Improving watching competitive replays - Page 2
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NonY
8748 Posts
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sixghost
United States2096 Posts
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loafmaster
United States203 Posts
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Chill
Calgary25979 Posts
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ilistis
United States828 Posts
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hiro protagonist
1294 Posts
this is a Nice find indeed after 10+ years | ||
FusionCutter
Canada974 Posts
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Probe.
United States877 Posts
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bumatlarge
United States4567 Posts
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Dametri
United States726 Posts
Other crap I didn't know: ALT+# Selects and moves the screen to the assigned unit group. CTRL+C Centers the screen on the currently selected unit ALT+C Centers the screen on the currently selected unit | ||
noddyz
United Kingdom462 Posts
Vague sidenote: anyone know how to change whose hotkeys you use in a replay? I've never been able to figure it out ![]() | ||
251
United States1401 Posts
as far as the hotkeys thing I think it only works for the player that was in slot 1. | ||
noddyz
United Kingdom462 Posts
On September 28 2009 04:14 251 wrote: games been out for 12 years and its most dedicated players are just now figuring this out lol as far as the hotkeys thing I think it only works for the player that was in slot 1. Thanks. | ||
Klockan3
Sweden2866 Posts
On September 28 2009 01:20 Liquid`NonY wrote: Wow I can't believe those commands exist. But I think show resources is the only useful one and only because it's slightly more convenient than clicking. Unit score is extremely useful since it tells you how much resources each player got in their armies. Unit score = sum of minerals + gas cost of all units. | ||
538
Hungary3932 Posts
Then by now this thread has exploded ![]() | ||
hifriend
China7935 Posts
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NonY
8748 Posts
On September 28 2009 04:14 251 wrote: games been out for 12 years and its most dedicated players are just now figuring this out lol as far as the hotkeys thing I think it only works for the player that was in slot 1. To be fair, the game has been out 11 years and replays have been out for 8 years. And since Blizzard never released documentation of these commands in patch notes, it's not even certain that the commands have existed for 8 years. I've never known a dedicated gamer to spend his time experimenting with line commands while watching replays (or while doing anything). That's for the dedicated tinkerers who have more productively spent their time designing tools that fill in the vast gaps left by Blizzard. Indeed, Observer Mode exceeded Blizzard's attempt at improving the observer's experience infinitely more than these replay commands. | ||
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NonY
8748 Posts
On September 28 2009 04:52 Klockan3 wrote: Unit score is extremely useful since it tells you how much resources each player got in their armies. Unit score = sum of minerals + gas cost of all units. If that is the formula, then what do you mean by all units? All units produced or all units currently alive? All produced isn't very usefl. Even if it's currently alive, the inclusion of peons in the equation will make it inconvenient. Battles that occur without every unit being involved won't result in useful numbers and the production of new units while battles occur will also need to be taken into consideration. So in the end, it seems more convenient to simply remain aware of the units that went into a battle and came out by looking at them rather than attempting to find useful information in the change of that score. | ||
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Liquid`Jinro
Sweden33719 Posts
On September 28 2009 04:14 251 wrote: games been out for 12 years and its most dedicated players are just now figuring this out lol as far as the hotkeys thing I think it only works for the player that was in slot 1. If you are in slot 1, you get the player in slot 1's hotkeyss. If you are in slot 2, you get the player in Slot 2's hotkeys... And so on. | ||
spinesheath
Germany8679 Posts
On September 28 2009 05:23 Liquid`NonY wrote: If that is the formula, then what do you mean by all units? All units produced or all units currently alive? All produced isn't very usefl. Even if it's currently alive, the inclusion of peons in the equation will make it inconvenient. Battles that occur without every unit being involved won't result in useful numbers and the production of new units while battles occur will also need to be taken into consideration. So in the end, it seems more convenient to simply remain aware of the units that went into a battle and came out by looking at them rather than attempting to find useful information in the change of that score. It most likely is the same unit score that you can see at the end of a game / that you can access with triggers in UMS maps. That means that it should display the resources spent for units up until now, including all lost units. From watching a replay it looks like it is just like that. There actually is a "units and buildings" score available in the map editor too, as well as a "kills and razings" count. Basically the 2 scores / counts added up. So it might be possible that there actually are 2 more commands, but they certainly are not the commands I tried ("units and buildings", "unitsandbuildings"). Now what you can use those scores for is the difference in resources harvested. You'd have to add up units and buildings score (if the command really doesn't exist), as well as the current resources if you want to be precise. It's nothing really important, but could be interesting in a few scenarios. The kills counters might be nice if you are trying to keep track of the kills during harrassment (so you don't have to count the marines yourself, or maybe when there are multiple drops at once). | ||
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