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Complacency and Easy mode - Page 5

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Gnosis
Profile Joined December 2008
Scotland912 Posts
December 10 2011 19:22 GMT
#81
How come Protoss get a hotkey for warpgates ('w')? Why can't I have a hotkey for all my barracks, or for my hatcheries when I play Zerg? I never understood the reasoning behind this...
"Reason is flawless, de jure, but reasoners are not, de facto." – Peter Kreeft
Satoros
Profile Joined March 2011
38 Posts
December 10 2011 19:23 GMT
#82
On December 10 2011 23:28 Jyxz wrote:
At the bronze level I agree, but what I think is more relevant and yet forgotten is that there is no reason not to use these mechanics. ... These add slightly to your required APM however they are not true skill. True skill is when you have to decide whether or not to engage and army or go in for SCV kills with your muta.


By your own argument, BW had a ton of mechanics that used a lot of APM but were not "true skill", such as having to manually select and mine with workers that are built, and having to individually select every building instead of having them in a group. Is there any reason not to tell your workers to mine when you build them in BW?

Also, the quote you used was completely irrelevant in this discussion, it just sounds like you're trying to sensationalize it.
farvacola
Profile Blog Joined January 2011
United States18855 Posts
December 10 2011 19:25 GMT
#83
Y'all postin in a troll thread, there is no way this guy can seriously think these ideas are any good.
"when the Dead Kennedys found out they had skinhead fans, they literally wrote a song titled 'Nazi Punks Fuck Off'"
Hipsv
Profile Blog Joined May 2011
135 Posts
December 10 2011 19:25 GMT
#84
I find that the OP has a completely flawed argument and his propositions are quite outrageous. Note that he wants to stop allins, But wants to lower the research/build times of EVERY PROTOSS UNIT AND WARPGATE which would lead to -> Protoss doing a massive amount of 4 gate/3 gate immortal allins.

Its also not the macro mechanics that are making the game "easier" its the fact that you can have "unlimited" amount of units on a hotkey (i know its 255, but that only really comes into play if you are zerg that masses zerglings only), you had to individually tell each worker to mine, all your production facilities, and you can easily select individual groups of units from a single hotkey. In BW you couldn't hotkey every barracks/gateway/factory/stargate ect. You had to hotkey one and go from there which made actually microing FAR more difficult, however in SC2 its not as hard to master the macro so you are able to do alot more micro related tactics. This is why we are seeing more allin's not because of mules/chrono/inject.

This thread is just you begging for protoss buffs and thinly trying to veil it as SC2 is easy mode because of the fact of mules. When if anything it looks like protoss doesn't need a buff at all atm.
ROOTdrewbie
Profile Blog Joined April 2010
Canada1392 Posts
December 10 2011 19:26 GMT
#85

-Removal of mule, chronoboost, and inject larva from the game.
-Cost of drop supply depo from 50 energy to 75 or 100.
-Protoss gateway units all 10% faster build time, Robo bay units 15% faster build time, Stargate 15% faster build time. Warp gate research 160 --> 120.
-Hatchery generate larva 15% faster. Hatchery build time reduced by 10 seconds.

you say its too easy so you want to just remove the macro mechanic so people don't even have to worry about it? you are just causing people to have to use lets clicks for the same production, making the game slower
www.root-gaming.com
Jojo131
Profile Joined January 2011
Brazil1631 Posts
Last Edited: 2011-12-10 19:30:38
December 10 2011 19:27 GMT
#86
I think it you want SC2 to resemble BW in difficulty, imo a better suggestion would be removing the ability to box all your units into 1 control group. I like some of the differences in SC2 compared to BW such as the macro mechanics you propose to remove, I think they add to the mechanical requirements to play well. The "box all your units into one hotkey" thing is probably the only thing I wish was not here, since it was so much fun when you were forced to control multiple control groups.
aksfjh
Profile Joined November 2010
United States4853 Posts
Last Edited: 2011-12-10 19:49:54
December 10 2011 19:37 GMT
#87
Theory:
-This will drastically reduce the amount of viable all ins, and potentially make expanding much more valuable.
-It will allow bigger maps without causing huge balance issues, allowing for better games.
-This will drastically reduce every races income, making games where you have 200/200 because you need it to stay alive then you end up sacrificing your units to get out better tech, much less common.
-Instead of reducing the skill cap, which is why I believe these mechanics were implemented, I truly believe it will raise it.


1) Why is that a good thing again? I'm guessing you enjoy watching games where the first 10 minutes can be spent making yourself a snack. A better suggestion would be to just give us all 2 bases to start the game off. Why not?!
2) How in the world does it allow for bigger maps without causing balance issues? Your suggestions do nothing to address the problems larger maps already have on the game.
3) All it does is slow the game down. And high tech isn't "ignored" because games are over fast, it's because higher tech doesn't scale fast enough beyond lower.
4) These mechanics were added to help highlight more differences between the races. It also gave people something to do since babysitting workers to mine is no longer a concern. What your suggestions do is simplify macro to the game further.

Welcome to 2011, where games are good and difficult based on the depth of the game, and not by inflating difficulty with poor interface and game mechanics.
llKenZyll
Profile Blog Joined November 2011
United States853 Posts
December 10 2011 19:38 GMT
#88
This isn't EasyCraft...
http://www.reddit.com/r/starcraft/comments/nd6nd/tang_in_his_natural_habitat/
Nate.F
Profile Joined April 2011
918 Posts
December 10 2011 19:41 GMT
#89
in other words, you want bw with sc2 graphics.
Snorkle
Profile Blog Joined October 2010
United States1648 Posts
December 10 2011 19:43 GMT
#90
I thought "this is how i think the game should be" threads were not allowed?
Firesilver
Profile Joined December 2010
United Kingdom1190 Posts
Last Edited: 2011-12-10 19:47:19
December 10 2011 19:44 GMT
#91
On December 11 2011 04:37 aksfjh wrote:
Welcome to 2011, where games are good and difficult based on the depth of the game, and not by inflating difficulty with poor interface and game mechanics.


Pretty much sums it up.

On December 11 2011 04:41 Nate.F wrote:
in other words, you want bw with sc2 graphics.

Caster at IMBA.tv -- www.twitter.com/IMBAFiresilver -- www.youtube.com/FiresilverTV
SafeAsCheese
Profile Joined June 2011
United States4924 Posts
December 10 2011 19:45 GMT
#92
On December 11 2011 04:43 Snorkle wrote:
I thought "this is how i think the game should be" threads were not allowed?


The "why i think stephano is da best" is not really allowed either, but mods seem to ignore threads if the OP types out 5 pages of dribble.
S_SienZ
Profile Joined September 2011
1878 Posts
December 10 2011 19:49 GMT
#93
So.... why are larvae spawns and Protoss build times recompensated for the lack of chrono and inject but Terrans get nothing for removed mule AND nerfed supply drop?

Bias much?

And I really think the people who keep harping on how Brood War was the better game because of X problem with SC2 should just let Blizzard do their thing and see how things go. As new players like Fin come around we're already seeing quite a refreshing style of play.
aksfjh
Profile Joined November 2010
United States4853 Posts
December 10 2011 19:53 GMT
#94
On December 11 2011 04:49 S_SienZ wrote:
So.... why are larvae spawns and Protoss build times recompensated for the lack of chrono and inject but Terrans get nothing for removed mule AND nerfed supply drop?

Bias much?

And I really think the people who keep harping on how Brood War was the better game because of X problem with SC2 should just let Blizzard do their thing and see how things go. As new players like Fin come around we're already seeing quite a refreshing style of play.

Yea, this seems like a veiled "T OP" thread. From the 1 base all-in hate, the desire for larger maps and "more" macro, and the idea that an orbital is more valuable than an expansion.
Dbla08
Profile Joined March 2011
United States211 Posts
December 10 2011 19:58 GMT
#95
seems like your changes would massively favor protoss, free chrono on everything but upgrades and the nexus, all the time. take mules away from terran and make supply drop more expensive (there are so many problems with this its insane, you just need to suggest removing orbital commands at that point.) and giving zerg a %15 increase to larvae is a complete joke compared to the decreased build times of everything for protoss. queens give you +4 larvae over the ~ 40 seconds it takes for a hatch to make 3 larvae, thats over 100% increase in larvae production. you're suggesting making the game much more mineral intensive (referring to importance) with most of these changes. so zergs would have to make 3 hatches for every 1 with a queen that they would have before, thats investing 900 minerals for sheer production, when zerg has to make drones and units from the larvae they get anyways and dedicate drones to static d and tech. yes these things were okay in bw, but so many things were different, unit control is very different in how easily things group in sc2 compared to bw, and all of the macro mechanics are different for a reason, its a different game. if you want to play broodwar, go play broodwar
ShakaDEVIRGO
Profile Joined May 2011
Mexico106 Posts
December 10 2011 20:04 GMT
#96
On December 11 2011 04:22 Gnosis wrote:
How come Protoss get a hotkey for warpgates ('w')? Why can't I have a hotkey for all my barracks, or for my hatcheries when I play Zerg? I never understood the reasoning behind this...


maybe just maybe you can rebind your 0 hotkey to w its the same.... and a lot of top protoss pros dont use the w key anyway, they put them in a control group
MHT
Profile Joined August 2010
Sweden1026 Posts
December 10 2011 20:15 GMT
#97
I just don't get how you come to these mind boggling conclusions. Explain exactly how decreasing protoss build time + warpgate time is going to make the game less allin friendly? At the same time removing larvainject and mules so neither Z or T will be able to defend even against a simple 4gate. And its not just that, how does this make bigger maps more viable? And i don't see how the hell removing mechanics is going to make it harder!? If anything it will be easier now you don't have to bother with checking your larva injects and i don't even see how it makes it one bit more strategical. Starcraft is not chess, you need more than just good decision making to win.

The way i see it your not even trying to make the game any harder just easier, at the same time your trying to make protoss OP as FUCK!
ScaSully
Profile Joined April 2011
United States488 Posts
December 10 2011 20:17 GMT
#98
his solution of taking the macro mechanics out is bringing the game to be more like bw and we dont need that we need a game similar but it has to be its won game
¯\_(ツ)_/¯
Zerg-Master
Profile Joined January 2011
United States38 Posts
December 10 2011 20:21 GMT
#99
Responding to the OP mostly:

I think your entire premise is wrong, and the analogies you are trying to draw between dota -em and sc1/sc2 are also wrong.

The problem with -em was not that it was inherently imbalanced. You mentioned that heroes like Clinkz needed to be nerfed because they were too strong in -em. The problem, therefore, is that the game cannot be balanced for BOTH MODES (regular and -em), NOT that -em is imbalanced. The same situation does not exist (at all) for starcraft 2.There is no "balance" between different game modes that needs to be considered. Just because the macro mechanics are easier than starcraft 1 does not make the game imbalanced, because the game can be balanced around that.

In short, starcraft 1 is balanced around difficult macro, starcraft 2 is balanced around easy macro. There is no conflict there because they are completely separate games, unlike dota, which was balanced around regular mode but allowed you to play with -em.

The two scenarios are completely different.
Celadan
Profile Joined September 2010
Norway471 Posts
December 10 2011 20:25 GMT
#100
On December 10 2011 23:28 Jyxz wrote:
-This post belongs on a Blizzard forum.
.


excactly......
This is just what I like to call, pointless whining.
If you don't like the game, fine but you fail to see that theese things require mechanics, dota requires none.
stop making "arguments" that doesen't make any sense plz......
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