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Dps and how it interacts with StarCraft 2

Forum Index > StarCraft 2 1 2 3 4 5 All
 
 Masayume   Netherlands. July 12 2012 03:40. Posts 175
Profile Blog # 
Disclaimer: After getting feedback on my blog, I have taken the time to sit down and calculate the values, alter some paragraphs and add another example to demonstrate the effects that DPS or DPRTS (Damage per Real-Time second) have on the game and how they interact with and influence other elements of the game. After talking to some pro players I added the last updates to make for a (hopefully) interesting and good discussion thread.

Introduction:

This thread will be about the effect that the DPS (Damage per second) values in StarCraft 2 have on the game. In particular I will be looking at the impact it has on battles and comebacks. I will share my thoughts on this topic to get feedback from the community and to start a proper discussion. I will draw some comparisons to Brood War in this blog, to help explain some of my findings. Please do not confuse this with “Changing SC2 to BW”.

The following threads and ideas motivated me to write about my musings
http://www.teamliquid.net/forum/viewmessage.php?topic_id=321242 (FRB Thread, Barrin)
http://www.teamliquid.net/forum/viewmessage.php?topic_id=223889 (Dynamic Movement)
http://www.teamliquid.net/forum/viewmessage.php?topic_id=349486 (Breaking up the Deathball)

What these threads have in common is that they all want to accomplish a similar goal: Creating more incentive to fight smaller skirmishes, diminishing the strength of a “deathball”, to prevent the game from being decided through one battle or “mistake”. Next to that, the FRB idea tries to increase the need for more expansions to be built to be able to create the maximum supply armies.

At the end of this thread I will also briefly write about the effects of the macro mechanics of SC2 and how they promote a certain play style when combined with all the examples and explanations given below.

Goal of this blog: To foster an educated discussion on the current gameplay mechanics of StarCraft 2, and how they play a role in some of the issues that currently plague the different matchup dynamics.



How DPS affects Gameplay

In games like StarCraft 2, DPS and attack rates have a big impact on the pace of the game. They dictate the speed at which battles are decided in favour of one player. Through the use of examples, I will explain a few scenarios to show the effects it has from small scale battles to huge clashes. It will also show the effects that AOE and attack rates have on comebacks and duration of battle.



Example 1: The Mutalisk difference

+ Show Spoiler +



Example 2: Siege Units and Frontload damage

+ Show Spoiler +



Example 3: AOE spell DPS, duration and radius

+ Show Spoiler +



Example 4: Production time vs DPS

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Example 5: Army control, UI and how it affects DPS

+ Show Spoiler +



Macro mechanics vs DPS:

+ Show Spoiler +



Game speed and the human limit:

+ Show Spoiler +



My conclusion:

+ Show Spoiler +



Possible solutions (newly added, 7-17-2012):

+ Show Spoiler +

Thank you for reading!
~Masayume


**Keep in mind that while the BW units fire faster on "Fastest settings", so do SC2 units. For example a BW Siege Tank in Siege Mode in BW fires a shot every ~ 3.75 seconds real time, and a SC2 Siege Tank in Siege Mode fires a shot every ~2.175 seconds real time. This means that while the DPS of both games when compared in game time might be similar, the DPS in Real Time will be slightly "higher" for most SC2 units and this makes the Deathball favourable. I used both game time and Real Time values in my examples to make the comparison easier.

**High DPS, High density means High DPS, and high DPS uptime in concentrated areas, also known as clumped groups of units that can put out damage at the same time, instead of parts of an army not dealing damage. High density speeds up battles.



Last edit: 2012-07-17 18:54:19
Balance, harmony, one path, one goal, no distraction. Follow your heart.
Old Post

 
 HeroMystic   United States. July 12 2012 07:24. Posts 894
Profile # 
Pretty sad this post got ignored after all the work that got put into it.

I think the main thing is a lot of this pretty much known. SC2 is a really fast game with little room for error.
 
Old Post

 
 Masayume   Netherlands. July 12 2012 17:42. Posts 175
Profile Blog # 
Yeah I agree that it is known to be a fast game with marginal room for error, Heromystic. My goal of this post was to try and pinpoint some of the less obvious changes that cause this unforgivingness and speed, like the UI and how it affects DPS of the players since it is easier to get units to deal damage, and how it is hard to measure the effects of such changes since it relies on skill and command execution.

Just to make sure the most important part of the post is outlined once again, I will repost it here:

Example 5: Army control and UI and how it affects DPS

In Starcraft 2, you can select a ton of units at once, and move them across the battlefield with but one command. The game also has smart casting, disallowing multiple spellcasters to cast the same spell simultaneously on the same target or in the targeted area, wasting valuable energy unless micro'd individually.

When I then draw a comparison to BW, where smartcasting did not exist and the maximum selection was 12 units, something interesting happens. When there are more actions required to execute certain mundane tasks efficiently, including army movement, spellcasting and control in general, there will be more time needed to execute all these actions. As a result, there is a difference in the rate at which damage is dealt per real-time second when the armies grow bigger.

In other words, if you would let 2 pro players play out the same battle with a maxed army twice in SC2, once with all the new UI and smartcast functions, and once without, we will find that the latter battle will simply take longer. So in a very indirect way, damage done per Real-time second has increased through the UI and behaviour improvements going from BW to StarCraft 2.

This unfortunate side effect probably wasn't intentional, and might explain the difference in feel when comparing fights from both games. The problem is that this increase in damage per Real Time second is hardly measurable, as it differs per player, per situation and per skill level difference.

Now couple this with a slight increase in game speed, and all the sudden no one can effectively keep up with all the damage being thrown around in large scale battles with high DPS density (Deathball), because sadly there is a physical human limit as to how many actions we can perform per second in a game such as StarCraft. As I will mention later on, this physical APM cap is already close to being reached and there shouldn't be much room left for "skill and speed improvements" for even the best/fastest players.

There is no easy way to account for this indirect increase, as we simply shouldn't want to go back to limited selection, no smartcasting etc. But hopefully we can snowball some thoughts on what could be done that would not affect the UI or fundamental AI elements.

Cheers for your response!
Balance, harmony, one path, one goal, no distraction. Follow your heart.
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 -Gambit-   United States. July 12 2012 18:14. Posts 6
Profile # 
Excellent post, I hope it gets more attention
 
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 -Kira   July 12 2012 18:19. Posts 352
Profile Blog # 
Even most pro players have no fucking clue about the game in theory, they just see what works and do it. I hope nobody reads it so i can revolutionize the scene when i get enaugh practice to actually apply it ^^
 
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 Apolo   Portugal. July 12 2012 18:25. Posts 1216
Profile # 
This is most definitely true. How many times have we watched a 15 min macro game where everything is decided by a battle of 2 deathballs that lasts 10 seconds with one of the players being helpess to comeback? With high density high dps, it's no wonder comebacks are so harder and battles seem one sided at the end. By the time one player reacts to pull his units, while he's trying to retreat them he gets a lot of spells that discourage retreating (force fields, fungal growth, concussive shells, and so on) and they're not firing, which means they're taking a whole ton of damage and not attacking back, which in SC2 is very important, because units are so clumped and with so much DPS.

It's one of the major flaws of SC2 player and spectator wise. But i'm not sure Blizzard employees have the humbleness of admiting such a huge error, so we'll probably be stuck with this model until a better game comes out.

I really like your post OP, the only thing i discourage is using BW as a comparison, even if it makes sense. If you wanted to get attention from any Blizz employees, which i assume you want because it would be good if they corrected what you talk about in the post, mentioning BW seems to make them go angry and tell you that BW is a great game and that you can go play it, disregarding everything you said before even if it made complete sense.
Last edit: 2012-07-12 18:27:41
 
Old Post

 
 USvBleakill   Germany. July 12 2012 18:25. Posts 296
Profile # 
One of the better posts on the "too much damage/splash" @sc2.


But there is one thing that feels wrong for me:


The best players are close to maxed on Micro APM and cannot get to a level where the higher DPS and game speed would not be a handicap to the dynamics of the game.


I dont think so. At one day somebody will figure out how to crush deatballs just with micro. Look at Stephano ZvP for example, he does miracles and is winning midgame fights you would never expect.

It´s the same with macro look haow often great macro players like MVP, Bomber or MKP have 2-3 marines or scv´s queued up. There is still a lot of potential in sc2 mechanics.
Last edit: 2012-07-12 18:26:28
 
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 paralleluniverse   Australia. July 12 2012 18:35. Posts 2971
Profile # 

On July 12 2012 18:25 Apolo wrote:
This is most definitely true. How many times have we watched a 15 min macro game where everything is decided by a battle of 2 deathballs that lasts 10 seconds with one of the players being helpess to comeback? With high density high dps, it's no wonder comebacks are so harder and battles seem one sided at the end. By the time one player reacts to pull his units, while he's trying to retreat them he gets a lot of spells that discourage retreating (force fields, fungal growth, concussive shells, and so on) and they're not firing, which means they're taking a whole ton of damage and not attacking back, which in SC2 is very important, because units are so clumped and with so much DPS.

It's one of the major flaws of SC2 player and spectator wise. But i'm not sure Blizzard employees have the humbleness of admiting such a huge error, so we'll probably be stuck with this model until a better game comes out.


It's called WC3. Slower gameplay to increase emphasis on micro.
Check out "Shadow of the Eternals" on Kickstarter
Old Post

 
 Masayume   Netherlands. July 12 2012 18:37. Posts 175
Profile Blog # 
I really do hope that what you are saying is true USvBleakill. Perhaps an innovation in the way micro is executed against these types of armies would change things up. I do not think there is room for much speed increase though limit wise.

And Apolo, I know what you mean, but alas I already wrote it.
Balance, harmony, one path, one goal, no distraction. Follow your heart.
Old Post

 
 -Kira   July 12 2012 18:58. Posts 352
Profile Blog # 
Btw, it's not too much dps, it's just that the people have no fucking idea how it works. It's like giving firearms to the monkeys. It's not the firearm that has too much power. It's the combination of the power and lack of understanding.
 
Old Post

 
 BreakfastBurrito   United States. July 12 2012 19:06. Posts 669
Profile # 
this has been discussed to death, the game has higher dps and a move splash units and mechanics that promote a deathball.

imo you cant change it, and so far ive failed to see anything even remotely mitigate it... FRB, movement, changing unit stats.. its just part of the game. We will have to see how the expansions turn out
Yapper891 if you are reading this, PM me. its Twisty.
Old Post

 
 Heh_   Singapore. July 12 2012 19:24. Posts 2245
Profile Blog # 

On July 12 2012 18:25 USvBleakill wrote:
One of the better posts on the "too much damage/splash" @sc2.


But there is one thing that feels wrong for me:


Show nested quote +



I dont think so. At one day somebody will figure out how to crush deatballs just with micro. Look at Stephano ZvP for example, he does miracles and is winning midgame fights you would never expect.

It´s the same with macro look haow often great macro players like MVP, Bomber or MKP have 2-3 marines or scv´s queued up. There is still a lot of potential in sc2 mechanics.

Errr stephano crushes midgame mini-deathballs with sheer numbers. Then in the late game, he crushes deathballs with scarier deathballs...
Old Post

 
 zefreak   United States. July 12 2012 22:32. Posts 2614
Profile Blog # 
Excellent article, I think with some of the changes you suggest there will be a greater defenders advantage and that would reward player skill in being able to come back from 1 bad engagement. Instead of mediocre players getting lucky in one engagement and overrunning a better player, they will have to consistently win engagements to end a game.
www.gosu-sc.com - Starcraft News, Strategy and Merchandise
Old Post

 
 DangerAl   Australia. July 12 2012 22:39. Posts 88
Profile # 
Wow, great post. I agree with pretty much everything here.

I think example 4 was particularly pertinent. That seemed to summarize many of the important issues and highlight how they were interconnected. It pretty much summed it up.

Last edit: 2012-07-12 22:40:22
Old Post

 
 StarGalaxy   Germany. July 12 2012 23:11. Posts 581
Profile # 
Nice read. really good points with good explanation.

I hope blizzard employees read it and take it into account when they release HOTS.

This would also be the chance to change starcraft time into real time.
I think it is really annoying right now.
Last edit: 2012-07-12 23:14:57
Socke | HasuObs | MaNa | ThorZaIN | TheStC | TLO
Old Post

 
 naastyOne   July 12 2012 23:55. Posts 444
Profile # 
I think a lot of that, if not most is intentional.

SC2 was build around 10-20 minutes per match in mind, not 40-60 like BW.
Thus, it is faster in most ways.

Again, to stress it, is is not a bug, it is a feature, that was intended.

Why?
Well it is largely better for touraments to have shorter matches, since it allows more players participating it tournament for same amount of equipment, space, and support personal such as casters.

It is more convenient to play shorter high intensivity matches as a player, because your time is not quite delivered in the 30-40 minutes blocks.


Also, there is a problem of the maps. The initial maps were smaller, they had way more vulrnable naturals, and very vulrnable thirds.
The game was designed for 1 base play for quite some time, not the 16CC, forge fast expand and so on.

But than the community wanted similar to BW maps, that have naturals and easier to get thinds. They hated rocks on the third expancion.

Eventually the map pool changed so that naturals are super easy to secure, which fuels the economy way faster than it was unticipated at the design stage.

Conclusion? Community needs to change their mentall setup from BW to SC2, and make maps that have more vulrnable mains and naturals, then you will see harrasment.

When naturals and thirds are super easy to secure, harrasment is not an interesting option.

The deathball is not only a problem of SC2 mechancs, but also a maps that are made by community, maps that are too secure, that have a lot of chokes that allow to defend the gready play way too easy, and punishing gready play too hard.
Old Post

 
 Blazinghand   United States. July 13 2012 01:13. Posts 12226
Profile Blog # 
I'd like to say I think your basic point, which is that "armies in sc2 destroy each other too quickly and easily", is correct, but again I think that psi storm in BW was devestatingly strong, like amazingly strong, with a massive AoE and huge burst damage, the likes of which perhaps you have never experienced. The Sc2 psistorm is but a pale shadow of the BW psistorm.

The issue isn't how quickly armies destroy each other, but how easily they do so, and the amount of apm and control it takes to get an army to actually do something.

Anyone who's played BW extensively HAS seen fights turn very quickly when certain units were brought into play, such as vessels, tanks, storms, reavers, lurkers, etc. The reason armies destroyed each other more slowly in BW wasn't that there was somehow less dps or spells and units were slower at dealing damage-- in fact, most units, such as the tank, reaver, storm, etc, dealt massive, massive burst damage to many units.

No, the reason armies destroyed each other more slowly in BW has to do with the way they are controlled, the lack of smartcast, the pathing, and the low unit selection delimiter. You want to know why Jangbi's storms are legendary? Because properly used, storms rip though everything, and BW is a damn hard game to play. Go play BW against your friend, and try doing ANYTHING the pros do.

The reason Sc2 seems boring and flat to some has to do with the fundamental mechanics of the game. Does the colossus or marine have too much dps? sure, maybe. But that's definitely not the problem. The problem of overpowered units haunts BW as well. That just makes things hilarious. The problem is that Sc2 is a game where you can control 255 units at once, and you can command your army to attack as easily as your opponent can defend.

I used to accuse my cousin, a protoss player, of 1a2a3aing me. You know why? Because even with 70 food of army, 1a2a3a is the FASTEST he can get his whole army to move. Even 1aing was harder in that game.

BW is a monumental struggle to have enough apm to get everything done. Every race has ridiculous overpowered units and spells of all varieties, and it's all impossible to use.

I may not be explaining things well, and who knows, maybe I'm wrong, I was a shitty BW player and still am. But the idea that making all the units kill each other slower will get rid of deathballing is preposterous. As long as its' as easy to control 255 units as it is to control 12, and as long as the game doesn't get exponentially more difficult as you add more units and bases and try to keep everything running, Sc2 will never be BW.

And that's okay.

They're different games.
When you stare into the iCCup, the iCCup stares back.
Old Post

 
 Orek   July 13 2012 01:19. Posts 1391
Profile # 
Great article. Thank you for the time and effort you put into this.
If I may suggest one thing, including your contents inside spoilers and showing only your chapter titles might attract more readers. Some readers freak out when they see a 4-screens long thesis, no matter how great the content is.
Last edit: 2012-07-13 01:20:01
Old Post

 
 Masayume   Netherlands. July 13 2012 01:29. Posts 175
Profile Blog # 
Orek I think you might be right! I can get way too enthusiastic with theorycraft sometimes, will add spoilers as soon as I get back from some errands. Cheers
Balance, harmony, one path, one goal, no distraction. Follow your heart.
Old Post

  wcr.4fun   Belgium. July 13 2012 01:42. Posts 685Profile # 
great post agreed with everything.
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