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HOTS main buildings now displaying # of workers - Page 8

Forum Index > Closed
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Prev 1 6 7 8 9 10 18 Next All
Apus
Profile Joined November 2010
New Zealand74 Posts
Last Edited: 2012-06-08 22:18:41
June 08 2012 22:18 GMT
#141
I'd like to see it as an observer thing, but not for the actual players.

It seems interesting from a caster and spectators POV to have instant access to that sort of info. From the players POV, I'd be fighting tooth and nail to make sure one of those little things that separates a good player from a great player stays in the game.

A change like this is probably the opposite of what Blizzard wants to do, imo. I don't think this will help the low level players at all, as they are making far bigger mistakes than saturating properly. For pros this is a much bigger change as proper saturation is actually huge for the high level.
LRObot
Profile Joined April 2011
United States153 Posts
June 08 2012 22:18 GMT
#142
Do you have to click on the building itself, or is it displayed as an overlay? Either way, I'm impartial, stuff like this isn't anything compared to unlimited select, auto-mine, smart cast, the larvae mechanic, etc.
Never say die
StarBrift
Profile Joined January 2008
Sweden1761 Posts
June 08 2012 22:18 GMT
#143
On June 09 2012 07:14 MentalGNT wrote:
I think it will end up like when blizzard introduced alerts for larvae spawns and mule deaths. Everyone was saying that blizzard was dumbing down the game and that it would make the game way too easy. In the end it ended up not making a difference to anyone above silver.

I have a feeling that this will go the same way.


Alerts are different. They come ones and you're usually too busy to notice them. A counter that you can look at when ever you have time is way more effective than anything like that.
Shodaa
Profile Joined March 2010
Canada404 Posts
Last Edited: 2012-06-08 22:19:05
June 08 2012 22:18 GMT
#144
I guess it could be useful for lower league and new players. Won't change much at higher level I think.

Anyone knows if this counter change if the number of mineral patch is or the number of vespene geyser is different ? Or is just a static number ? (like on gold base with less mineral patch or base with an high yield gas)
http://us.battle.net/sc2/en/profile/401120/1/Shodaa/
Gsk
Profile Joined February 2012
8 Posts
June 08 2012 22:19 GMT
#145
Great change!
Makes it ALOT easier for completely fresh players, no difference for decent players.
BlackGosu
Profile Blog Joined March 2011
Canada1046 Posts
June 08 2012 22:20 GMT
#146
by the time sc3 comes out, the ai will micro your army for you
Jar Jar Binks
supdubdup
Profile Blog Joined December 2010
United States916 Posts
June 08 2012 22:20 GMT
#147
I think this is good. If it makes "weaker" players better, that is good. If it makes "stronger" players better, that is good. :/
Turn it Up
Kingy604
Profile Joined December 2011
United Kingdom54 Posts
June 08 2012 22:21 GMT
#148
will only actually remove one or two actions from the game, boxing all your workers (one box over minerals and vespene geysers) then glance down, not really a need to change it, but it isnt a bad change.
"Its all fun and games, until someone looses an eye... Then it is fun and games you can't see anymore."
Norzma
Profile Joined November 2011
Sweden160 Posts
June 08 2012 22:21 GMT
#149
I dont understand the difference between boxing your workers and QUICKLY glance at how many you have, and clicking your base to see worker count, its literally no apm difference at all.
Its not even like the workers transfer themselves if you have to many so you will still see if you are oversaturated without even clicking the base.
Fischbacher
Profile Joined November 2011
Canada666 Posts
June 08 2012 22:25 GMT
#150
How is this a bad change? The only league it really affects is bronze league. Let the casuals have their fun, guys
StarBrift
Profile Joined January 2008
Sweden1761 Posts
June 08 2012 22:25 GMT
#151
On June 09 2012 07:21 Norzma wrote:
I dont understand the difference between boxing your workers and QUICKLY glance at how many you have, and clicking your base to see worker count, its literally no apm difference at all.
Its not even like the workers transfer themselves if you have to many so you will still see if you are oversaturated without even clicking the base.


Glancing at your worker line for less than a second is not a reliable way to get exact worker counts. Most people that dont box worker have 3-5 too many per base in the early game. That's a considerable loss in income.
Carras
Profile Joined August 2010
Argentina860 Posts
Last Edited: 2012-06-08 22:26:27
June 08 2012 22:25 GMT
#152
in age of empires you had a tab that showed how many workers you had in each resource, i like the idea, but not how they implemented it in SC2, showing it in each separate hatch and showing X/24 seems too noob friendly to me
zmansman17
Profile Joined March 2011
United States2567 Posts
June 08 2012 22:26 GMT
#153
On June 09 2012 06:18 Daralii wrote:
I'd suggest everyone calm the fuck down when we don't even know if it's only for spectators.


Best post so far since we don't have enough information to cast judgment.
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
Fabozi
Profile Joined March 2011
Slovakia336 Posts
June 08 2012 22:26 GMT
#154
some people are again making a big deal out of nothing. It's not like the inject got auto-cast :D
uSnAmplified
Profile Joined October 2010
United States1029 Posts
June 08 2012 22:26 GMT
#155
I know everyones complaining about making it to easy, but honestly i think most master level players, and most definitely all pros can count workers pretty easily. SC2 is still kicking with auto mine and MBS so i doubt this will be that big of a deal at a pro level.
~
StarBrift
Profile Joined January 2008
Sweden1761 Posts
Last Edited: 2012-06-08 22:27:42
June 08 2012 22:27 GMT
#156
On June 09 2012 07:25 Fischbacher wrote:
How is this a bad change? The only league it really affects is bronze league. Let the casuals have their fun, guys


Why would this affect low level players? Low level players dont even know how many workers they should have at each base. Even if they did know they dont have the mechanics to optimize their income anyway. This ONLY applies at higher levels wheree people are close to doing it perfectly. They will all now do it perfectly (assuming they know / care about doing it).
-stOpSKY-
Profile Joined September 2010
Canada498 Posts
June 08 2012 22:28 GMT
#157
I personally don't think this is a huge deal. Any good player can just look at their mineral line and tell if its saturated or not. I still don't think they should implement this just because I think the game is already dumbed down enough compared to BW. This game doesn't need to be any easier.
mrafaeldie12
Profile Joined July 2011
Brazil537 Posts
June 08 2012 22:29 GMT
#158
How about we have a production tab aswell/ unit count?
"..it all comes thumbling down thumbling down thumblin down"
radscorpion9
Profile Blog Joined March 2011
Canada2252 Posts
June 08 2012 22:29 GMT
#159
Agree with the consensus so far...and even if it did affect Masters players, I would rather the pro-gamers focus their multitasking on things that are actually entertaining for the viewer or that are more meaningful in creating those enjoyable situations - like building factories and units/upgrades, or microing by attacking on multiple fronts, not on trying to ensure that their worker counts are appropriate. The tedious tasks need to be mitigated as much as possible
ejozl
Profile Joined October 2010
Denmark3558 Posts
June 08 2012 22:29 GMT
#160
I was always wondering, why you couldn't see your total worker count ingame.
Think this is really nice, it's basically the same as geyser worker count on assimilator.
People who hate this change are probably people who also hated the ingame timer change.

HOWEVER, it really looked stupid how it was displayed, can't see why it's not just showed exactly like how your geyser shows how many are in gas...
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
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