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The addition of Archon mode has provided for some very unique opportunities. The splitting of tasks theoretically allows for a higher performance, and we've already seen some micro happen that would have otherwise been impossible. I think however, that there are some problems with Archon mode that can at times make having another person controlling your units detrimental to the game. Based on about 15 games that I've played, I want to share what I think is a problem.
First of all I think the biggest problem is not being able to communicate what is being made to your ally. In most of my games, I am dying to let my ally know reinforcements are coming to help his muta harass, his pushing, the siege tank defense. I have to stop and type this out which is annoying. I really think it would be helpful if there was a way to let allies know that X units are being made. Too many games I've had "reinforcement" units sitting in the base doing nothing. It almost nullifies the strength extra micro because your ally isn't using the units you are making. I'm doing a corruptor/BL push and have 8 corruptors sitting in base doing nothing while the rest of the army is getting wrecked. I think an icon in the corner, showing what's being made would really help team coordination, and the ability to ping the corner icon to remind your ally what is being made would help a lot.
Second would be microing units at the same time. In a lot of fights with clustered units, where it seems like your ally is doing something stupid, I try to help and pull units one way, while he pulls them into a siege line for some reason. Archon mode has been touted as a great way for better players to teach newer players, and so I think a "captain" need to be on each team, where one player can quickly assume complete control over a control group when it is selected.
Agree? What else would make archon mode a better experience? I was thinking of why we stop at 2, we could make like 4 in a team, maybe making SC2 a better esport with tighter plays with more teamwork.
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Both issues you mention are linked to communication and is a standard issue in ever "coop" game, even SC2 2v2 (or more).
It can be worked around without "hard control" via good communication. I would suggest people actually getting a mic and using it. There's a voice chat in SC2 (even if it suck) or you can use any other 3rd party software to communicate. Other than that find a PARTNER and play with him, so you can get to know each other's style, strengths and weakness then separate the different tasks before/during the game.
For sure playing with strangers (which are statistically 90% autistic), with only a chat that blocks you from inputting commands gonna be bad.
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I don't agree entirely. As 'varsovie' already said, better communication would solve these problems. But more specifically, there are other solutions to your examples.
Personally, when I am macro'ing a Zerg race for my partner, I will send reinforcements out for him and ping them on the map. He can grab them at his leasure, or wait for them to meet up with the main army. I would never let them sit at home.
And I just don't have a big issue with having to type in-game. Because I am only handling half of the archon, I have a second to type "marines", "early speed", or "we need mutas when you can manage it". Personally, I just don't mind it.
What I do find difficult is playing with people who are not as good at the game, or simply don't understand the game as well as myself. I can quickly type "roaches" while scouting, and expect Immortals to be made. But maybe my partner did not interpret the scouting information the same way as me. Maybe he thought Zealots would be a good response. Unfortunate, and it makes things hard without a mic, as I won't have time to type out a proper response along with the scouting information. But, if it bothered me so much, I would just be 'forced' to use a mic.
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I do agree with the other posters that communication would resolve a lot of these problems. However, with Zerg I do feel that the situation is unique. As I would imagine the person that macros is the one also making the units. While with terran and protoss I imagine the person who controls the army could also be the one making units as well. This is just an assumption and I don't know if this is reasonable or not among the players.
What I wonder though, is if a ping system would be helpful or interesting in Archon mode that is similar to what they use in LoL. As the OP said maybe they will see something on the minimap there partner doesn't and could alert them to an attack or drop incoming. Just some thoughts.
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It's a lot like existing 2v2 or a game like LoL. If you want the full extent of the teamwork, get on Skype/Vent or at least enable voice chat in-game. Otherwise obviously there's going to be some inconsistencies in how well your cooperate.
@Masada As Terran, I usually make the units when macroing, the micro guy just sets the rally point of the raxes/facts/ports where he needs to. As Protoss, I do the same except beforehand we decide which one of us will be warping in gateway units in the event of an attack. But otherwise I'll handle all the unit production like for an 11/11 or a proxygate.
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A good solution to this might be a better radial ping menu like in most moba? (HotS have one and that is SC2 engine so should be easily implemented.) I haven't played Archon yet but I assume having a scout, on my way, assist, and danger ping would make it easier to navigate each others intention? Or perhaps it could be utilised in a better way.
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