Quote:Many of these tricks are exploitative of the control system. Like the unstoppable nuke trick, where you hover a barracks over the ghost so your opponent can't target him specifically. |
Nukes are almost never used, and that isn't what I am talking about (plus, that "trick" is hard and slow to set up, and by the time you do your opponent would have scouted it, so it certainly isn't unstoppable. Nukes are too hard to tech to, anyway).
Quote:Ingenious, yes, but it takes you outside the realm of military tactics and strategy and into exploiting the limitations of the interface. |
Why does the game have to be all about military tactics? The game should be a mental (and, at higher levels of play, to some extent physical) duel between players. There should not be a law that says, "a real military commander couldn't command individual units to dodge shots!", if it adds to the excitement of playing/observing.
The really clever tricks take a while to explain, but there are also more general ones, like dodging lurker spines, using splash damage to kill cloaked units, positioning units infront of others, etc.
But let's say you don't like doing that, and you want to play a straight-up game. Fine! That's how I play, anyways. I am not an exceptionally fast player, so I concentrate on unit production and expanding my economy over unit control. I have good macro, and while my micro lacks, I am still a good player.
In fact, games often become a battle over which playing style will win out. Micro-based players will try and keep their opponent from expanding by non-stop harrassment. However, the cost of attacking non-stop keeps them from expanding as well, so with fewer units controlling each one becomes very important. Macro-based players will try and secure early expansions while not harassing as much, in order to pump massive armies and decrease the value of each unit (so microing becomes less important).
Also, the real difficulty in playing is in multi-tasking and noticing multiple things at once; I find it hard to beleive that someone can't click on their unit and then on another.