Monday, May 31, 2010

Starcraft strategy: Overpower objectivity

Forums are lately concentrated of Bnet 2.0 bashing (lack of chat channels, no-LAN, Activision/Wizzard, international matches). But still, some disappointed players pull out the balance issues. I touched "overpowering" in my older article, but somehow I got to the new point so here is complete title on this issue.

I somehow came to conclusion that game is already balanced for some time. There are still victories for all races. You can find replays and tutorials on almost every units. How to rush with specific unit, and how to defend from it. Almost everything is covered. From classic reaper rush and 6-pool, to more neat Planetary Fortress and Cannon Rush. I have problems with some of them, so normally I did some research for videos, tutorials and strategies on topic that hurts me most...


There is one truth. As I expected, there is no single one tutorial on what strategy can guarantee victory. There is no single unit for any race that can be used in any tactics in a way that it would be unbeatable. If it would be possible then everyone will play the same way. So how come that some of the units are still accused as "overpowered"? Purely because individual player subjectivity.

Starcraft 2 game balance is probably most detailed and most complex balancing system than in any other game that exists today. Game balance is not affected only hit points. Except this we have damage, bonus damage, damage type, production time, mineral/gas cost, movement speed, range, special abilities,unit size, healing/repairing possibility, upgrades, shields, upgrades time and cost, building dependency, air/ground targeting exclusivity, unit preferences (light, armor, mechanical, biological) etc. All this is just personal profile. Up to here it is already pretty complex. There are more things, which you can not see in unit description. How unit performs as single or as a mass group or how it performs combined with other units, how micro-able unit is and at last, even how good is the player. That said, the main goal of any strategy is to make your army more powerful then opponents. There is power everywhere, in any unit. Even 15 Batlecruisers upgraded 3-3 can finish the game, 4 zerglings without any upgrade can do the same. it is not how much power you have in total but how much power you have comparing to your opponent. Plenty of variables gives endless number of strategy combinations. Even recent matching system is done so it chooses opponents of the similar skills to make game even more balanced. The most unbalancing variable in Starcraft 2 is, by my opinion, player itself. This variable is not constant, you dont get your tactical and strategical skills by simply buying the game.

Game balance and raw physics

If we do some head-to-head tests for different types of units it is normal that one is stronger then other (based on units profile). Since there are three races, units are hardly comparable between races, no mater that they belong in some common groups like armored, massive, tier 2 etc. If we look race in general, game physical balance should provide ability to somehow produce equal amount of total firepower in equal time span. There is no way, or i can't see it, to say that one unit is "overpowered" then other. There is a trend that every unit is able to be produced in particular phase of the game, based on tech tree requirements. This adds to balance, as you can not produce tier 3 units while your opponent is on tier 1 in early game. If you force your teching for some stronger units, you may eventually become more powerful, but in the process you are underpowered, risking defeat. Again player and strategy factor is involved.
Simple rush is typical example. Simple harassment gives opportunity for victory but at the same time you have another options if your opponent stops you. Lethal-wanabe rushes skips some normal development principles and timing, gives fair chance of winning but if you fail, you will probably loose, as your building order is undeveloped. Planetary fortress for example. If you are not careful you will be beaten as you don't have nothing so strong against PF properties, but if you scout and adapt, PF rush stands no chance as attacker, is economically behind, almost supply blocked, without basic buildings. This is again unstable player factor. Planetary Fortress is not overpowered. You have defense against it the first second the game starts. Just keep one worker under Fortress preventing it to land and continue your normal build.

Game balance in tactical and strategic aspects

Individual unit properties/power becomes totally different when unit is used as part of larger picture. It is puzzle with different solutions. Your tactical and strategical decisions can make your army more powerful even combined properties are lower. For example, Colossus will be more powerful against zerglings if it has some units in front, which will eat the damage. This way Colossus effectively uses its long range. Without supporting units, Collosus is still powerful but zerglings will be able to get to him and do some damage. While we speak about zerglings, or even better speedlings, they are powerful if they can surround its target on entire radius. If you are on narrow ramp or on clif edges, this power diminishes. The most important power addition to units is players ability and skill to micromanage its units. Reaper can be killed in few seconds by workers, but well microed can kill complete mineral line. This is what makes major difference and can decide battle result regardless of real power relations. In strategical decisions it is even harder to clearly say that any unit is overpowered.

Game balance and "Army headquarters"

Zerg, and constant Mutalisk harassment. With my level of play those Mutas were highly overpowered. I wasn't unable to get rid of them. While my opponent destroyed something here something there and retreat to regroup, I was pumping my units sending them to finally deal with them. It was completely wrong. Even with upgrades. But Mutas are not overpowered, they are just effective with their abilities, in hand of skilled player. Natural intention of every player is to overpower his opponent. We eager to make match unbalanced for our advantage. Every rush, ambush, drop or other attack is possible. Also every of this attack is defensible. Using power of one unit helps to cover weakness of other units. Overall, I understand that the worst usage of power is using one type unit group, specially in early and mid game. In late game, when everything is almost fully build, economy can support massing one type of unit for game finale. But you never know. Rock-scissors-paper is always on duty.

In conclusion, I really don't see which unit is overpowered, but I am a noob. If you loose against something it doesn't necessarily mean that some unit is overpowered. It only means that your opponent overpowered YOU with smart use of the unit while you failed build proper defense in proper time. Some of the common mistakes are like forcing Banshees, while your opponent has Mutalisks.
Check for the game commentaries, and you will see that many times some player 'force' his opponent to do something. Forcing actually means, that you should respond in proper way. If you decided to go mass roaches, and you are harassed by Banshees, your right decision will go i direction of building few spore crawlers for defense, overseers to counter cloaking, and Mutalisks or Hydralisks, to counter Banshees. This can be recognized as 'forcing' you to build something, which was not your initial plan. This may alter your building order and supply demands. If you are 'forced' to build something if you want to survive, it means that you are underpowered at the moment and the power balance is not on your side. Fast and proper transition may turn this balance on your side. The greatest games are full of transitions. We can start with zerglings and marines. When there is too much zerglings Terran can empower their forces with Siege Tanks and Hellions. Zerglings are perfect target for ranged units with splash damage. Zerg may respond with thansition to Hydras and Roaches. At this point, because of economy level they still didn't go for air units. But Terran may decide to go for Banshees, which can use cloak ability. This may force Zerg to go Mutalisks and Overseers, and Terran responds with Thors or Vikings. After back and forth, Terran may even return his strategy back to Marines, but this time with upgrades, stimpacks and shields. Marine ball in late game with high economy has completely different power then in early game. And this is the same unit in different game stage and in different circumstances.

So, agree or not, noob here thinks that game is pretty ok :)

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