HOTS main buildings now displaying # of workers - Page 6
Forum Index > Closed |
StarBrift
Sweden1761 Posts
| ||
Kaw
United States73 Posts
On June 09 2012 06:53 Ero-Sennin wrote: What you just said makes absolutely zero sense because they are two completely unrelated things. Supply cap is different than miners mining minerals. You click on the nexus and it says "You have 14 probes on minerals" Oh, so I'll just add two more. That's it. Its exactly the same thing. You look at your food count oh I'm 5 away from being capped I'll add two pylons. Its not like this transfers workers for the player. The player still needs to be aware of how his base is mining. | ||
pStar
996 Posts
Its something to help newer players manage economy player. Pros already know how to do this by selecting anyway, its ingrained in their mechanics. No obvious advantage at all, just a little helping hand for newer players ![]() | ||
BRaegO
United States243 Posts
On June 09 2012 06:54 Windwaker wrote: GoOdy will be happy AHAHAHAHAHA too funny :D | ||
Mesha
Bosnia-Herzegovina439 Posts
| ||
pallad
Poland1958 Posts
On June 09 2012 06:20 Destro wrote: this has no effect on anyone masters and up tbh This . Every good players are just select all workes , and count it in 2-3 sec ? , or even one sec so... Why this is bad ? , its gonna help weak players , for good players nothing is changed. On June 09 2012 06:56 StarBrift wrote: Jesus christ can people stop saying this wont affect higher levels? Pro gamers a NO WHERE CLOSE to actually managing their economy perfectly. You are so silly.... every pro , or even master player can duble click on workers to count them. | ||
roym899
Germany426 Posts
| ||
aristarchus
United States652 Posts
On June 09 2012 06:56 StarBrift wrote: Jesus christ can people stop saying this wont affect higher levels? Pro gamers a NO WHERE CLOSE to actually managing their economy perfectly. And they still won't be. The point isn't that they have perfect economic management. It's that the limiting factor isn't ever an inability to figure out how many workers are at a particular base. | ||
TheTenthDoc
United States9561 Posts
| ||
dotEXE
Netherlands41 Posts
From a casual perspective this feature is great. It makes it easier for new players to hop in and have a little bit of direction in what they're doing. Lowering skillcap this way essentially opens the game up for a larger crowd. It can be seen as a small effort in trying to minimize the bleed of active players every season. The games you suck at the most are the least fun to play normally. From a more competitive perspective this might be a useless feature, possibly even bad. I think this feature will effectively lower the skillcap for what is considered the upper echelons of the starcraft scene. It gives players with less skill an advantage over more skilled players who have absolutely no need for this feature. My fear is that there will be a wave of players riding on features like this to create a storm in the pro scene. Current pro-gamers will suddenly face players who are obviously less skilled, but have their play elevated by built in features. This goes against my view of gamebalance, where each player gets the same benefit from all ingame features. On a totally unrelated and completely unfounded rant: If these kind of features do get through, when do you think we will see AI assisted micro? A for attack move, M for regular move, F for follow, P for patrol and S for split move? | ||
blooblooblahblah
Australia4163 Posts
| ||
Kaw
United States73 Posts
On June 09 2012 07:00 dotEXE wrote: On a totally unrelated and completely unfounded rant: If these kind of features do get through, when do you think we will see AI assisted micro? A for attack move, M for regular move, F for follow, P for patrol and S for split move? This isn't something that plays the game for you. All it does is give the player more information. | ||
StarBrift
Sweden1761 Posts
On June 09 2012 06:59 aristarchus wrote: And they still won't be. The point isn't that they have perfect economic management. It's that the limiting factor isn't ever an inability to figure out how many workers are at a particular base. Sure they will. In serious games there will be no excuse to not have the perfect ammount of workers at your bases in teh early game. There will be something like 10k players in the world that can manage early to midgame economy as good as the top pros. Do you seriously think that's good for competition? | ||
Nokshalees
United States120 Posts
On June 09 2012 06:59 pallad wrote: This . Every good players are just select all workes , and count it in 2-3 sec ? , or even one sec so... Why this is bad ? , its gonna help weak players , for good players nothing is changed. You say that like it's a good thing | ||
hzflank
United Kingdom2991 Posts
| ||
SecondSandwich
United States319 Posts
I think it is silly to complain about this making the game easier. This is just a different way to represent the same information. The player still needs to make all the same decisions and judgments on how to manage economy, etc. | ||
![]()
Olli
Austria24417 Posts
I actually think it's good for quickly evaluating how many workers were lost in an attack. It might help with making decisions fast, such as for example the decision to all in if you lost too much. I'm fine with it overall. It's not like it's gonna make a difference helping a bad player win against somebody who's better. | ||
pallad
Poland1958 Posts
Sure its a good thing , maby more casual players will now stick with sc2 and got more interesting with the game. Every game change that helps casual players on ladder in good for Sc2 , its dont affect players in diamond + , even when i play i count drones with double click and im top 5 diamond player. More players play the better for Sc2 grown , and the community. | ||
Leetley
1796 Posts
Edit: Actually if you all your bases hotkey'd invidually, then it makes macro way easier. In this case I don't like the change. | ||
aristarchus
United States652 Posts
On June 09 2012 07:02 StarBrift wrote: Sure they will. In serious games there will be no excuse to not have the perfect ammount of workers at your bases in teh early game. There will be something like 10k players in the world that can manage early to midgame economy as good as the top pros. Do you seriously think that's good for competition? What do you think is causing all those people to have poor economy management now? Do you think they look at a base and can't figure out if it's saturated or not? Do you think the APM needed to box the workers is so high they can't do it, but the APM needed to click on the nexus will be really easy? I think it's actually about the mental ability to keep track of lots of things at the same time and not forget it, and that's not changing at all. | ||
| ||