I haven't touched it in ages. But I always felt that it SC2 was more successful in taking out APM and "Deathball" mechanics. I remember a lot of cheese options and nuances. I guess there is just a big spread between balancing the pro players and the bronze league fuckers like myself. I have more nostalgia for SC:BW but only played online thanks to SC2 matchmaking. I think making an RTS that ticks all the boxes is incredibly difficult.
Sometimes SC2 was anti APM. Other times, SC2 adds chronoboost / MULEs for no other reason than to eat up APM and provide an outlet for physical clicking and increase APM.
As it ends up, SC2 is randomly anti-APM and pro-APM, depending on the patch, depending on the year.
By swinging back and forth trying to cater to both camps, all that was accomplished was confusion and ultimately a loss of trust between players and the balance team. In many regards, the community swinging back to SC:BW or AOE2 is because we don't like patches that change the game so dramatically.
AOE2 seems to have hit the correct balance point, major changes that the community desires (ex: Longswords being viable after 25 years of constant buffing) but never so major that it fundamentally alters the game the community likes.
Or ex: being brave enough to throw out all sea units / Naval Battles and basically start over from scratch. (Kind of a big change but one the community actually enjoyed).
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SC2 patches were more random feeling and more knee jerk.
> But I always felt that it SC2 was more successful in taking out APM and "Deathball" mechanics
On "Deathballs", no. SC2 always allowed the player to select all military. SC2 always had smoother patching and better programmed "flocking" behavior.
In SC:BW, it's an APM feat to simply control 12 Dragoons/Goliaths/Siege Tanks across a bridge. Meanwhile, a hundred SC2 Stalkers can easily chain-blink across the same terrain no issues.
In SC:BW, the bad patching and bumping is part of the balance. In SC2, all units moved too smoothly and too easily, as such deathballs are always easier to setup.
SC2 allowed players to easily control Deathballs, so then they tried to balance that by making splash attacks more powerful.
In contrast, it's literally impossible to control a deathballs in SC:BW, because you can only ever select 12 units. Literally impossible to control more units (and even then, those 12 units were extremely wonky around bridges or other terrain features).
In SC:BW, the deathballs debate is innately moot. No human can control a deathballs anyway so it's not even a debate. Like controlling 48 zerglings is a feat reserved for top pros.
Further, because control of 48 zerglings is so hard, pros who COULD do it use the 4x groups of Zerglings on increasingly divergent points of the map (harassing multiple bases), rather than concentrating their efforts in one area. Might as well "tax the opponents APM" by attacking multiple locations if you have such good unit control or APM.