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Re:In defense of hard counters in real time strategy games by tobyhinloopen on Tuesday July 27, 2021 @02:21PM (#27975698)
I feel like there’s been little going on in RTS land. Did I miss any significant releases?
Re:In defense of hard counters in real time strategy games by 2bitencryption on Tuesday July 27, 2021 @02:32PM (#27975831)
Maybe there's some underground scene for hardcore RTS players, but as a (formerly) casual follower of the Starcraft 2 pro scene, it seems like MOBAs ate their lunch.

It's really a shame, since there was nothing quite like the intensity of a 1v1 match between two players controlling an army with a nearly unlimited skill cap...

As much as I've tried, I simply cannot make any sense of the on-screen visual overload of MOBAs like DOTA or League of Legends. Why is it so much harder to find myself engaged by MOBA battles than RTS (mostly Starcraft) battles? I don't really know.

Re:In defense of hard counters in real time strategy games by harpersealtako on Tuesday July 27, 2021 @03:20PM (#27976399)
MOBAs ate them because they have a lower skill floor.

If I understand 50% of how to play a MOBA, I can play the game and have fun. I am gorilla. I have 4 moves: punch, slam, eat banana, and my ultimate ability, get mad. They have cooldowns, but it doesn't matter, I just spam all my moves when I see a bad guy. If I don't see a bad guy, I can kill the enemy turrets and little cpu creatures. If I'm having trouble, I can follow one of my allies and often get into 2v1s which are easier to win. And oh look, he is playing Sword Guy, he's doing pretty well, maybe I should try Sword Guy next time.

If I only understand 50% of how to play an RTS, I'm screwed because I didn't realize that I needed to build a t2 bot factory with my t1 bots, which can then build tier 2 constructor bots which are required to build flak cannons which are the only viable defense against this specific type of gunship-based commander sniping.

I like RTS games better too, but I can see how it can be hard to get into an RTS without a really expensive-to-create campaign tutorial (e.g. Starcraft) and/or a huge time commitment. I bet I could download a MOBA I've never played before and have fun in my first match knowing nothing about how to play it (even the controls).

Re:In defense of hard counters in real time strategy games by maverwa on Tuesday July 27, 2021 @06:20PM (#27978378)
I think one big reasons why RTS are having trouble is, that loosing in an RTS, as a new player, can be one of the worst experiences in gaming (not counting player toxicity): you just spend several minutes, maybe a lot of them, playing this game, you finally got your T2 fab, and then the enemy nukes you with his experimental artillery and you are just gone. No way to understand what exactly went wrong. To slow? Wrong build order? No clue! Might you just mismanaged the harvester and you economy suffered early. Compare that to a shooter, an (a)rpg or a racing game. They might be as hard to win, but at least you have a clear understanding of what happens. He saw you, he shot you. She just had the correct breaking point figured out and you hit the wall.

Ofc it’s not always that clear cut and there is a lot in between these examples. But in my experience, RTS and maybe strategy in general, can be really hard to understand what went wrong, even on a basic level.

MOBAs are, imho somewhere on between. High skillcap both in regards or game knowledge and strategy, but also in agility, but also somewhat readable. Sure, you might wonder why your gorillas punch did way less damage than their gorilla, but a look at the KDA or their gear might already give you a hint.

So I guess with the overall growth of the gaming market and games becoming more and more expensive, the small community that actually enjoys RTS isn’t really „worth“ that money.

Re:In defense of hard counters in real time strategy games by retsibsi on Tuesday July 27, 2021 @07:53PM (#27978972)
> Compare that to a shooter

I wouldn't claim they're quite so opaque, but Quakelike FPS games have a similar problem. They appear to be about shooting, but in fact at least 50% of the game is resource control (and even the combat itself is more nuanced than a new player realises). So when you're a new player losing to an experienced player, it can be super confusing and demoralising. Confusing because you probably don't realise why they are dominating you so hard and what you can do to stop it; demoralising because even if you persist and improve in one or two areas, it'll barely make a difference to the scoreboard. (You've improved your aim and learned to time items? Great, but the other guy knows the maps extremely well and can move around them far quicker than you, knows exactly how to position himself in a fight and when to use each weapon, dodges in unpredictable ways while predicting your own dodging and firing patterns, and so on. Meanwhile your newfound realisation that the armour and health items matter, and increasing ability to keep track of their timers, is making your routes through the map more predictable.)

Re:In defense of hard counters in real time strategy games by yellowapple on Wednesday July 28, 2021 @01:57PM (#27987061)
I've definitely had similar feelings in Half Life 2: Deathmatch. I'm particularly fond of "low grav high kill" servers due to the fast pace (the low gravity enables a lot more movement around the map, and the "high kill" - i.e. weapons buffed / health nerfed such that getting hit by anything results in instant death or close to it - ups the stakes). Unfortunately, such servers often feature "sniper" maps, wherein players "in the know" will scramble to find the "hidey holes" and repeatedly slaughter any of us unfortunate schmucks.

It got to the point that on such servers I'd protest by refusing to use guns at all and used a crowbar and grenades exclusively. Not sure if anyone really took note of what I was protesting against, but it sure got me on top of some monthly crowbar kill leaderboards :)

Re:In defense of hard counters in real time strategy games by maverwa on Wednesday July 28, 2021 @08:29AM (#27982961)
Oh, tottaly! I was not trying to make a point that shooters do not have complexity at all. They do, even something as blut as CoD (I guess?). But especially for things Quakelikes or Team bases games like Rainbow 6 Siege theres a lot to be learned.
Re:In defense of hard counters in real time strategy games by BlueTemplar on Thursday July 29, 2021 @05:19AM (#27994460)
Also AFAIK shooters don't have full post-game replays ?
Re:In defense of hard counters in real time strategy games by CyanBird on Tuesday July 27, 2021 @07:19PM (#27978769)
> I think one big reasons why RTS are having trouble is, that loosing in an RTS, as a new player, can be one of the worst experiences in gaming

Famously one of the Default Taunts on Age Of Empires 2[0] is *You played for two hours to die like this?*

[0] https://ageofempires.fandom.com/wiki/Taunts

But can't but agree with the general angle, MOBA's in general are less punishing to players at a deep psychological level, StarCraft 2 "suffered" from what the playerbase called "Ladder Anxiety", which was players simply unable to deal with loss and loss aversion as a consequence of them tying their own ego and self-worth to how well they fared playing StarCraft, to the level that Blizzard on one of the expansions had to release a mode where players simply would not lose MMR/ELO points from loses nor earn them on wins, a ranked-less mode and that alleviated a considerable amount of pressure

> So I guess with the overall growth of the gaming market and games becoming more and more expensive, the small community that actually enjoys RTS isn’t really „worth“ that money.

Yeah, this is very much the case, at least for large AAA productions and companies, tho AA studios such as KingArt Games or Sunspear Games have been making inroads into creating new RTS titles which make me very happy as an avid RTS fan

Re:In defense of hard counters in real time strategy games by maverwa on Wednesday July 28, 2021 @08:25AM (#27982941)
> But can't but agree with the general angle, MOBA's in general are less punishing to players at a deep psychological level, StarCraft 2 "suffered" from what the playerbase called "Ladder Anxiety", which was players simply unable to deal with loss and loss aversion as a consequence of them tying their own ego and self-worth to how well they fared playing StarCraft, to the level that Blizzard on one of the expansions had to release a mode where players simply would not lose MMR/ELO points from loses nor earn them on wins, a ranked-less mode and that alleviated a considerable amount of pressure.

This doesn't sound like we disagree at all. Although I definitely felt that ladder anxiety in LoL, I never would have thought about playing SC2 or WC3 ladder. Even watching these games I dont feel like I understand whats going on in detail. For some reason that felt "better" for MOBAs. But that feeling might very well be biased cause I played more MOBAs then RTS in total hours.

> tho AA studios such as KingArt Games or Sunspear Games have been making inroads into creating new RTS titles which make me very happy as an avid RTS fan

Oh yeah, reminds me that I still need to play some Iron Harvest...

Re:In defense of hard counters in real time strategy games by BlueTemplar on Thursday July 29, 2021 @05:21AM (#27994475)
They could just have played team games only in RTS and achieved the same effect of being able to shift the blame onto their teammates ?
Re:In defense of hard counters in real time strategy games by nerdponx on Tuesday July 27, 2021 @10:14PM (#27979686)
Can't speak for every RTS and MOBA, but losing in Dota takes 45-60 minutes (30 at best depending on the current game balance) and feels pretty horrible. And it typically takes hundreds of hours of gameplay to be good enough to even understand why you lost and what you could have done to fix it. Relying heavily on 4 teammates makes it that much more demoralizing, especially when you know that a "good" player probably could have won even with the 4 bad teammates.

Losing as a newbie in Starcraft and AoE feels way less bad.

Re:In defense of hard counters in real time strategy games by maverwa on Wednesday July 28, 2021 @08:19AM (#27982914)
Yeah, you are totally right, the time factor of losing in MOBAs (I persoanlly played a lot of LoL in the past, and tried some DotA and HotS) pretty much defies my argument in that regard. But when I compare that to losing in Civ (not RTS, but strategy in general), I think I had a better feeling for why we lost.

And it kind of fits in the scheme, as MOBAs are, in a broader sense, at least partially, a game of strategy. Not nesassarily when you start as new player, but winnign consistenly also takes thinking ahead a lot. What risks to take, which weakness to exploit, what item to buy. Theres a lot of just in time decisions to make, while also keeping the bigger picture in mind.

Maybe MOBAs are just "direct action" enough to cater to a wider audiance, but strategy enough to share some of the same problems?

Re:In defense of hard counters in real time strategy games by jgon on Tuesday July 27, 2021 @03:59PM (#27976870)
I think another thing is that MOBA's have downtime. You need to walk to places, you need to back, buy items, etc, etc. It's been a while since I played Starcraft, but my memories of it were basically that if you weren't doing things at literally every moment, you were probably going to get beat. You could try and use better macro, and tactical understanding but you'd eventually run up against someone who was equivalent and had better micro/apm and just lose. Which meant that every match basically felt like a sprint from start to finish, which was exhausting. Eventually it got to a point where it was hard to jump into a match because I just wanted to game and not go all out. I had pre-emptive anxiety/exhaustion about the intensity of a match. A moba can still feed that competitive desire and has moments of intensity, but it feels much more balanced than RTS' ever did to me.
Re:In defense of hard counters in real time strategy games by Regic on Tuesday July 27, 2021 @05:29PM (#27977897)
These were my exact thoughts about CS vs Quake back in the days. Quake had no downtime, all action while CS had time between rounds or just tense moments without anything actually happening. I think this dynamic was an important point behind the success of battle royal games too. An all action game is like an action movie without a moment's pause - it just doesn't work for most people.
Re:In defense of hard counters in real time strategy games by ajuc on Tuesday July 27, 2021 @04:08PM (#27976972)
Yup this is more important - in starcraft you will lose a game you almost completely won if you stop context switching for a few minutes.

On the other hand you can abandon starcraft game at any moment with no consequences and it doesn't last for 50 minutes. If you got toxic teammates in DOTA you are pretty much stuck with them for almost an hour.

Re:In defense of hard counters in real time strategy games by s1artibartfast on Tuesday July 27, 2021 @06:05PM (#27978262)
I think this also plays into the human reward pathways. More variation in intensity means more spikes of adrenaline and dopamine.
Re:In defense of hard counters in real time strategy games by jessewmc on Tuesday July 27, 2021 @03:42PM (#27976669)
I think the big problem here was with Starcraft 2's lack of UMS and chat room focus compared to Brood War. I played competitive 1v1 in both, and anecdotally I spent alot more time in Brood War, and much of that time was socializing, playing casual games, and UMS--largely with friends who didn't play competitively.

This community was completely destroyed by SC2, multiplayer really only appealed to serious competitive players. It sucked unless you only wanted to grind ladder. That community kept the game as a whole alive and acted as a gateway.

Re:In defense of hard counters in real time strategy games by usrusr on Tuesday July 27, 2021 @07:21PM (#27978782)
RTS originate from single player where you don't even need balancing: it's perfectly fine if there is a winning move, the joy lies in discovering that winning move and exploiting it until you happen upon a level that introduces a counter, providing you with the nice riddle of what the next winning move might be. The balanced multiplayer variations, though far more impactful once computers started to be connected, always seemed a bit "is that still fun?" to me.
Re:In defense of hard counters in real time strategy games by spywaregorilla on Tuesday July 27, 2021 @07:53PM (#27978968)
I think this is a really important point. Solo RTS is very engaging even if you actually suck at it. The layers of complexity required to be good are basically unfathomable unless you grind against competitive players and understand the various local maxima of the metas.

Competitive RTS is very stressful. I would say, more stressful than other competitive games as mistakes, or rather, the absence of great moves, compounds quickly into a disadvantage.

Re:In defense of hard counters in real time strategy games by ajuc on Tuesday July 27, 2021 @04:00PM (#27976881)
You ignored itemization and counterpicking in MOBAs, which is like ignoring build orders, army composition and macro efficiency in starcraft and just focusing on microing your army :)

I was in the same camp when I only played RTS games, but after my friend got me into dota I have to admit there's a lot of depth there that I wasn't aware of.

Also the win conditions are much more obvious in RTS games, just after I switched I had no idea that pulling, stacking, wave cutting, denying was important. Also the vision battle is more involved in MOBAs.

Re:In defense of hard counters in real time strategy games by RussianCow on Tuesday July 27, 2021 @05:14PM (#27977749)
> after my friend got me into dota I have to admit there's a lot of depth there that I wasn't aware of.

But that's kind of the point: you don't have to be aware of it to have a good time. Sure, all of that stuff matters in competitive play, but it can still be fun to just run around killing things if you don't know what you're doing. On the other hand, seeing artillery blasting your base from afar and having no idea what to do about it is really demoralizing.

FWIW, I think this applies more to Dota 2 than it does to LoL. I haven't played the latter in many years, but I remember it being much more rigid and cookie-cutter strategy-wise than Dota, and the micro decisions mattered a lot more, which meant that sub-optimal play was more obvious. In Dota 2, your poor item build can still win the game with a single good team fight or just generally better awareness.

Re:In defense of hard counters in real time strategy games by opportune on Tuesday July 27, 2021 @06:15PM (#27978347)
I don’t think it’s just skill. They’re also primarily team based.

If you win, you can feel really good because you had a 17/2 K/D. If you lose, you can blame your teammates. You can also play with your friends. With starcaft even though team matches are supported, they are unpopular, and there’s no easy way to look at the stats for the game and feel like a badass if you win.

Re:In defense of hard counters in real time strategy games by rvba on Tuesday July 27, 2021 @10:21PM (#27979710)
Team games are quite popular in StarCraft Brood War - not only 2 vs 2, but often 3 vs 3 or even 4 vs 4. In fact the 3v3 and 4v4 games were usually played by lower skilled players, due to the relatively lower skill cap and relatively random results (at low skills win or lose depends more who you get on your team than your own actions).

Brood War also has custom maps with relatively crude, but still use programming (loops and triggers) that allowed players to build thousands of various custom maps. MOBA genere and (probably) tower defense comes from StarCraft Brood War custom maps. There were many other categories (e.g. bound maps, puzzle maps, control maps) that are poorly represented even nowadays.

Re:In defense of hard counters in real time strategy games by BlueTemplar on Thursday July 29, 2021 @05:27AM (#27994496)
In Zero-K big team games are called "lobsterpots". Also "big" starts around 5vs5 :

https://www.youtube.com/watch?v=Al3jvLYsmHI

Re:In defense of hard counters in real time strategy games by ironman1478 on Tuesday July 27, 2021 @05:46PM (#27978062)
I really don't think the MOBA comment works for Dota 2. Its not really about the characters, its about the map, position, and timing (itemization + push timing). The characters are important, but frequently people pick meta characters and get bopped. This wouldn't be an issue if dota had new people playing the game, but I want to say that dota is at this point filled with people who have been playing for a long time. So, you'll see people who at low levels just destroy people with characters that are supposed to be bad because they just know where to stand and abuse the map or creep aggro. Its wild.

Just as a specific example. If you take two teams of equal MMR and one had all the character counters so they "should" win. If the team with the better characters doesn't know how to pull the safelane, they will just straight up lose. Full stop. They will get gold starved and unless the other team throws (which is very common lol) they should lose.

Also, losing like this in dota is anti-fun. Its really not a good time for like anybody, the winner of the loser. Its just one team dumpstering another and it happens at all levels.

Re:In defense of hard counters in real time strategy games by Miraste on Tuesday July 27, 2021 @06:05PM (#27978259)
> specific type of gunship-based commander sniping

I see someone's played Supreme Commander. I love the game but it's the archetypal example of what you're talking about: winning depends on detailed knowledge of dozens of different units across four factions and simultaneous maximally-efficient economy building. Building a tutorial for it is impossible. It's only playable by the sort of people who will read wikis and watch videos and lose and lose and lose until they have some idea what's going on.

This causes the other problem with RTSes: the (small, dedicated) community has been running for fifteen years and is incredibly unfriendly to new players. Having less than ~150 hours playtime is often grounds for being kicked from games, which doesn't help expand the playerbase.

Unfortunately, RTSes simplified enough to avoid these problems aren't nearly as fun. The genre just works better as a community passion project than a commercial enterprise.

Re:In defense of hard counters in real time strategy games by pmoriarty on Tuesday July 27, 2021 @05:13PM (#27977740)
"I am gorilla. I have 4 moves: punch, slam, eat banana, and my ultimate ability, get mad."

One day maybe there'll be games with just one move... just to dumb games down to the lowest common denominator and not leave anyone out.

Re:In defense of hard counters in real time strategy games by rikthevik on Tuesday July 27, 2021 @05:25PM (#27977865)
Check out Divekick. It's a 1v1 fighting game with two moves: Dive and Kick. And it's got a very high skill ceiling. :)
Re:In defense of hard counters in real time strategy games by ancientworldnow on Tuesday July 27, 2021 @05:31PM (#27977914)
This is just hungry hungry hippos.
Re:In defense of hard counters in real time strategy games by MathYouF on Tuesday July 27, 2021 @05:44PM (#27978041)
As much as I loved it, Assassins Creed had a combat system like this.
Re:In defense of hard counters in real time strategy games by code_duck on Wednesday July 28, 2021 @02:22AM (#27980772)
We’re getting close! PSO2:NGS has a button for “Simplified Movement” which will trigger whatever attack it deems appropriate at the time.
Re:In defense of hard counters in real time strategy games by jareklupinski on Tuesday July 27, 2021 @08:43PM (#27979251)
Nidhogg and One Finger Death Punch come to mind

surprisingly a good amount of depth from just one move, if played right

Re:In defense of hard counters in real time strategy games by no_time on Wednesday July 28, 2021 @04:01AM (#27981408)
This is not necessarily a bad thing, there is beauty in simplicity. Take Downwell for example. It's surprisingly engaging for a mobile game with only 3 on screen buttons.
Re:In defense of hard counters in real time strategy games by jdmichal on Tuesday July 27, 2021 @03:34PM (#27976582)
> I bet I could download a MOBA I've never played before and have fun in my first match knowing nothing about how to play it (even the controls).

Used to play DotA (as in, the custom WC3 map) and LoL. I downloaded Pokemon Unite last week. Instantly understood pretty much everything except the individual feel and tactics of each character.

Re:In defense of hard counters in real time strategy games by Jiokl on Tuesday July 27, 2021 @06:45PM (#27978542)
Also, MOBAs give you that team play experience, which reduces the amount of weight/pressure on you as an individual. 1v1 ladder anxiety is a huge under-appreciated issue and one of the things RTS's can do to avoid it is a bigger focus on team PvP.
Re:In defense of hard counters in real time strategy games by tshaddox on Tuesday July 27, 2021 @06:57PM (#27978619)
MOBAs are far from the first genre of video game that are easier to learn than RTS, so I’m not sure you’ve explained why MOBAs specifically have put competitive pressure on RTS. Is it just because MOBAs look very superficially like RTS games, with a top-down view of fighting units?
Re:In defense of hard counters in real time strategy games by gmueckl on Wednesday July 28, 2021 @06:14AM (#27982154)
MOBAs were invented as RTS mods. For example, DOTA 2 is the successor to a Warcraft 3 mod.
Re:In defense of hard counters in real time strategy games by jasonwatkinspdx on Tuesday July 27, 2021 @05:08PM (#27977684)
I'll disagree with the other poster. MOBA games, particularly Dota, have a pretty high threshold of entry compared to RTS. You've got 100 something heros, each with 4+ abilities. Then you've got basically as many items, half of which have an active of some sort.

That's a big initial bite to get down.

I played Dota for at least a year until I finally felt like I even understood the baseline. The skill cap on say SC2 is indeed as high as you can take it, but learning the tech tree and counters is comparatively trivial. It's not that Dota is chess or such, there's just a huge volume of material to get through.

But that's also what makes it so rewarding. Dota is the only video game where I feel the same sense of accomplishment when winning as a game of go.

I think the world is wide open to a new awesome RTS game. Just, no one has thought up something good enough.

Re:In defense of hard counters in real time strategy games by Jiokl on Tuesday July 27, 2021 @06:46PM (#27978549)
But you don't have to know any of that straight off the bat, because you have other players on a team to rely on. You can play with a friend who'll carry you if need be. SC2's relentless focus on 1v1 is a huge detriment, and it seems like the entire RTS genre has decided "well, that's what we do".
Re:In defense of hard counters in real time strategy games by chrishynes on Tuesday July 27, 2021 @05:25PM (#27977866)
Yes, but the abilities and item actives are all quite similar in broad categories -- dash, stun, slow, etc. Same with items -- broad categories of damage, magic, health, armor, etc.

To OP's point, you don't have to know the entire 100 hero roster and all of their abilities to have fun, just the general things they can do "Oh I just got stunned by that ability, might want to dodge next time"...

Obviously to be good you need to know them all, but not to get started and have fun at lower levels of play.

Re:In defense of hard counters in real time strategy games by jasonwatkinspdx on Tuesday July 27, 2021 @05:30PM (#27977902)
Yeah, there's some sparseness to it all that simplifies, but that's also offset by most abilities having a geometric component to how they're targeted or have area of effect.

Respectfully, OP doesn't know the game. You can indeed have fun playing casually like that, but your win rate will reflect the lack of what you don't know. You can't even see the game until you get some months under your belt, imo. Sound is another underrated aspect: you need to know exactly what spells are going off, how your allies or enemies will position them, based on nothing but hearing it and knowledge of the game.

There's no way I would have learned Dota without a friend to pull me along. It's a big problem with the genre as a whole. LoL is a bit more forgiving and ability spammy, but has all the same issues. And I say this as someone that got near the top of the 2v2 ladder in LoL beta (RIP original twitch malphite combo).

Re:In defense of hard counters in real time strategy games by Jiokl on Tuesday July 27, 2021 @06:47PM (#27978557)
> There's no way I would have learned Dota without a friend to pull me along

But that's something that MOBAs can do that RTS games can't. Which is another reason why MOBAs ate RTSs lunch. I'm not sure why you're focusing on win rate when there are plenty of people who play MOBAs who are quite frankly garbage at the game(s).

Re:In defense of hard counters in real time strategy games by thrower123 on Tuesday July 27, 2021 @03:45PM (#27976711)
RTSs went off the deep end catering to competitive multiplayer, and that's where I stopped caring.

You can just play single-player Starcraft 1 or Age of Empires or Red Alert against the AI or the campaigns, and it's a fun little experience.

Re:In defense of hard counters in real time strategy games by izacus on Wednesday July 28, 2021 @04:40AM (#27981604)
Yep, although there are now new games which kinda balk the trend - Iron Harvest has a pretty good SP campaign, Total War series is still going strong with its SP focus as well.
Re:In defense of hard counters in real time strategy games by Retric on Tuesday July 27, 2021 @03:53PM (#27976796)
SC2’s co-op significantly extended the games popularity. It lacks much strategic depth, but it’s still surprisingly fun if repetitive.
Re:In defense of hard counters in real time strategy games by ajuc on Tuesday July 27, 2021 @03:12PM (#27976300)
MOBAs are almost impossible to get into if you're not starting with friend(s). Half the skill is in communication and coordination, and if you're playing solo with random people you'll almost never experience good teamplay. Toxicity is over the roof compared to 1v1 games like starcraft.

I stopped playing Starcraft 2 (or any Blizzard games) because of the Hong Kong controversy but I do miss some good multiplayer RTS. Preferably a little less APM-intensive than starcraft.

Re:In defense of hard counters in real time strategy games by gmueckl on Wednesday July 28, 2021 @06:23AM (#27982196)
Zero-K is a surprisingly good free (open source), community driven RTS. When you look past the dated graphics, it gives you a deep TA style game that tries to also give a few quality of life features to reduce APM count a bit. It's not for everyone, but it can be a lot of fun.
Re:In defense of hard counters in real time strategy games by wyre on Tuesday July 27, 2021 @08:35PM (#27979211)
Age of Empires II has an updated version (Definitive Edition) that I want to recommend, but I never played SC2 so I can’t compare the APM.
Re:In defense of hard counters in real time strategy games by bluescrn on Tuesday July 27, 2021 @03:11PM (#27976279)
With a MOBA you’re relying on other players. If you lose at Starcraft, you only have yourself to blame, you can watch the replay and see exactly where you went wrong, and steadily improve.
Re:In defense of hard counters in real time strategy games by Majromax on Tuesday July 27, 2021 @04:05PM (#27976930)
> If you lose at Starcraft, you only have yourself to blame, you can watch the replay and see exactly where you went wrong, and steadily improve.

That's not really true. A typical player can watch the replay of their losing match and see the proximate cause of the failure ("my army got blown up"), but looking at the game analytically to find the ultimate cause is/was much more difficult. The art of doing so was a regular feature of the Day[9] daily videos.

That complexity is part of what makes strategy games (real time or otherwise) compelling: seemingly simple choices or optimizations compound into a much larger advantage later on. However, those small-scale advantages are rarely highlighted by the game itself as important, and optimization usually asks a lot of the players.

Re:In defense of hard counters in real time strategy games by antifa on Wednesday July 28, 2021 @07:36AM (#27982634)
You can see what your opponent did. If you're new, this will probably be that the opponent did more things and did them faster, also their build order might be new to you or could be something new for you to scout for to counter.
Re:In defense of hard counters in real time strategy games by rollcat on Tuesday July 27, 2021 @04:12PM (#27977014)
I love team ladder in SC2. Somehow we tend to avoid blaming each other, rather we analyse our team games and see which plays worked well and which didn't. In 1v1 the road to improvement is usually macro, macro, scouting, and macro - in teams it's communication, communication, teamwork, and communication. 60% winrate last season :)

Also arranged teams have a very strong advantage over random teams, you can really punch above your weight if your teammates understand how to support you.

Re:In defense of hard counters in real time strategy games by throwaway6734 on Tuesday July 27, 2021 @03:43PM (#27976678)
If you're interested, the age of empires 2 community has been growing over the past year with the release of the definitive edition
Re:In defense of hard counters in real time strategy games by jdmichal on Tuesday July 27, 2021 @03:15PM (#27976341)
I watch both, and they definitely have different things going for them. I think something that is missed in appreciation of pro play is just how smoothly coordinated the players are. They make it look effortless, the same way high APM Starcraft2 players make things like fighting on multiple fronts while managing their macro look effortless. It can be really noticeable when a player gets swapped in the middle of a tournament run and the team doesn't quite gel back together right away.
Re:In defense of hard counters in real time strategy games by spywaregorilla on Tuesday July 27, 2021 @07:57PM (#27978993)
I think the entropy curve of RTS games tend to be poor. The most addictive games have a random start with different elements and a fair bit of luck (think battle royale and roguelikes).

RTS games tend to have a standard opening minutes setup where you just do your own thing and then follow a flow chart of how to progress based on how things develop.

If you're playing someone decent, and are not a top tier player, you don't actually get to experiment and do interesting things so much as try to execute better on your original book of plays.

Re:In defense of hard counters in real time strategy games by the_only_law on Wednesday July 28, 2021 @08:25AM (#27982942)
Yeah this is what killed my interest in the genre. Ultimately it seems that it comes down to learning the meta, and APM with strategy only superficially involved.

I do play some AoE3 still since they released the DE for that one and I will say there’s been one players running around pulling off victories that shatter the meta, and ofc the establishment players have referred to that as “toxic”.

Re:In defense of hard counters in real time strategy games by vkou on Tuesday July 27, 2021 @04:58PM (#27977579)
> It's really a shame, since there was nothing quite like the intensity of a 1v1 match between two players controlling an army with a nearly unlimited skill cap...

This is precisely why RTS is dead. Every victory or defeat is solely in your hands. In the MOBA format, you can always get carried by your team/cuss out your team for being failures.

Re:In defense of hard counters in real time strategy games by majormajor on Tuesday July 27, 2021 @05:18PM (#27977796)
The funnest starcraft games I ever played were 2v2 or 3v3 games with friends. 1 on 1 always seemed overly stressful and annoying.
Re:In defense of hard counters in real time strategy games by theandrewbailey on Tuesday July 27, 2021 @03:11PM (#27976281)
Grey Goo: https://store.steampowered.com/app/290790/Grey_Goo/

Ashes of the Singluarity: https://www.ashesofthesingularity.com/

I haven't played them, but they are in my Steam backlog. I've heard jokingly that Ashes is mostly played by people doing benchmarks.

I have played Planetary Annihilation. It's like Total Annihilation or Supreme Commander (same people, different studio): https://planetaryannihilation.com/

Re:In defense of hard counters in real time strategy games by XorNot on Tuesday July 27, 2021 @09:44PM (#27979548)
Planetary Annihilation spherical maps are an interesting concept, but graphically kind of uninteresting to watch (and my necessity very small in actual build area).

It was certainly interesting though with the experience of not having anyway to "put your back against the wall" though.

Re:In defense of hard counters in real time strategy games by Causality1 on Tuesday July 27, 2021 @03:22PM (#27976423)
You are the first person I've seen mentioning Ashes of the Singularity who wasn't doing a hardware review.
Re:In defense of hard counters in real time strategy games by tobyhinloopen on Wednesday July 28, 2021 @09:47AM (#27983680)
Planetary Annihilation was okay but didn’t really speak to me compared to SupCom/TA. I don’t know why, but I do feel like the planets are hard/annoying to navigate and don’t add anything. I really liked the TA/SupCom maps where there’s natural cover (water/walls) to navigate through, but with PA it’s just whatever since you can just launch some stuff from another planet.
Re:In defense of hard counters in real time strategy games by EamonnMR on Tuesday July 27, 2021 @06:52PM (#27978587)
GG is a good SC-alike and Annihilation is Annihilation. Both bring a lot to the table. Ashes just never ran properly so I gave up on it.
Re:In defense of hard counters in real time strategy games by beefjerkins on Tuesday July 27, 2021 @09:32PM (#27979482)
"Ashes of the Benchmark", if you will.
Re:In defense of hard counters in real time strategy games by TulliusCicero on Tuesday July 27, 2021 @03:35PM (#27976596)
Not releases, but there have been some other significant developments:

* Ex blizzard RTS devs have gone to a few different studios. Frost Giant has the most hype, but there's also one of the Dream Haven studios IIRC, and Uncapped Games.

* A bunch of SC2 modders made a new studio, SunSpear, and their new RTS called Immortal: Gates of Pyre had a successful Kickstarter and has been getting a fair amount of hype from the StarCraft community.

Re:In defense of hard counters in real time strategy games by thrwawy12345 on Tuesday July 27, 2021 @02:50PM (#27976049)
Age of Empires 2: Definitive Edition has a thriving pro level tournament scene and online multiplayer culture.
Re:In defense of hard counters in real time strategy games by oneplane on Tuesday July 27, 2021 @03:14PM (#27976330)
And Age of Empires 2 on Voobly is still active as well, with userpatch updates being released.

Then there is Age of Empires 4 that is nearing completion which might be an Age of Empires 2 DE contender or might be an AoE 3 dud.

Re:In defense of hard counters in real time strategy games by ddek on Tuesday July 27, 2021 @06:29PM (#27978449)
Unlikely. AoE4 looks more like a Civ competitor than AoE2, in that it'll look beautiful, have wildly divergent civs, and almost entirely be played SP long run.

AoE2 does so many things wrong by 'modern game' standards. The graphics are 2D. Pick any two civs, they're 80% identical. New, goofier mechanics (Flemish Revolution) are disliked by the players (although still used). It's still an incredible game.

Re:In defense of hard counters in real time strategy games by fxtentacle on Tuesday July 27, 2021 @03:04PM (#27976205)
Since nobody has figured out how to integrate loot boxes or gambling into RTS yet, other genres are currently much more profitable.
Re:In defense of hard counters in real time strategy games by TulliusCicero on Wednesday July 28, 2021 @02:59AM (#27981048)
I'd love to see a competent PvE-oriented RTS with the MMO-lite treatment: co-op missions, entire campaigns, customizable armies, unlockable units, mission rewards, purchasable (with in-game currency) items, bigass raids, the whole shebang.

SC2 co-op mode took a big step in that direction, and it was well received and has become fairly popular...but a game built around that as its primary locus could be so much more.

I know many more traditional core gamers would practically vomit at this idea, but I think there's room for plenty of different styles under the RTS umbrella. And bringing in tons of money with one style might well benefit the others.

Re:In defense of hard counters in real time strategy games by tobyhinloopen on Wednesday July 28, 2021 @09:52AM (#27983735)
It’s far from what you asked for, but Mindustry is kinda PvE-RTS-like. It’s also open source, i’d recommend to give it a try. It’s an ugly game though, but I do like the concept.
Re:In defense of hard counters in real time strategy games by fxtentacle on Saturday July 31, 2021 @05:47AM (#28016757)
Thanks for the interesting tip. I agree it needs polishing, though.
Re:In defense of hard counters in real time strategy games by stu2010 on Tuesday July 27, 2021 @02:38PM (#27975896)
Company of Heroes was an outstanding release, and its sequel is a good game with a still living, active community.

Company of Heroes 3 was recently announced, and its launch will probably get a lot of old players back into the multiplayer lobbies.

Re:In defense of hard counters in real time strategy games by throwaway17_17 on Tuesday July 27, 2021 @02:48PM (#27976028)
The CoH games are great small army RTS games, even if I think of them as Real Time Tactics games. But that really is the point for me. It seems that with the aging and seeming non-interest in RTS games like Starcraft, the market and those making products to serve that market have splintered a relatively homogeneous genre into a group of loosely similar niche genres where the differences between themselves and other games is seen as a dividing line instead of focusing on the commonalities involved to grow interest and increase player base amongst the larger game segment.

I see Warhammer 40k and Starcraft having much more in common with each other than either has with Halo, despite the very obvious surface level trappings. And I think X-com has more in common with CoH than either have in common with modern warfare or call of duty. I really despair for a broader grouping of strategy and tactics games, that may or may not exclude 4x games, in hopes that it could build a bridge between the various niche styles and cross promote the bigger genre.

Re:In defense of hard counters in real time strategy games by tobyhinloopen on Tuesday July 27, 2021 @02:42PM (#27975951)
CoH is great, i’ve seen the CoH3 announcement! I’ll definitely give that one a try
Re:In defense of hard counters in real time strategy games by the__alchemist on Tuesday July 27, 2021 @04:20PM (#27977102)
AOE2 gets balance and content patches about once a month.

It's remarkable on its own that a 20 year old game is still getting balance patches. I suspect this is a due to a mix of evolving strategies, a changing skill-level distribution, and feedback loops from subtle changes, catalyzed by added units and civs.

Re:In defense of hard counters in real time strategy games by munk-a on Tuesday July 27, 2021 @07:46PM (#27978926)
I am so disappointed this article didn't even touch on AoE2 - it has a pretty amazingly well tuned approach to this problem with extremely finely targeted (except back when camels were technically boats cough) bonus damage system. To compare it to SC2 is hilarious - SC2 has more hard counter systems than most games (both visibility and flight are common uncounterable attributes) and yet for all that countering tends just to be a question of how much and how wide the splash damage is when attacking tightly packed formations. High level SC2 eschews huge portions of the roster since they're essentially irrelevant - AOE2 definitely has strong preferences but most of those units get to see action pretty regularly... except the siege tower.
Re:In defense of hard counters in real time strategy games by Synaesthesia on Wednesday July 28, 2021 @01:21AM (#27980498)
High end SC2 is really awesome to watch these days, most units get made and there are a lot of strategies available to either side. The balance team has done a great job making sure every unit has a role and is used.
Re:In defense of hard counters in real time strategy games by BadInformatics on Tuesday July 27, 2021 @06:23PM (#27978397)
The community staying very active has been the biggest factor here IMO. The predecessor to the current Definitive Edition, the rather disastrous (engine-wise, not content-wise) HD Edition, was created in part by co-opting community made mod content and hiring on some of the creators. This has continued for both the Definitive Edition and AOE 4.

Likewise, most of the biggest pros and casters started their careers 5-10+ years ago working on community tournaments and other grassroots events. Even though there's a lot more money now with investment from Microsoft, Red Bull and others, that grassroots core has stuck around and feels (at least to me) more fresh than the very corporate machinery around Blizzard RTSes. It's funny to think that the most anticipated LAN tournament is literally held in someone's apartment (https://www.ageofempires.com/news/nac3-tournament/)!

Re:In defense of hard counters in real time strategy games by nestorD on Tuesday July 27, 2021 @04:13PM (#27977026)
If you are not familiar with it, OAD[0] is a fully open source RTS with an active community of developers that keep making it more and more polished at every release.

[0]: https://play0ad.com/

Re:In defense of hard counters in real time strategy games by bitxbitxbitcoin on Wednesday July 28, 2021 @03:37PM (#27988680)
I haven’t played in too long, thanks for the reminder to jump back in.
Re:In defense of hard counters in real time strategy games by s5300 on Tuesday July 27, 2021 @02:37PM (#27975888)
To my knowledge, Supreme Commanders Forged Alliance Forever (FAF) community has been updating the game and has a fairly active community. It seems to be in a fairly good state, wish I was in the position in life to be able to relax and dump some hours into playing it. Was always a fun game.
Re:In defense of hard counters in real time strategy games by tobyhinloopen on Tuesday July 27, 2021 @02:40PM (#27975928)
FaF is great and basically the most modern RTS I regularly play. (Using FAF Forever or something) but technically it’s a buggy and slow mess that performs bad.
Re:In defense of hard counters in real time strategy games by askesisdev on Tuesday July 27, 2021 @03:19PM (#27976387)
I was in the top20 worldwide ranking of the original Supreme Commander when I was a teenager, never got over the changes they did to the economy and gameplay on FA. The performance of the original was even worse, you had to apply a patch to get multithreading.

Found an SQL Injection too, reported it and got a license for Supreme Commander 2 as a bounty. That game was way worse than the original, too simplified but I guess it was the logical path as people complained about SupCom's difficulty/complexity.

Re:In defense of hard counters in real time strategy games by javajosh on Tuesday July 27, 2021 @04:32PM (#27977231)
I found the SupCom 1 controls uncomfortable in the first 20 minutes of the tutorial, and chose not to continue. Life is too short to finish bad books or punishing games; however for me SupCom 2 was a huge ergonomic improvement and if not for that game I wouldn't be playing the series at all.
Re:In defense of hard counters in real time strategy games by lmm on Tuesday July 27, 2021 @09:05PM (#27979346)
What was wrong with them? I found SupCom had some of the best controls in gaming; strategic zoom was a real game-changer (although many games have it now). I guess left- vs right-click for RTS is a big divisive one, but it doesn't take so long to get used to and there's nothing objective about which way is better.
Re:In defense of hard counters in real time strategy games by antifa on Wednesday July 28, 2021 @07:57AM (#27982765)
>(although many games have it now).

IME very few games have a strategic view, or let you zoom out at all, what other games are doing this?

Re:In defense of hard counters in real time strategy games by askesisdev on Tuesday July 27, 2021 @08:27PM (#27979164)
That's something I didn't notice but I understand. As an Emacs user that had to end up using Vim mode (evil) due to such concerns.

As I said, spent a lot of effort getting good at SupCom and didn't feel like learning everything again for the expansion.. For me a perfect SupCom would be a SupCom 1 with better performance and graphics. Prefer games that are focused on economics and construction than rushing and getting some land resources, which was the focus in SupCom FA and I guess is better for most people. SupCom 2 I played like 5 hours so I don't even remember much other than I didn't like it.

Haven't played any games, other than VR, in years but I will install SupCom and play a few hours for the memories..

Re:In defense of hard counters in real time strategy games by XorNot on Tuesday July 27, 2021 @11:48PM (#27980071)
There's a group of FAF dev's who are making a SupCom successor called "Ashes of the Singularity", and there express goal is basically to make a SupCom that's multithreaded with an efficient network model (Gyle did a cast to introduce it).
Re:In defense of hard counters in real time strategy games by s5300 on Tuesday July 27, 2021 @09:46PM (#27979562)
Haha. I completely forgot there was actual SupCom 2 and not straight to FA... yeah, it was bad.

In 2017 I overheard my physics TA who was like 6 years older than me mention SupCom to another TA during a lab. Was so weird to hear somebody mention it in the wild. I talked to him about it a bit, he ended up whizzing me straight thru all the labs the rest of the semester.

Re:In defense of hard counters in real time strategy games by tobyhinloopen on Wednesday July 28, 2021 @09:51AM (#27983723)
Supreme Commander 2? I don’t recall that release, but there’s a black hole in my memory about some great disapointment
Re:In defense of hard counters in real time strategy games by s5300 on Tuesday July 27, 2021 @08:24PM (#27979148)
I was under the impression that with all they'd done to FaF performance was now mostly dependent on the least common denominator of whoever you're playing with's hardware (outside of a full game of setons with close to max units each or something) but I haven't actually checked in quite some time now. Sucks if it still does become a slow mess fairly quickly into a game.
Re:In defense of hard counters in real time strategy games by theandrewbailey on Tuesday July 27, 2021 @03:16PM (#27976358)
Re:In defense of hard counters in real time strategy games by oneplane on Tuesday July 27, 2021 @03:18PM (#27976380)
I think there is a much going on as ever, but because RTS games tend to be on the more heavier side to get in to and get good enough at to really enjoy it, it isn't featured as much as any of the generic FPS/BR/DOTA style games.

While there might be less of an SC2 eSports bonanza going on right now, there is Age of Empires that is pretty active (as was posted here as well).

I think one of the major impacts to the 'visibility' is the fact that 'generic' or 'casual' games have social buy-in that is orders of magnitude bigger than what we used to think of when talking about 'big games' or 'big communities' or 'active genres'. 10000 players or even 100000 players used to be top-tier. Now that's less than 1% of any of the 'big' games out there right now.

Re:In defense of hard counters in real time strategy games by chaps on Tuesday July 27, 2021 @02:43PM (#27975970)
Check out Zero-K if you haven't already. Open source RTS and arguably the best, but definitely has that lingering ol' open source taste to it.
Re:In defense of hard counters in real time strategy games by javajosh on Tuesday July 27, 2021 @04:25PM (#27977149)
Not a new release, but I've been enjoying Supreme Commander 2 on a modern gaming PC! The game is pretty cheap on Steam ($13)[1] but it scales very well with modern hardware, and the gameplay is far improved (IMHO) over SC1. (Another RTS series I'd like to replay on modern hardware is Homeworld[2]).

[1] https://store.steampowered.com/app/40100/Supreme_Commander_2...

[2] https://store.steampowered.com/app/244160/Homeworld_Remaster...

Re:In defense of hard counters in real time strategy games by _carbyau_ on Tuesday July 27, 2021 @08:12PM (#27979078)
SupCom2 felt very tailored to consoles. It felt like a dumbed down version of SupCom1. Good fun and had some interesting research mechanics though.

My friendgroup did SupCom1+FA. Then SupCom2. Then botbashed SupCom1+FA+FAF for aaaaages. FAF is a community donation-ware client that adds mods/units/maps/multiplayer-options galore. Fantastic if you want to configure what you want exactly.

Re:In defense of hard counters in real time strategy games by EamonnMR on Tuesday July 27, 2021 @06:50PM (#27978569)
Gray Goo was really really good but pretty much fizzled. Nobody has brought that kind of budget in since. Westwood[esc]cwPetroglyph subsequently made some very fun "8bit" styled RTSs with a more CnC flavor. We also just got a CnC/RA remaster, StarCraft Remaster, and WC3 remaster. So RTS almost feels more like a historical than a vital genre at this point. Which is a shame because it's imo more accessable than a MOBA (in which every match you must strap in, prepare to endure abuse if you suck, not surrender, and click really fast.)
Re:In defense of hard counters in real time strategy games by XorNot on Tuesday July 27, 2021 @09:52PM (#27979599)
Grey Goo had an absurdly awesome setting. About as close as I think you could get to making a wargame that contained "the Culture".
Re:In defense of hard counters in real time strategy games by tasogare on Tuesday July 27, 2021 @09:05PM (#27979347)
Age of Empires II Definitive Edition is getting new DLC recently, as well as new game modes (Campaign co-cop, Empire Wars).

Wargame Red Dragon announced a South Africa themed DLC.

Re:In defense of hard counters in real time strategy games by MayeulC on Tuesday July 27, 2021 @06:02PM (#27978218)
I'm still playing relatively old ones with my friends:

* Supreme Commander & Planetary Annihilation

* Sins of a Solar Empire

* Zero-K

Re:In defense of hard counters in real time strategy games by beefjerkins on Wednesday July 28, 2021 @01:25AM (#27980505)
Sins of a Solar Empire is such an underrated RTS in my opinion. Do you play the base game, or do you try out some the mods (Star Wars, Star Trek, etc.) as well?
Re:In defense of hard counters in real time strategy games by MayeulC on Wednesday July 28, 2021 @03:20AM (#27981183)
Agreed, that's a personal favorite. We mostly play the base game (with all the DLC; one nice thing is that it's enough for the host to have them).

I've tried some mods, but Star wars Interregnum seems to crash for me after a while. I think it's a known issue on Linux: https://github.com/ValveSoftware/Proton/issues/265#issuecomm...

These mods seem nice, but I am not so much into these other universes, and the base game is pretty solid already. I might try them again at some point for more variety, notably Sins of the Prophets.

Re:In defense of hard counters in real time strategy games by zeroonetwothree on Tuesday July 27, 2021 @02:33PM (#27975832)
Sure feels like the genre is mostly dead. Kind of sad
Re:In defense of hard counters in real time strategy games by ddek on Tuesday July 27, 2021 @06:35PM (#27978480)
Concentrated, rather than dead. SC2 and AoE2 are the only games still running strong. SC2 seems quite alive. I play AoE2 competitively, and it's stronger than ever.

In terms of new games, yeah it's pretty dead. AoE4 looks cool, but I'd be pleasantly surprised if its near as fun to play competitively as AoE2. Wacky civ specific strategies make games more predictable, and 2d is more ergonomic than 3d.

Re:In defense of hard counters in real time strategy games by MichaelMcG on Wednesday July 28, 2021 @12:12PM (#27985515)
I also will be pleasantly surprised if AOE4's online multi is anywhere close to AOE2's scene.

Definitely managing my expectations due to what I've seen graphically regarding the micro/non-intuitive unit design as well as potential balancing issues due to the vastly divergent civ play styles/age-up mechanics (e.g. Mongol nomad movement & the dynasty system).

Re:In defense of hard counters in real time strategy games by badosu on Tuesday July 27, 2021 @07:16PM (#27978741)
I've been having lots of fun playing (and collaborating a bit on) Beyond All Reason: https://beyondallreason.info/

It's an Open Source RTS heavily inspired in Total Annihilation, with nice graphics and great balance.

Re:In defense of hard counters in real time strategy games by Vadoff on Tuesday July 27, 2021 @02:28PM (#27975787)
Nope, feel like the last major release the masses played was Starcraft 2, and that's over 10 years old now.
Re:In defense of hard counters in real time strategy games by naravara on Tuesday July 27, 2021 @10:05PM (#27979653)
Blizzard recently ended development on Starcraft 2. This prompted a lot of hand-wringing.

There’s also a few new studios cropped up that have announced intention to produce new, competitive RTS games in the Blizzard tradition (in contrast to models like Company of Heroes/Dawn of War, SupCom, or C&C).

These include: - Sunspear Games, which is making a game called Immortal: Gates or Pyre based in an SC2 mod called Vanguard that was well received by the pro scene.

- FrostGiant games, a new studio just set up by a bunch of SC2 team alumni

- A new studio by David Kim, head honcho of design and balance on SC2, being bankrolled by TenCent.

Over the next 2 to 3 years there’s going to be the biggest wave of new, competitive RTS releases since SC2 first launched.

Re:In defense of hard counters in real time strategy games by antifa on Wednesday July 28, 2021 @08:17AM (#27982895)
> competitive RTS games in the Blizzard tradition (in contrast to models like Company of Heroes/Dawn of War, SupCom, or C&C).

I don't know how to interpret this other than "it'll be a destroy-your-mouse high APM obsessed click-fest that will ignore all lessons and modern inventions in the RTS genre over the last 20 years."

IMO the worst thing that could happen for the industry is 5 more Starcraft remakes.

Re:In defense of hard counters in real time strategy games by naravara on Wednesday July 28, 2021 @02:38PM (#27987803)
Even in SC2, click-speed is not a significant determinant of winning or losing for anyone below Diamond. It's simply not an issue for the vast majority of the player base (75% of players are Platinum league or below) so I don't know why so many people have fixated on that as the thing to blame problems on. It's like saying "basketball revolves around dunking" even though dunks are basically not an element of the game for anyone playing below the professional level.

Insofar as there are barriers to entry to the game at lower leagues, the challenge is more the mental challenge of keeping track of a bunch of different variables and keeping up with the multi-tasking. It's not nearly as execution dependent, at that level, as most fighting games or even a Soulsborne. It's a mental acuity and habit-formation challenge rather than a dexterity one. Better players will have more actions per minute (assuming they're not spamming), but it will be because they're making decisions more quickly, not because they have concert pianist fingers. I got up to Gold league playing mostly with a trackpad. I know someone who got to Diamond on a trackpad as well.

There's lots of problems with SC2's design, but they mostly center around a poor onboarding experience, doing a bad job of communicating the ripple effects of early decisions, a surfeit of high-lethality units that settle battles or games in a second, and the availability of multiple "cheese" strategies for each faction that are much much easier to execute than they are to defend against. But those are all addressable within the broader framework of a Blizzard-style RTS with better unit design, UI/UX, and tutorial or single player game modes.

Re:In defense of hard counters in real time strategy games by dimitar on Tuesday July 27, 2021 @03:14PM (#27976322)
I like the Eugen games, especially the wargame series
Re:In defense of hard counters in real time strategy games by gautamcgoel on Tuesday July 27, 2021 @09:12PM (#27979380)
Surprised no one here has mentioned Sanctuary (https://www.youtube.com/watch?v=igGfuLXAB1o), an upcoming RTS made by several guys in the Supreme Commander/FAF community.
Re:In defense of hard counters in real time strategy games by Cthulhu_ on Wednesday July 28, 2021 @04:19AM (#27981485)
The Total War franchise is still going strong, especially nowadays with Warhammer releases. Mind you, it seems to be mostly PvE and includes a big Civilization-like aspect, and you have to be into the particular style of combat that Total War does.
Re:In defense of hard counters in real time strategy games by opportune on Tuesday July 27, 2021 @06:13PM (#27978333)
Starcraft 2 is still the leader after like 10 years at this point
Re:In defense of hard counters in real time strategy games by danielecook on Tuesday July 27, 2021 @06:40PM (#27978508)
Check out They are Billions. It has an RTS-like feel, but the strategy is largely defensive.
Re:In defense of hard counters in real time strategy games by georgeecollins on Tuesday July 27, 2021 @05:45PM (#27978050)
Keep your eye on Frost Giant.