why in the name of god would you advocate something that detracts from action, strategy and properly paying attention to your opponent, just so you can lord over other people due to having practiced macro skills
because you have to learn how to split your time while playing an rts. you can't spend precious minutes making sure all of your military buildings are built in perfectly spaced lines and that your farms are all efficient; you just click blindly and hope for the best and delete mistakes. when you're organizing a sneak, you HAVE to divert your attention from the battle to the unsuspecting side. and when you're low on units, there's no reason you shouldn't be actively building them and aware of exactly WHEN they'll be coming out.
it is literally the same ****ing thing as z-cancelling: something that you only get through practice, almost utterly unhelpful to competitive play, an absolute barrier of entry to some players (hell, even some pro broodwar players have ****ty macro) and something that lets people who play more automatically beat friends who don't practice nearly as much
i've always been pro-z canceling, simply because i do not think removing the potential for human error is a good thing to do in a competitive game. you can drop a combo and lose a stock for it in smash; if there were no z canceling, there would be no possibility for mistakes to happen, and thus you don't need to actually worry about ever messing up a combo. further, if you remove z canceling, i don't see a reason to even having teching anymore. just have every fall be a tech. **** it, no possibility of ever missing it and being punished.
same with queue and pumping. you can easily mess up a pump timing and only have half your units built. not happening in queued buildings.
reason i love(d) aoe is because you can't slack off anywhere or you lose. forget to pump one vill in random map? now you're a vill behind and slower and probably not reaching the next age until 3min after everyone else. miss your pump timing by 10 seconds? well, your enemy just got the jump on you and is literally in your buildings, able to kill all of your scattered units before you have time to form an army.
again, i don't think it's about speed, but attention. and i think if you have something in a game that allows punishment, removing it makes the game easier and takes away an aspect of hand/mind coordination.
i never managed to get aom to work on any computer i owned, but i'm still probably able to whip up some badassery in aoe, if anyone is ever interested
this guy can still win convincingly at lower levels just by being able to build way more units than his opponents, while using no strategy at all
if two players are of equal skill in an rts, one guy using twice the amount of ****tier units than his opponent should yield an instant loss (ie, three heavy catapults vs 15 chariot archers - one group has a hugely damaging, large area projectile with no defense, while the other has low damaging, low area projectiles also with no defense...there are more, sure, but they still get ran the **** over)
i'm not too familiar with sc or sc2, so i'll have to watch after to see what it is you're exactly referring to
and about the learning curve: there are very general strats in a game like aoe, but you have to be able to adapt to an absurd amount of maps - i think aoe had 65k+ possible ones per style, and there were like 5 styles. so you practically never were able to adopt the exact same strategy every time. some people made "perfect" maps but they had no hills, no third "up for grabs" gold mine, no terrain to hide behind, nothing that encourages diversity. it was just a test of pure speed + army control. regular map players were always leagues above perfect map players.