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SC Remastered Hotkeys. - Page 3

Forum Index > BW General
235 CommentsPost a Reply
Prev 1 2 3 4 5 10 11 12 Next All
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
May 19 2017 21:34 GMT
#41
So is there any reason to not just remap Patrol to A and make that the default attack-move behavior? People attack-move so much as it is with high APM that I don't think you'd actually be missing anything.
Moderator
ortseam
Profile Joined April 2015
996 Posts
May 19 2017 21:43 GMT
#42
I think I'm misunderstanding something, but patrol would get your units back after they reach the attack move location...
highsis
Profile Joined August 2011
259 Posts
Last Edited: 2017-05-19 21:48:47
May 19 2017 21:46 GMT
#43
They should allow remapping all hotkeys, allow unit groups more than 12(but disallow more than 11 air units from stacking), allow multiple building control groups.

It is supposed to be a 'stregegy' game not a APM competition. Let strategy, decision making, and micro decide the victor instead of how fast your hands can do the same repetitive work.

I was GM in WOL and I do have fast hands but I just despise how strategy games have been without strategy. Both in SC1 and SC2 faster player is always favoured over smart player.

I think UI improvement is always a good thing. ALWAYS.
Trozz
Profile Blog Joined November 2008
Canada3456 Posts
May 19 2017 21:46 GMT
#44
Time to rebind tilde!
I like it for hotkey 8.
`a1a2a
A build is not a guess, an estimation or a hunch, a feeling, or a foolish intuition. A build is a dependable, unwavering, unarguably accurate, portrayer of your ambition.
lestye
Profile Blog Joined August 2010
United States4186 Posts
May 19 2017 21:52 GMT
#45
On May 20 2017 06:46 highsis wrote:
They should allow remapping all hotkeys, allow unit groups more than 12(but disallow more than 11 air units from stacking), allow multiple building control groups.

It is supposed to be a 'stregegy' game not a APM competition. Let strategy, decision making, and micro decide the victor instead of how fast your hands can do the same repetitive work.

I was GM in WOL and I do have fast hands but I just despise how strategy games have been without strategy. Both in SC1 and SC2 faster player is always favoured over smart player.

I think UI improvement is always a good thing. ALWAYS.

Mechanical skill is part of the strategy, as is multitasking and maintaining production.
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
ortseam
Profile Joined April 2015
996 Posts
May 19 2017 21:58 GMT
#46
On May 20 2017 06:46 highsis wrote:
They should allow remapping all hotkeys, allow unit groups more than 12(but disallow more than 11 air units from stacking), allow multiple building control groups.

All these stuff mess with the fundamentals of the game. Even in the (<1%) chance that balance falls in the same place, the gameplay would be vastly different. That's not what BW:R is about (according to Blizzard, not me)
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
May 19 2017 21:59 GMT
#47
On May 20 2017 06:46 highsis wrote:
They should allow remapping all hotkeys, allow unit groups more than 12(but disallow more than 11 air units from stacking), allow multiple building control groups.

It is supposed to be a 'stregegy' game not a APM competition. Let strategy, decision making, and micro decide the victor instead of how fast your hands can do the same repetitive work.

I was GM in WOL and I do have fast hands but I just despise how strategy games have been without strategy. Both in SC1 and SC2 faster player is always favoured over smart player.

I think UI improvement is always a good thing. ALWAYS.

Maybe you don't like rts games then? As soon as there is a real time component to the game you will be able to get an advantage by being faster. The gap can be decreased ofc, but then the game will be rather boring to play because there isn't much to do in this real time. Why not just play round based strategy at that point?
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
CobaltBlu
Profile Blog Joined August 2009
United States919 Posts
May 19 2017 22:02 GMT
#48
On May 20 2017 06:46 highsis wrote:
They should allow remapping all hotkeys, allow unit groups more than 12(but disallow more than 11 air units from stacking), allow multiple building control groups.

I think UI improvement is always a good thing. ALWAYS.


Changing the unit limit of hotkeys and allowing MBS are game design decisions that create vastly different types of gameplay not UI improvements. Those are things that are not coming to Brood War so you can safely forget about them.
lestye
Profile Blog Joined August 2010
United States4186 Posts
May 19 2017 22:03 GMT
#49
On May 20 2017 06:59 The_Red_Viper wrote:
Show nested quote +
On May 20 2017 06:46 highsis wrote:
They should allow remapping all hotkeys, allow unit groups more than 12(but disallow more than 11 air units from stacking), allow multiple building control groups.

It is supposed to be a 'stregegy' game not a APM competition. Let strategy, decision making, and micro decide the victor instead of how fast your hands can do the same repetitive work.

I was GM in WOL and I do have fast hands but I just despise how strategy games have been without strategy. Both in SC1 and SC2 faster player is always favoured over smart player.

I think UI improvement is always a good thing. ALWAYS.

Maybe you don't like rts games then? As soon as there is a real time component to the game you will be able to get an advantage by being faster. The gap can be decreased ofc, but then the game will be rather boring to play because there isn't much to do in this real time. Why not just play round based strategy at that point?

That argument really tilts me. I see it a lot on /r/games and none of these RTS games that do exactly what they think people want have any sort of competitiveness or community.
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
JungleTerrain
Profile Joined January 2012
Chile799 Posts
May 19 2017 22:03 GMT
#50
On May 20 2017 06:46 highsis wrote:
They should allow remapping all hotkeys, allow unit groups more than 12(but disallow more than 11 air units from stacking), allow multiple building control groups.

It is supposed to be a 'stregegy' game not a APM competition. Let strategy, decision making, and micro decide the victor instead of how fast your hands can do the same repetitive work.

I was GM in WOL and I do have fast hands but I just despise how strategy games have been without strategy. Both in SC1 and SC2 faster player is always favoured over smart player.

I think UI improvement is always a good thing. ALWAYS.


No they should not make those changes. It sounds like BW is not for you. And you just don't realize it but there is a TON of strategy in BW.
www.broodwarmaps.net
BonitiilloO
Profile Joined June 2013
Dominican Republic627 Posts
May 19 2017 22:04 GMT
#51
great thanks blizzard
How may help u?
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
May 19 2017 22:06 GMT
#52
On May 20 2017 07:03 lestye wrote:
Show nested quote +
On May 20 2017 06:59 The_Red_Viper wrote:
On May 20 2017 06:46 highsis wrote:
They should allow remapping all hotkeys, allow unit groups more than 12(but disallow more than 11 air units from stacking), allow multiple building control groups.

It is supposed to be a 'stregegy' game not a APM competition. Let strategy, decision making, and micro decide the victor instead of how fast your hands can do the same repetitive work.

I was GM in WOL and I do have fast hands but I just despise how strategy games have been without strategy. Both in SC1 and SC2 faster player is always favoured over smart player.

I think UI improvement is always a good thing. ALWAYS.

Maybe you don't like rts games then? As soon as there is a real time component to the game you will be able to get an advantage by being faster. The gap can be decreased ofc, but then the game will be rather boring to play because there isn't much to do in this real time. Why not just play round based strategy at that point?

That argument really tilts me. I see it a lot on /r/games and none of these RTS games that do exactly what they think people want have any sort of competitiveness or community.

Yeah you basically have to make sure there isn't much micro and tasks in general. It's really just bland at that point imo. Especially because these games still are way worse strategy wise than any round based strategy game.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
KrOjah
Profile Joined March 2017
United Kingdom68 Posts
May 19 2017 22:07 GMT
#53
On May 20 2017 06:59 The_Red_Viper wrote:
Show nested quote +
On May 20 2017 06:46 highsis wrote:
They should allow remapping all hotkeys, allow unit groups more than 12(but disallow more than 11 air units from stacking), allow multiple building control groups.

It is supposed to be a 'stregegy' game not a APM competition. Let strategy, decision making, and micro decide the victor instead of how fast your hands can do the same repetitive work.

I was GM in WOL and I do have fast hands but I just despise how strategy games have been without strategy. Both in SC1 and SC2 faster player is always favoured over smart player.

I think UI improvement is always a good thing. ALWAYS.

Maybe you don't like rts games then? As soon as there is a real time component to the game you will be able to get an advantage by being faster. The gap can be decreased ofc, but then the game will be rather boring to play because there isn't much to do in this real time. Why not just play round based strategy at that point?


I most admit I prefer macro based button mashing RTS games, but not every RTS is like bw, Sc2 or AoE2. Your reasoning could also be applied to just about any other real time game (the vast majority of competitive games are real time)
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
May 19 2017 22:09 GMT
#54
On May 20 2017 06:43 ortseam wrote:
I think I'm misunderstanding something, but patrol would get your units back after they reach the attack move location...


They would, but what most players do is issue a bunch of short-distance move commands followed by attack-move when they get within a certain range. And that's usually followed by repositioning using more move commands followed by attack-move. Even if you were inattentive, patrol-moving instead would only move your units a short distance away, and even then only when all threats are gone.
Moderator
leublix
Profile Joined May 2017
493 Posts
May 19 2017 22:12 GMT
#55
Not being able to change Camera and control group hotkeys is not that big of a deal, you can just create a custom key layout to rebind the numbers or F keys to a place that is suitable.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
May 19 2017 22:16 GMT
#56
On May 20 2017 07:07 KrOjah wrote:
Show nested quote +
On May 20 2017 06:59 The_Red_Viper wrote:
On May 20 2017 06:46 highsis wrote:
They should allow remapping all hotkeys, allow unit groups more than 12(but disallow more than 11 air units from stacking), allow multiple building control groups.

It is supposed to be a 'stregegy' game not a APM competition. Let strategy, decision making, and micro decide the victor instead of how fast your hands can do the same repetitive work.

I was GM in WOL and I do have fast hands but I just despise how strategy games have been without strategy. Both in SC1 and SC2 faster player is always favoured over smart player.

I think UI improvement is always a good thing. ALWAYS.

Maybe you don't like rts games then? As soon as there is a real time component to the game you will be able to get an advantage by being faster. The gap can be decreased ofc, but then the game will be rather boring to play because there isn't much to do in this real time. Why not just play round based strategy at that point?


I most admit I prefer macro based button mashing RTS games, but not every RTS is like bw, Sc2 or AoE2. Your reasoning could also be applied to just about any other real time game (the vast majority of competitive games are real time)

Well yes it can be applied to any real time game. You totally can make sure that the lvl of advantage you get from that is lower, but as i said i think that directly makes the game more bland as an effect.
Also this logic of "hey i wanna outsmart my opponent and thus starcraft is bad for that" is not true to begin with. Matchmaking makes sure that you play against people on a similar skill lvl. Most of the skill lvl is due to mechanics. At that point you actually kinda need to outsmart your opponent again because nobody has an actual advantage in mechanics anymore.

If you want "deeper" strategy then i would argue most other rts games aren't really that great either. Round based strategy is where you need to go when you actually want to plan things without execution.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
NerO
Profile Joined February 2003
United States2071 Posts
May 19 2017 22:16 GMT
#57
On May 20 2017 07:12 leublix wrote:
Not being able to change Camera and control group hotkeys is not that big of a deal, you can just create a custom key layout to rebind the numbers or F keys to a place that is suitable.

spoken like someone who would use steroids to make it in the league.
MadJack
Profile Blog Joined March 2010
Peru357 Posts
May 19 2017 22:24 GMT
#58
Im tired of seeing the amount of unfundamented and outright wrong "Remapable hotkeys affects gameplay and gives an UNFAIR ADVANTAGE to the other player". That statement is so WRONG, and its as ridicolous as trying to refute evolution per say.

You ARE NOT a more skilled player because you can hit a key at the other side of the keyboard with more accuracy than another player. Thats like saying im a better football player than you because i bought the same brand and model of Messi's shoes and you just have standard unknown's brand football shoes. Or a closer example, having the more expensive keyboard/mouse doesnt make you a better starcraft player.
이제동 화이팅! / http://www.youtube.com/watch?v=26jjD3ro-Xk /
Jealous
Profile Blog Joined December 2011
10260 Posts
May 19 2017 22:24 GMT
#59
On May 20 2017 04:10 BigFan wrote:
Show nested quote +
On May 20 2017 04:09 Lazare1969 wrote:
When you join a game they need to add an togglable option so people can see who is using custom hotkeys or not in the game lobby.

how about no?

Strong argument here.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
jalstar
Profile Blog Joined September 2009
United States8198 Posts
May 19 2017 22:30 GMT
#60
It sounds like the remappable hotkeys are only the ones that varied by which language your version of BW was in. Since those weren't uniform among the player base anyway it's fine to let people remap them.
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