster mechanics -- [=MULEs=]/Chrono Boost/Inject Larvae. They've always been a touchy subject for skewing the game balance in different ways; [=MULE=] speed up Terran mining rate ridiculously and allow the Terran to run much fewer workers than other races, while Inject Larvae is busywork since the player must ''always'' be mindful of their Queen and Hatchery and manually keep ordering the former to use Inject on the latter, and in contrast to the other two mechanics where the stored energy can be used multiple times in rapid succession if forgotten about, Inject Larvae can only be used once per Hatchery. During the ''Legacy of the Void'' beta, Blizzard toyed with removing them for a week, then returning them in an automated form before returning them to the previous manual style. A poll was set up on [[http://www.teamliquid.net/forum/closed-threads/494703-poll-macro-booster-community-feedback Team liquid]] as to which the community preferred, and an overwhelming majority went to "no macro boosters". [[WordOfGod David Kim's]] Response? We only did it because we thought it would make the game more interesting, but it doesn't seem that way, and it takes away what we think makes the game more interesting, so now we're not sure what to do.

to:

* CreatorsPet: The macro booster mechanics -- [=MULEs=]/Chrono Boost/Inject Larvae. They've Larvae -- have always been a touchy subject for skewing the game balance in different ways; [=MULE=] ways. [=MULEs=] speed up Terran mining rate ridiculously and allow the Terran to run much fewer workers than other races, while and lets them recover much easier from a worker raid to the point a Terran player may not even feel they need [=SCVs=] at all for mineral mining. Meanwhile Inject Larvae is busywork since the player must ''always'' be mindful of their Queen and Hatchery Hatchery, and manually keep ordering unlike the former to use Inject on the latter, and in contrast to the other two mechanics where the stored Orbital Command Nexus' mechanics, Queens cannot quickly dump their reserve energy can be used on multiple times in rapid succession if forgotten about, Inject Larvae can only be used once per Hatchery. During injections, the ''Legacy of player must wait until the Void'' beta, Blizzard toyed with removing them for a week, then returning them in an automated form before returning them to the previous manual style.current injection finishes. A poll was set up on [[http://www.teamliquid.net/forum/closed-threads/494703-poll-macro-booster-community-feedback Team liquid]] as to which the community preferred, and an overwhelming majority went to "no macro boosters". [[WordOfGod David Kim's]] Response? We only did it because we thought it would make the game more interesting, but it doesn't seem that way, boosters", yet Blizzard chose to retain them and it takes away what we think makes the game more interesting, so now we're not sure what try to do.balance them in other ways.
27th Jun '17 4:16:49 AM DrakeClawfang
Is there an issue? Send a Message


** Perhaps it's actually the fact that Starcraft 1 was designed in the 90s and the graphics of the time had "gritty texture" with a [[http://tvtropes.org/pmwiki/pmwiki.php/Main/Chiaroscuro Chiaroscuro]] dark feeling unlike Starcraft II where (as some fans say) everything is shiny or "plastic" looking.
26th Jun '17 10:21:19 PM Isakku
Is there an issue? Send a Message


** Perhaps it's actually the fact that Starcraft 1 was designed in the 90s and the graphics of the time had "gritty texture" with a [[http://tvtropes.org/pmwiki/pmwiki.php/Main/Chiaroscuro Chiaroscuro]]
dark feeling unlike Starcraft II where (as some fans say) everything is shiny or "plastic" looking.

to:

** Perhaps it's actually the fact that Starcraft 1 was designed in the 90s and the graphics of the time had "gritty texture" with a [[http://tvtropes.org/pmwiki/pmwiki.php/Main/Chiaroscuro Chiaroscuro]]
Chiaroscuro]] dark feeling unlike Starcraft II where (as some fans say) everything is shiny or "plastic" looking.
26th Jun '17 10:20:08 PM Isakku
Is there an issue? Send a Message


** Perhaps it's actually the fact that Starcraft 1 was designed in the 90s and the graphics of the time had a[[Chiaroscuro "gritty texture"]] feeling unlike Starcraft II where (as some fans say) everything is shiny or "plastic" looking.

to:

** Perhaps **Perhaps it's actually the fact that Starcraft 1 was designed in the 90s and the graphics of the time had a[[Chiaroscuro "gritty texture"]] texture" with a [[http://tvtropes.org/pmwiki/pmwiki.php/Main/Chiaroscuro Chiaroscuro]]
dark
feeling unlike Starcraft II where (as some fans say) everything is shiny or "plastic" looking.
26th Jun '17 10:13:38 PM Isakku
Is there an issue? Send a Message

Added DiffLines:

**Perhaps it's actually the fact that Starcraft 1 was designed in the 90s and the graphics of the time had a[[Chiaroscuro "gritty texture"]] feeling unlike Starcraft II where (as some fans say) everything is shiny or "plastic" looking.
4th Jun '17 12:32:13 PM nombretomado
Is there an issue? Send a Message


* PlayTheGameSkipTheStory: TVTropes is probably the most you'll ever hear about the actual ''story'' of ''VideoGame/{{StarCraft II}}''. A huge number of people picked up the game and went straight to the multiplayer.

to:

* PlayTheGameSkipTheStory: TVTropes Wiki/TVTropes is probably the most you'll ever hear about the actual ''story'' of ''VideoGame/{{StarCraft II}}''. A huge number of people picked up the game and went straight to the multiplayer.
This list shows the last 10 events of 170. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=YMMV.StarcraftII