They weren't joking about the Arc Rise Fantaisa guide to JRPG hair. Here's some pics from Nintendo World Report.
That shit be messed, yo.
That shit be messed, yo.
FartOfWar said:Who is the dude who said that StarCraft has all of the tactical elements of COH?
FartOfWar said:Who is the dude who said that StarCraft has all of the tactical elements of COH?
bleahy said:Nice edit. But yes, it does.
SC and SC2 both have map control, positioning, flanking, feints, counter-attacks, tech switches, abilities, etc.
Most of them just aren't explicit game mechanics that reward you with percentage bonuses.
:lol :lol seriously? I need to listen to thisFartOfWar said:Who is the dude who said that StarCraft has all of the tactical elements of COH?
FartOfWar said:What does it mean when an RTS feature isn't supported by explicit game mechanics? In COH, if I'm behind a brick wall I'll receive less damage from frontal fire; forcing a foe to use a flamethrower, toss a grenade, maneuver around my flank, or crush that cover with an armored advance. If that cover isn't conferring a percentage bonus, what is its value and why would an opponent worry? They might outmaneuver me in a tank battle, by attacking my armor where it's weakest, but without explicit game mechanics that simulate turret traversal speeds, armor thickness, etc. that would amount to meaningless grandstanding. If the comment on the edit is supposed to be snarky, consider that my hands are cuffed behind my back here.
Xater said:
f0rk said:Starcraft isn't about individual units, it's about groups of them. 1v1 coming from the side does nothing, but if equal forces engage, 1 as a ball and 1 as a concave, the concave will always win. Also you can't shoot up to higher ground without air, and chocks significantly reduce the amount of dudes who can attack if one group has range advantage.
All the map control elements in CoH due to the capture points (forget what they're called) are also there, because you can't expect to win a fight off 1/2 bases against 3+. As well as watchtowers which give large areas of sight.
The comment was definitely justified IMO.
Farsight said:The last point I want to make is the fundamental absurdity of people who look upon playing as a character of the opposite gender as a strange act is given the context of many games this choice is present in. When I'm playing WoW, some people are all up in arms that I'm male controlling a female character, yet they don't bat an eyelid at the fact that that character is also an elf. Or a tauren. Or an orc. Controlling a character of a different species is fine, just make sure it's the same gender as you. It extends to many games; playing as a murderer, gangster, soldier or various other things that you are not is normal, as long as they have the same type of genitalia as you do.
bleahy said:Nice edit. But yes, it does.
SC and SC2 both have map control, positioning, flanking, feints, counter-attacks, tech switches, abilities, etc.
Most of them just aren't explicit game mechanics that reward you with percentage bonuses.
firehawk12 said:It's different though. In SC you micro for position and maybe to activate special abilities, in CoH you micro because even facing matters. One tank can take out three or four tanks of equal or greater power if you are great at micro and can keep your front armor facing the enemy at all times.
I'm not saying there aren't tactics in SC, but in CoH it's much more fine grain and situational.
f0rk said:Well that's the point, they aren't 'explicit game mechanics' in SC, but they are definitely there. You don't have 1 unit vs 1 unit battles in SC2 normally, so it's hard to bring a direct comparison, but using a smaller force and attacked/defending from a certain position certainly gives the same kind of advantages as a 'explicit' cover/flank mechanic.
Personally, I think not defining them gives more room for players to show individual flare in combat, but that is personal opinion.
DidntKnowJack said:LOL Shane. Wtf, dude.
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chandoog said:Mother of GOD !
firehawk12 said:To be honest, I don't know anything about "high level" SC play, so I can't really respond intelligently - but from hearing people talk about SC, even on this week's podcast - battles are won and lost based on never queuing units and fine grain gameplay like that. When listening to Day9's episode about the mental checklist, he makes it seem that it's all about trying to figure out when to build specific structures/units/technology and trying to maximize your initial build order.
In CoH, unit placement and strategy matters a lot. If used correctly, a single MG can suppress a much larger force because of suppression. When pulling back forces from the lines, you have to decide whether or not to use the "retreat button" which gives you some bonuses that allow you to keep your units alive longer (which matters because of veterancy) at the cost of losing control.
Funny thing is that I like both games, so I'm not even sure what I'm arguing about. :lol
DidntKnowJack said:LOL Shane. Wtf, dude.
http://i35.tinypic.com/2wbxoow.jpg[IMG][/QUOTE]
:lol :lol
:lol :lol :lolDidntKnowJack said:LOL Shane. Wtf, dude.
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They have it, but it clearly is not the focus of the game. SC2 values strategy over tactics by a long shot. Just being able to get the right build order and pump out units at the maximum speed is a skill that will put you in Gold/Platinum, good tactics and micro comes after that. You can say that Starcraft has all that but it's unfairly dismissive to the argument that some people simply prefer a game that places a much higher gameplay emphasis on tactics.bleahy said:Nice edit. But yes, it does.
SC and SC2 both have map control, positioning, flanking, feints, counter-attacks, tech switches, abilities, etc.
Most of them just aren't explicit game mechanics that reward you with percentage bonuses.
firehawk12 said:It's different though. In SC you micro for position and maybe to activate special abilities, in CoH you micro because even facing matters. One tank can take out three or four tanks of equal or greater power if you are great at micro and can keep your front armor facing the enemy at all times.
firehawk12 said:To be honest, I don't know anything about "high level" SC play, so I can't really respond intelligently - but from hearing people talk about SC, even on this week's podcast - battles are won and lost based on never queuing units and fine grain gameplay like that. When listening to Day9's episode about the mental checklist, he makes it seem that it's all about trying to figure out when to build specific structures/units/technology and trying to maximize your initial build order.
iamblades said:Well there are situations where unit placement can take out a much larger force, like a siege tank or a colossus (hell pretty much any ranged unit) on high ground overlooking a choke.
The thing about high level play is that the players are smart enough not to run into those kinds of traps, so you don't typically see single tanks wiping out an entire army, but you often see a couple tanks protecting a choke allowing someone to get an expansion up. When two high level players match up, there is a lot of importance on execution of macro, but you will still see someone get caught with their army out of position and get backdoored, or get caught in a choke so their opponent can get a bigger concave on them. Lots of the positioning strategy in SC is making sure your army has enough room so they can all get into range, so its not only your front line firing.
I like both games as well, I particularly like how CoH handles artillery, but the nature of cover mechanic slows down battles and movement immensely and makes them much less fun to watch. There can be arguments as to whether this sort of codified game mechanic allows for more tactical thinking, I think it just slows the pace of play down, as there are already plenty of tactical considerations in SC, and there are plenty of tactics in SC that have no equivalent in CoH. There are no nydus worms or warp prism harass. No real equivalent to stealth units. No air units at all, which limits tactics hugely.
It's completely impossible to compare the set of tactical considerations in such different games. CoH has a cover system, but SC has all kinds of units and tactics that CoH has no equivalent of. That's not even getting into the differences in the macroeconomic/tech game that make it even more pointless to compare the two.
Zeliard said:That's the macro aspect - building up your economy and building up units. Properly controlling those units on the battlefield and during combat comes down to micro, and it's significant in Starcraft.
I agree that CoH is more tactical, but it's a dominant aspect in SC as well.
Garnett! you mentioned my post about "not finishing games; is it ok?" last week, and said you'd bring it up this week!Blazyr said:Actually, Jeff started talking about it this week. He put about nine hours into it over his vacation last week. It's an interesting perspective as he comes into it without a strong opinion about what a Dragon Quest game is or isn't. I started it too on the plane to Dallas.
Impressive. You know absolutely nothing about the iPad. :lolWickedCobra03 said:That who Cannot Afford segment really got to me because after blowing $500+ bones on a new iPod, he now starts talking about how to go about your gaming on the cheap. Not that most of us on GAF have not spent exorbitant amounts of gaming related stuff (launch consoles, games, collectors editions, ect), it just rubbed me the wrong way. The iPad really had no place as of now than a novelty. Terrible on battery for reading books, can only carry a few movies on there. Can't store an entire music collection on there for a lot of people, games are too expensive and nothing really... revolutionary about it.
DidntKnowJack said:LOL Shane. Wtf, dude.
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firehawk12 said:The difference is that both sets of games create their maps for their different mechanics. I mean, France was full of bocage, so the maps were full of cover and choke points. Even then, the maps are "living", so destroyed tanks and buildings can still be used as limited cover. The SC maps are more abstract and have to be symmetrical, so it's more about map position than any specific map features.
To me, it seems that SC is more about production management while CoH is more about unit management. So yeah, you have more unit "types" in SC, but the focus on the game is trying to "trick" your opponent into building units of the wrong kind. I just think the immediate unit tactics are more at play in CoH, where even the natural counters don't necessarily guarantee victory. I mean, if you have an AT gun pointed at a Panzer (or a Panzer facing off against infantry with a Bazooka or salvaged Panzershreck), it's not immediately clear who will win - whereas if you have a Banshee fighting off against a Siege Tank, that battle is already over before the first shot is even fired.
That's really what I'm saying. It's not that SC doesn't have tactics, it's that CoH is primarily focused on tactics and that's where its emphasis lies.
Just listening to Brian trying to explain to Garnett how he should improve his game against the AI, the emphasis was on how he doesn't understand how to build units, not that his marines were out of position or whatever.
iamblades said:The fundamental difference between CoH and SC tactics is that CoH tactics are defensive, and SC tactics are offensive. In SC your tactics for the most part aren't meant to help you defend and hold your ground, you are supposed to make your opponent worry about defending so you can expand and get an economic advantage, thus increasing your chances to win.
bleahy said:At no point was I saying that CoH/DoW or any other RTS doesn't use tactics... but saying that StarCraft dosn't have them or that they are very important is ridiculous.
firehawk12 said:I think the problem is just comparing SC to CoH, which is a pure tactics game. That probably set off a nerve. :lol
LiK said:Strong enough for Shawn Elliott to respond. I think that's like one of his all time fave games. XD
firehawk12 said:I think the problem is just comparing SC to CoH, which is a pure tactics game. That probably set off a nerve. :lol
iamblades said:Even against natural counters in SC, superior tactics can win the game. The banshee vs tank example is a bit unfair as CoH doesn't even have to worry about air and ground unit interactions like that. The real examples of tactics in SC is using faster units to attack in multiple places at once, using drops or nydus worms to get your smaller army behind your opponents bigger army and mess with his economy, using choke points to prevent your opponents entire army from being able to target your units while all of yours can target his, using hit and run attacks with air units to slowly chip away at his numbers, etc. You don't really have to worry about any of these tactical situations in CoH because the set of units and abilities is so much less diverse.
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FartOfWar said:The entire discussion has become academic already (my initial contention was and is that the notion of "implicit" features amounts to confused nonsense), but with the single exception of the airborne unit, every one of these exists in COH, and, on the contrary, is worth worrying about. Attacking multiple areas at a time with fast units is a Panzer Elite specialty for instance. Airborne infantry secretly deploys behind enemy lies as do Fallshirmjagers, snipers, and stormtroopers. Clever use of choke points practically defines high-level COH competition. And while not aircraft-based, hit-and-run tactics are another cornerstone of competitive play as any competent users of M8s, armored cars, Pumas, halftracks, rangers, etc. can attest. Again, though, the point is not to argue over player preference, or to debate which is the deeper RTS.
I almost missed this. This statement is demonstrably incorrect (and also suggests a thorough unfamiliarity with COH's territorial control and resource systems). I'm definitely not trying to dick fence, but if you are interested in decent and good-spirited COH play, we should set up a match. You can turtle all you like, and I'll attempt to show you how relentlessly offense-oriented the game actually is.iamblades said:The fundamental difference between CoH and SC tactics is that CoH tactics are defensive, and SC tactics are offensive. In SC your tactics for the most part aren't meant to help you defend and hold your ground, you are supposed to make your opponent worry about defending so you can expand and get an economic advantage, thus increasing your chances to win.
FartOfWar said:The entire discussion has become academic already...
bleahy said:My original point on the show was that SC2 just as much tactical depth, not that CoH didn't have tactical depth.
You're argument has seemingly become that the people defending the existence of tactics in SC2 are saying either there aren't any/enough tactics in CoH or that the tactics in SC2 are inherently better than those in CoH.
Both games have strategy and tactics and there's no need to figure out which game is "better" or has "more" of something.