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dropit_sphere | 3 years ago
It tends to mean more: splash damage, retreating, turtling, bigger units, expanding, scouting, moving along side lanes. All of these work to get you more for your clicks.
There is a very real sense in which you can shrink your pool of tactics to those with "good UI", allowing you to play more abstractly, similarly to how you'd want expressiveness in a programming language. If you treat your strategic plan as an engineering solution, and then try to reduce moving parts and possible failure points...turns out that is in fact possible.
Retreating, for instance, is a much simpler (in the Rich Hickey sense) endeavor than attacking. It's just less likely to go wrong---fewer things behind you, simple movement rather than dismantling a defense, etc. Doesn't mean you should never attack, just that you should appropriately cost complexity when weighing your strategic options.
Splash damage lets you work on an area level rather than a unit level---another source of abstraction.
Expanding tends to give huge benefits per click compared to other things, and lets you afford bigger units which require less micro.
This doesn't come for free, you do have to play more conservatively and think outside the box ("moving along side lanes" is how you get space for free, which we are quite profligate about sacrificing when we retreat), but it's very possible.
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