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POLL: Macro Booster Community Feedback

Forum Index > Closed
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1 2 3 4 5 9 10 11 Next All
AgamemnonSC2
Profile Joined October 2012
Canada254 Posts
Last Edited: 2015-09-18 14:37:41
September 13 2015 14:23 GMT
#1
Most everyone agrees that LOTV's success will depend on whether or not the game is FUN TO PLAY.


Poll: Which Version of Macro Boosters have you had the most Fun with?

No Macro Boosters (Chrono, Mule, Inject Removed) (1029)
 
61%

Fully Manual Macro (aka. HOTS Macro Boosters) (415)
 
24%

Semi-Auto Macro (Current Patch) (252)
 
15%

1696 total votes

Your vote: Which Version of Macro Boosters have you had the most Fun with?

(Vote): Fully Manual Macro (aka. HOTS Macro Boosters)
(Vote): No Macro Boosters (Chrono, Mule, Inject Removed)
(Vote): Semi-Auto Macro (Current Patch)




Hopefully this will help the Dev team decide what to do. Thanks for participating.

EDIT: It has been pointed out that Inject was never removed, sorry for the mistake.

Co-Founder of SC2 Mistakes
Wrath
Profile Blog Joined July 2014
3174 Posts
Last Edited: 2015-09-13 14:48:50
September 13 2015 14:25 GMT
#2
Include this on Bnet forums and Reddit.
AgamemnonSC2
Profile Joined October 2012
Canada254 Posts
September 13 2015 14:28 GMT
#3
Will do sir!
Co-Founder of SC2 Mistakes
Little-Chimp
Profile Joined February 2008
Canada948 Posts
September 13 2015 14:40 GMT
#4
Not only is no macro boosters more fun, but also helps balance the metagame away from mass cheap unit type stuff and slows the game down slightly to a favorable pace where worker deaths matter more.

Bye bye giant zergling balls winning or losing 90% of zvz, or Terran being played like zerg. And yes, Terran had an extremely difficult time at first with no mules, but this can be fixed with some balance changes. In fact, balance of the game in general would be easier with removal of such massively variable mechanics.

At this point the only "issue" is that zerg would be a little easier than the other two, which is either a non issue or an easily solvable one by just giving zerg something else to do that isnt inject.

Ovid
Profile Blog Joined October 2013
United Kingdom948 Posts
September 13 2015 14:52 GMT
#5
On September 13 2015 23:40 Little-Chimp wrote:
Not only is no macro boosters more fun, but also helps balance the metagame away from mass cheap unit type stuff and slows the game down slightly to a favorable pace where worker deaths matter more.

Bye bye giant zergling balls winning or losing 90% of zvz, or Terran being played like zerg. And yes, Terran had an extremely difficult time at first with no mules, but this can be fixed with some balance changes. In fact, balance of the game in general would be easier with removal of such massively variable mechanics.

At this point the only "issue" is that zerg would be a little easier than the other two, which is either a non issue or an easily solvable one by just giving zerg something else to do that isnt inject.



Guessing you've never played at beyond gold league if you think "zergling balls" = 90% of ZvZ
I will make Yogg Saron priest work...
usopsama
Profile Joined April 2008
6502 Posts
Last Edited: 2015-09-13 15:38:05
September 13 2015 15:22 GMT
#6
Completely remove those dirty macro boosters.
Schakal111
Profile Joined September 2013
20 Posts
September 13 2015 15:25 GMT
#7
dont know why people like the hots maco mechanics... really.. this is terrible terrible not fun. With hots maco mechanics the game has no future.
Iksf
Profile Joined March 2011
United Kingdom444 Posts
Last Edited: 2015-09-13 15:51:54
September 13 2015 15:36 GMT
#8
On September 14 2015 00:25 Schakal111 wrote:
dont know why people like the hots maco mechanics... really.. this is terrible terrible not fun. With hots maco mechanics the game has no future.


Personally I see them as something with room for improvement, not something to be removed. The current mechanics are flawed, however for example the choice between mules and scans is something I think works well. Injects and creep could also work like this if zerg wasn't so reliant on making queens for defence anyway.

There are problems these mechanics present, such as mule hammers lategame and 100 larva tech switches. However I think the mechanics could be changed to prevent these issues, ie, mule being replaced with a SCV AoE speed buff, larva capping at say 5 with injects or not....

As long as we don't have automated injects I'm happy though. Automated macro just makes me sick a bit in my mouth. It fixes zero problems.

I think there's a fair division between people who think macro mechanics a pointless APM sink and people who think they cause metagame problems. I'm only really interested in the latter, I don't see much of an argument that removing macro mechanics will make loads of fun multitask based games when we already have APM monsters who have no issue with the multitasking, who don't currently play like that. That suggests people don't split up their armies a lot..... because splitting it up is often just bad. Making macro easy won't change that.
SubPARchon
Profile Joined September 2015
1 Post
September 13 2015 15:54 GMT
#9
On September 14 2015 00:36 Iksf wrote:
Personally I see them as something with room for improvement, not something to be removed.


My argument for getting rid of them would be that I don't think they'll be willing to retool the economy while still including them. The speed of the game is what I want from removing the mechanics, I actually like the mechanics themselves.
y0su
Profile Blog Joined September 2011
Finland7871 Posts
Last Edited: 2015-09-13 16:06:09
September 13 2015 16:04 GMT
#10
I really enjoyed playing (terran) without boosters!

Personally, I really wish macro boosters were moved higher up the tech tree (especially for protoss...) and left manual.

e: I wish fast expanding was much more macro/economy friendly than rax/pool first.

ShambhalaWar
Profile Joined August 2013
United States930 Posts
September 13 2015 16:08 GMT
#11
After playing many games without the manual inject mechanic, I dread the idea of going back. I just find the game to be much more fun being able to focus on other things.

I've made masters and I am usually high diamond. In hots, when I practice macro in a custom game, running a cycle of injects, creep, spending/build structures, and unit movement... at the start of the game was manageable.

However, I find after my creep spreads across the map and I am managing 8 + tumors over a wider area I become over taxed.

I can't find the time to get my injects, spread the creep and keep up on the cycle. At the very best I can do injects, creep, spend, but then I don't even get to move units because I am already back again at the top of the inject cycle.

Keep in mind NONE of this includes, defending counter attacks, making a push, or harassment.

Without macro boosters I find the time to focus on micro (something I couldn't do before without making a macro sacrifice), following my army, creep spread is easier, overall strategy.

For what its worth I do think automation fixes some things, for example, as zerg it frees up a good chunk of my attention and actions per macro cycle.

ShambhalaWar
Profile Joined August 2013
United States930 Posts
September 13 2015 16:12 GMT
#12
On September 14 2015 01:04 y0su wrote:
I really enjoyed playing (terran) without boosters!

Personally, I really wish macro boosters were moved higher up the tech tree (especially for protoss...) and left manual.



Wow, this is a really interesting idea... Manual macro boosters up the tech tree... hmmm.

However, I think it might be too hard to balance such a thing. I think you probably need to balance for one mechanic or the other, but I'm not sure. maybe manual macro boosters with certain units? cheaper units like lings or marines? Make them aspects of individual buildings?

Frankly I'm happier with the simplicity of the current automation with diminished boosters patch.
Little-Chimp
Profile Joined February 2008
Canada948 Posts
September 13 2015 16:22 GMT
#13
On September 13 2015 23:52 Ovid wrote:
Show nested quote +
On September 13 2015 23:40 Little-Chimp wrote:
Not only is no macro boosters more fun, but also helps balance the metagame away from mass cheap unit type stuff and slows the game down slightly to a favorable pace where worker deaths matter more.

Bye bye giant zergling balls winning or losing 90% of zvz, or Terran being played like zerg. And yes, Terran had an extremely difficult time at first with no mules, but this can be fixed with some balance changes. In fact, balance of the game in general would be easier with removal of such massively variable mechanics.

At this point the only "issue" is that zerg would be a little easier than the other two, which is either a non issue or an easily solvable one by just giving zerg something else to do that isnt inject.



Guessing you've never played at beyond gold league if you think "zergling balls" = 90% of ZvZ


calm down junior, it was obviously an exaggeration to make a point. Like it or not, the mass amounts of early game larva contribute to a lot of cheese/information based wins early game ZvZ.

maybe next time respond to more of the general message of what I'm saying instead of letting one sentence crawl up your ass.
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
September 13 2015 16:36 GMT
#14
On September 14 2015 01:22 Little-Chimp wrote:
Show nested quote +
On September 13 2015 23:52 Ovid wrote:
On September 13 2015 23:40 Little-Chimp wrote:
Not only is no macro boosters more fun, but also helps balance the metagame away from mass cheap unit type stuff and slows the game down slightly to a favorable pace where worker deaths matter more.

Bye bye giant zergling balls winning or losing 90% of zvz, or Terran being played like zerg. And yes, Terran had an extremely difficult time at first with no mules, but this can be fixed with some balance changes. In fact, balance of the game in general would be easier with removal of such massively variable mechanics.

At this point the only "issue" is that zerg would be a little easier than the other two, which is either a non issue or an easily solvable one by just giving zerg something else to do that isnt inject.



Guessing you've never played at beyond gold league if you think "zergling balls" = 90% of ZvZ


calm down junior, it was obviously an exaggeration to make a point. Like it or not, the mass amounts of early game larva contribute to a lot of cheese/information based wins early game ZvZ.

maybe next time respond to more of the general message of what I'm saying instead of letting one sentence crawl up your ass.

He has a history of being a d*ck.

Agreed, as a T, that Terran sucked when they removed the macro boosters - but they could have addressed that in the next patch. Just remove the macro boosters and balance please.
Thyriaen
Profile Joined December 2011
Switzerland41 Posts
September 13 2015 16:39 GMT
#15
No automation, either leave it out or put it in. But dont do something stupid as to let the game play itself
Deleted User 291523
Profile Joined December 2012
112 Posts
September 13 2015 17:02 GMT
#16
--- Nuked ---
Wrath
Profile Blog Joined July 2014
3174 Posts
September 13 2015 17:06 GMT
#17
On September 14 2015 02:02 woopr wrote:
anyone who votes semi-auto macro should be banned


Or votes for full manual!

Anyway screw freedom of speech, lets just remove MM :D
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
September 13 2015 17:14 GMT
#18
No boosters was best. Current system is worse than none or all
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
September 13 2015 17:16 GMT
#19
I wish there was an option for "toned down, manual macro boosters." Ie. Mules instead of mining 30 or 45 minerals per trip, only mine 15. Injects are manual, and give 2 larvae. Chrono boost % is halved from HOTS.

This way, they are less punishing if you aren't as good, but are still there to differentiate yourself.
ffadicted
Profile Joined January 2011
United States3545 Posts
September 13 2015 17:22 GMT
#20
Finally a fair poll lol
SooYoung-Noona!
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