|New and Old
||[Sep. 21st, 2010|01:24 pm]
Things I like about the new Starcraft 2 (with Terran focus since I've only played them much so far):
Good units with practical and interesting abilities.
Smarter commands for special ability casting.
Smarter AIs that don't get confused by a wall of supply depots.
Ravens--they're so much cooler than science vessels.
New and better damage coding. Instead of taking fractions of the visible damage value, it gives a base damage value and actually tells you how much more it does to armored, light, massive or whatever.
Ghosts aren't next to useless against everything but marines and zerglings anymore. They are also more expensive.
Battlecruisers don't just win.
Carriers start with 4 interceptors instead of being sitting ducks right after production.
High-yield mineral fields.
AI difficulty levels.
Way less "one-shot-one-kill" units.
No more needing command center add-ons for comsat and nukes.
Sinkable and upgradable supply depots.
There are others, but these are the ones that come to mind right off the bat.
Things I miss about Brood War:
Nukes were better and the one red dot laser sight makes more sense to me.
Spider mines. Admittedly not that effective, but lots of fun.
AI skirmish tactics. Back in the day, the computer would send small squads to harass you and keep you on your toes, in addition to the programmed large attacks. Now it dumps everything into very powerful but predictable attacks, leaving you alone the rest of the time. The powerful attacks also mean that there is less room to experiment with silly tactics, but then I suppose that's what the difficulty levels are for.
AI defenses. Again, back in the day, when you went to attack an AI-controlled base, there were static defenses up: tanks, bunkers, creep colonies, photon cannons, templars, ghosts, and what have you. Now when you attack a base, you may run into a couple of cannons, colonies or bunkers, but mostly all the resistance you encounter is whatever mobile units they were gathering for their next predictable attack, and they're mostly all massed together.
Player vs. AI game length. Due to the above two factors, games against the AI are much quicker now (you either get crushed because the powerful attacks overwhelm your defenses, or you crush them because the attacks failed and they have no defenses to speak of). Shorter games means less tech development a lot of the time, and also begins to make games feel sort of one-sided a lot of the time--that whole crush or be crushed thing. I used to love it when games would end up going until the map was dry of resources and you're down to the units you have on the map and your savings, and it ends up being a near game or a cripple fight.
ANYWAY, I'm liking the new game a lot, but have these few issues so far. Many of them are obviously solved by playing against people, but I've always been more of a cooperative player than a competitive one, and I liked that I could have a good game going 2v3 or 2v4 against computer opponents. Also, I've found random online Battlenet people to be a little...rude. So I salute both games as having features I appreciate, and I hope that the new one just gets better and better with the new updates and releases.