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[A] Starbow - Page 533

Forum Index > SC2 Maps & Custom Games
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Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
March 10 2014 18:42 GMT
#10641
No they wouldn't because it is unintuitive and stupid design. And yeah, if you think there is nothing impressive about Jangbi's storms then the discussion has to be done and I can only hope others don't feel the same way as you.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
And G
Profile Joined May 2012
Germany491 Posts
March 10 2014 18:48 GMT
#10642
Well I guess those who didn't yet get the difference between mindless mechanical challenges and those that require more than just dumb clicking won't get it anytime soon, either.
not a community mapmaker
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
March 10 2014 18:54 GMT
#10643
I know what you mean but i don't agree that it matters as long as "those mindless mechanical challenges" create special moments.
As i said before, splitting marines is just as mindless, do you really think innovation sits there and asks himself: "hm should i split these two marines left or right?"
It is all about experience, if you have to think about something more than a second you probably are doing it wrong (in 98% of all cases)
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
And G
Profile Joined May 2012
Germany491 Posts
March 10 2014 19:03 GMT
#10644
Split-second judgment is still different from mindless. If you subconsciously calculate the best way for your marines to split, that isn't mindless. It's in fact a skill that is quite impressive, since it requires a lot of experience, as you rightly pointed out. Selecting workers each time they're built, however, is mindless in every sense of the word.
not a community mapmaker
zawk9
Profile Joined March 2011
United States427 Posts
Last Edited: 2014-03-10 19:23:53
March 10 2014 19:13 GMT
#10645
On March 11 2014 04:03 And G wrote:
Split-second judgment is still different from mindless. If you subconsciously calculate the best way for your marines to split, that isn't mindless. It's in fact a skill that is quite impressive, since it requires a lot of experience, as you rightly pointed out. Selecting workers each time they're built, however, is mindless in every sense of the word.


Automining and smartcast aren't the same thing at all. Really you keep bringing up sending workers to mine when its completely besides the current conversation.
there's a bug in the new patch where the other player keeps killing all my dudes.. please nerf this
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
March 10 2014 19:14 GMT
#10646
I don't think anybody argues about workers?(even though you totally miss the point there aswell)

So what? If i want to storm i need to place them in the best way possible too.
The difference is that with smartcast anybody can do it, and not only can he place the storms well (as long as he can move a mouse and click), he can do it really fast.
The decision has nothing to do with the execution here.
We could have a "split button" for marines aswell. Would it then be impressive if somebody selects half his marines, clicks to the right and "split", the other half to the left and "split". You also would need to "decide" what the best direction is, but would people think it is amazing?

Just to come back to it with a last sentence: if you have to send your workers to mine, you have to "decide" when to do it.
When is time to do the macro work, will you do it during a crucial engagement? Or do you think it is fine and you are able to macro now? it isn't mindless per se, you guys just don't like it, that is all.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
And G
Profile Joined May 2012
Germany491 Posts
March 10 2014 21:56 GMT
#10647
Please don't confuse "smartcasting + storms that are designed without smartcasting" with "smartcasting + storms that are designed for smartcasting". Of course it's not good if every noob can mass templars and blanket everything with storms. But removing smartcasting is not the only solution to that. I don't think we disagree on that; it's just that I think that a solution that includes smartcasting is better than one that doesn't.

Also, marine splitting isn't trivial. Sending workers to mine is trivial (and people were lamenting automining in Starbow). Deciding when to do trivial tasks because you don't have the mechanical ability to do all trivial tasks at once is not an interesting decision.

The question regarding automated marine splitting is interesting. There is a fundamental problem here, which is that marines aren't just "split", they're also moved in a certain direction (away from the banelings). I know this can be automated very well. The question is, what kind of effects would this have? First of all, once everyone can do gosu marine splits (and banelings have been buffed accordingly) the main deciding factor would then be the terrain. This might make for more interesting games, but quite frankly I believe that StarCraft is currently lacking the depth (in terms of maneuvering and positioning) to make this entertaining to watch.

I would not object to a more basic form of this though, where you have a button for your marines (or any unit) to assume some sort of "formation" where they just spread out a bit in place, so it would be a decision between concentrated firepower and vulnerability against splash damage. The main problem with this is that you'd have to design any splash unit (or really any unit) around it. Maybe for SC3? I don't really think we should implement actual formations for groups of units, but some sort of binary "spread out" vs "clumped together" setting might be interesting. Those spread out formations would also make engagements larger (in terms of space, not number of units) so it would further discourage deathballs.
not a community mapmaker
Acertos
Profile Joined February 2012
France852 Posts
Last Edited: 2014-03-10 22:18:14
March 10 2014 22:17 GMT
#10648
Smart casting is less counter intuitive than having to select your hts one by one.
With that it makes landing masses of storms easier and other spells too but the spells in themselves are badly designed. With only a few things to micro in battle for protoss, landing storms doesnt require rly good aim so why not make it more deadly but add a casting time or a delay and a mark to show where it lands. The intention of the one storming and the other would play a greater role.

The spells in BW were simple because controlling an army was hard and annoying. Now instead of making spells more annoying to use with smart cast perhaps it would be better to change them dramatically. To me skill shots, casting time or delay, different areas of effect, more dmg, higher mana cost are the keys to do that.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
March 11 2014 05:07 GMT
#10649
On March 11 2014 07:17 Acertos wrote:
Smart casting is less counter intuitive than having to select your hts one by one.
With that it makes landing masses of storms easier and other spells too but the spells in themselves are badly designed. With only a few things to micro in battle for protoss, landing storms doesnt require rly good aim so why not make it more deadly but add a casting time or a delay and a mark to show where it lands. The intention of the one storming and the other would play a greater role.

The spells in BW were simple because controlling an army was hard and annoying. Now instead of making spells more annoying to use with smart cast perhaps it would be better to change them dramatically. To me skill shots, casting time or delay, different areas of effect, more dmg, higher mana cost are the keys to do that.


Fungal has a projectile, and while yes, being much better now compared to when it was not, still is not impressive (although still arguably hard to dodge). Problem is that you make fungal even easier to dodge (but more deadly) and you just get the stupid results of "wow, that's really extreme, and dumb."

If there was no smartcasting, being able to land three fungals simultaneously while also trying to micro vs other units would be a lot more impressive. As it standards right now, you can just blanket fungals to hit their army, but the fungals itself aren't impressive even remotely. Which is why everyone makes fun of Artosis when he yells "AMAZING FUNGALS."
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2014-03-11 13:28:58
March 11 2014 13:28 GMT
#10650
Does anyone here do swordplay? Doesn't really matter whether it's kendo, modern fencing, or medieval schools; one of the most important aspects is always footwork. In terms of swordplay, BW is basically a duel of two swordsmen standing in deep mud, wielding heavy and slow greatswords with varying degrees of clumsiness. They stagger all the time, and it's very impressive when someone slips only very rarely. It takes a lot of skills to stay on your feet and thus the best fencers have all mastered the art of fighting in the mud.

I don't want to do away with footwork, but I would like to get rid of the mud. Yes, this requires differently designed weapons. Yes, footwork becomes less important. Yes, fights will look different. But if done right, I believe this will turn out to be more entertaining to play as well as to watch.
not a community mapmaker
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
March 12 2014 01:17 GMT
#10651
Unit test map "Starbow Tester 2.0" Updated!
HeyHoStarbow
Profile Joined March 2014
South Africa12 Posts
March 12 2014 07:40 GMT
#10652
Guys where can I get starbow replays?
Foxxan
Profile Joined October 2004
Sweden3427 Posts
March 12 2014 07:42 GMT
#10653
On March 11 2014 22:28 And G wrote:
Does anyone here do swordplay? Doesn't really matter whether it's kendo, modern fencing, or medieval schools; one of the most important aspects is always footwork. In terms of swordplay, BW is basically a duel of two swordsmen standing in deep mud, wielding heavy and slow greatswords with varying degrees of clumsiness. They stagger all the time, and it's very impressive when someone slips only very rarely. It takes a lot of skills to stay on your feet and thus the best fencers have all mastered the art of fighting in the mud.

I don't want to do away with footwork, but I would like to get rid of the mud. Yes, this requires differently designed weapons. Yes, footwork becomes less important. Yes, fights will look different. But if done right, I believe this will turn out to be more entertaining to play as well as to watch.

agree
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
March 12 2014 12:49 GMT
#10654
Yeah and i disagree, it is a pretty biased analogy, but i don't think we will ever agree with each other on this point. It would be interesting to see what people think about this in general.
http://strawpoll.me/1301223
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2014-03-12 13:32:08
March 12 2014 13:26 GMT
#10655
That's a stupid poll, it doesn't differentiate between spells that are designed for smartcasting and spells that aren't, completely ignoring any discussion we had on that topic on the last 3 pages.

Try this one: http://strawpoll.me/1301301
not a community mapmaker
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
Last Edited: 2014-03-12 17:09:22
March 12 2014 17:07 GMT
#10656
On March 12 2014 22:26 And G wrote:
That's a stupid poll, it doesn't differentiate between spells that are designed for smartcasting and spells that aren't, completely ignoring any discussion we had on that topic on the last 3 pages.

Try this one: http://strawpoll.me/1301301

spell design doesn't matter, even if you think it would. Except you want to make the most microintensive spells ever, but then you are in the wrong genre (macro)
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
And G
Profile Joined May 2012
Germany491 Posts
March 12 2014 17:34 GMT
#10657
I know that's what you think, but we don't need a poll to find out your opinion, do we?

Going by the poll, people currently seem to prefer spells designed for smartcasting (8 vs 6). But that's obviously not statistically significant.
not a community mapmaker
Foxxan
Profile Joined October 2004
Sweden3427 Posts
March 12 2014 17:36 GMT
#10658
On March 13 2014 02:07 The_Red_Viper wrote:
Show nested quote +
On March 12 2014 22:26 And G wrote:
That's a stupid poll, it doesn't differentiate between spells that are designed for smartcasting and spells that aren't, completely ignoring any discussion we had on that topic on the last 3 pages.

Try this one: http://strawpoll.me/1301301

spell design doesn't matter, even if you think it would. Except you want to make the most microintensive spells ever, but then you are in the wrong genre (macro)

Dunno why its the wrong game. The macro is already much easier than broodwar - I dont see any reason not to try adding more micro/tactic in combat overall
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
March 12 2014 17:38 GMT
#10659
On March 13 2014 02:34 And G wrote:
I know that's what you think, but we don't need a poll to find out your opinion, do we?

Going by the poll, people currently seem to prefer spells designed for smartcasting (8 vs 6). But that's obviously not statistically significant.

So what did you vote?
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
And G
Profile Joined May 2012
Germany491 Posts
March 12 2014 17:39 GMT
#10660
"Yes, but spells/units need to be redesigned."

Like, obviously...?
not a community mapmaker
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