HOTS main buildings now displaying # of workers - Page 4
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Druzal
United States25 Posts
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Diavlo
Belgium2915 Posts
On June 09 2012 06:20 pzea469 wrote: As if it takes that much skill to count them. If anything it just removes that annoyance. In that case let's remove the game timer and also the life bars, since skilled players should be able to have the game time in their heads and also have the units selected to see how much damage their taking instead of it being displayed easily to them. The truth is that this is something convenient and it makes sense to have this info displayed. And you will never lose or win a game purely because of this. Pro gamers complained that the clock made the game too easy when it came up. They will complain about this as well. It would also "make sense and be convenient" that the game warns you when your queen has enough energy for an inject or when your command center is ready to drop a mule but it would still make the game worse. If it's an observer thing, fine, that makes it easier to notice mistakes when you are skimming through your replays. If it's a gamer thing, it's bad. On June 09 2012 06:38 Druzal wrote: There is no pro that will suddenly be better than his peers because of this. There is no person that is not a pro that will suddenly be a pro because of this. This simply eases the curve at lower leagues. Why do people complain when the overall skill cap is not lowered? Because the overall skill cap is lowered (even by a little). We still see pros over-saturate bases, have idle workers, forget overlord,etc. And they get rightfully behind the players who don't make those mistakes. | ||
Zaros
United Kingdom3692 Posts
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[17]Purple
United Kingdom3489 Posts
On June 09 2012 06:37 Dundron2000 wrote: jesus christ.. they need to make this game more difficult not easier......!!!! Its a fucking strategy game not the who can press the thingy fastest game (though there is an aspect of that in the game as well). Making the game mechanically easier while not affecting the Stategy or Tactics involved in it is always a plus. If you wanted the game to be harder, make it so that you can click only one you unit at a time all the time, that will make the game hard. | ||
BraneSC2
United States123 Posts
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Kevinshi3
United States148 Posts
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robih
Austria1086 Posts
"mimimimi sc2 such a noob game. make it more casual blabla" ridicolous as everytime when blizzard introduces an improvement for the interface | ||
[17]Purple
United Kingdom3489 Posts
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Josh_rakoons
United Kingdom1158 Posts
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MajorityofOne
Canada2506 Posts
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Mikelius
Germany517 Posts
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LittLeD
Sweden7973 Posts
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Chill
Calgary25977 Posts
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dae
Canada1600 Posts
I really don't understand what the fuss is about. | ||
StarBrift
Sweden1761 Posts
On June 09 2012 06:16 VPCursed wrote: ok so i guess a semi pro has to come in and set this to rest. I was GM many seasons and I can assure you that this change has absolutely 0 fucking effect on anything.. People at my level and pros especially can easily glimpse at the mineral line... not even dragging our mineral line to see how many workers we have. I mean, you guys are really completely missing the idea of a strategy game when you get in an uproar about this shit. Youj are so wrong its not even funny. I watched Nesteas stream for 3 hours today. In every game he missmanaged his economy slightly. As do almost all pros that play now. The notion that all pro gamers have perfect macro and economy management is ludicrous. They are not even close at this point. Someone like Bomber, Marineking or DRG are close but if you watched ttheir streams you would know that even they make these mistakes in every game. I have honestly never watched a streamer make every single worker transfer perfectly. There are probably some people that focus more on it than others but when the top koreans even mess it up then no argument can be made that this is allready being done perfectly. To add this would basically make every progamer have perfect econ management when some are not supposed to. Evem master players like myself will have better econ management than pro gamers have now if this change enters the game. Really really bad idea. | ||
Kaw
United States73 Posts
On June 09 2012 06:42 Josh_rakoons wrote: Anything that decreases the skill requirement to play the game, at a high level, is ALWAYS a bad thing, i'm hoping its just a replay feature, in that case, it's definitely a very nice feature. I agree, control groups are bad and hotkeys are bad and the ability to plug a monitor into your computer is bad too. | ||
Torte de Lini
Germany38463 Posts
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FeyFey
Germany10114 Posts
I like it for noobs, i personally would feel ashamed of myself if i had to select my CC for that info. For my personal taste base macro could be a bit easier in sc2, because i could micro the hell out of my army some more. But thats preference and at the end you can't make everyone happy, but right now sc2 is keeping a good balance there i think. And this change will not affect it, just make it a lil easier for our casual gamers. So obviously most in here will be against it, because it helps others while ignoring them ! | ||
AcesAnoka
Belgium262 Posts
On June 09 2012 06:39 Diavlo wrote: Pro gamers complained that the clock made the game too easy when it came up. They will complain about this as well. It would also "make sense and be convenient" that the game warns you when your queen has enough energy for an inject or when your command center is ready to drop a mule but it would still make the game worse. If it's an observer thing, fine, that makes it easier to notice mistakes when you are skimming through your replays. If it's a gamer thing, it's bad. you cannot compare this to an alert of mule, inject,supplyblock,... It's just doesn't have the same impact. Also I have yet to see any pro making way too much workers and not immediately noticing it. It doesn't affect the game on pro level AT ALL. The only place I can see making a difference is leagues below dia. It's really not that bad... | ||
Ero-Sennin
United States756 Posts
After the fight, let's say he's too busy, or he perceives himself too busy to check, and it turns out he has 13 mining instead, or 12, or maybe 26 are left, who knows... regardless, this situation doesn't play itself out if this decision stays in the game. | ||
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