
Originally Posted by
pure.Wasted
Technically, you are correct, but I think that in focusing only on certain aspects of only two units, you create a misleading dichotomy.
A Vulture doesn't simply require skill to use effectively, it requires skill to use in a way that makes it perform better than a Scout. A Mutalisk doesn't simply require skill to use effectively -- at which point it becomes one of the strongest units in the game -- it requires skill to use... AT ALL.
This is bad game design. There is nothing about tooltip descriptions that suggests to a newbie player, "This unit is good for beginners," or "This unit is intermediate in difficulty." They invest in a tech choice and then find out they can't use the thing that is yielded, because it requires tricks that you can only learn through the internet (or nice other people you meet).
Try playing with unstacked Mutas. Try sending your Vultures in with Ctrl+A. They're going to get ripped to shreds faster than you can blink.
There is an OPTION C. Put a Siege Tank into Siege Mode and he will kick ass. He WON'T kick as much ass in your hands as he will in Boxer's, or in a newbie's as in yours, but nevertheless he will be fulfilling his basic purpose. Tell a Lurker to burrow and he will destroy the enemy. He won't do it as well if you don't know that you can keep them from attacking by pressing S until enemy units get into position, or a hundred other tricks, but the unit is still USABLE.
Are the Siege Tank and Lurker somehow worse because newbies can use them for their primary purpose and not fail miserably? Or the Carrier, which newbies would never know how to kite with, yet could still use to devastating effect?
The list goes on. This is one case where we can have our cake and eat it, too.