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Blizzard is experimenting with new Protoss Macro! - Page 5

Forum Index > SC2 General
Post a Reply
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Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-12-01 14:55:36
December 01 2009 14:54 GMT
#81
WarpIn is a macro mechanic. It was the first that showed macro could be fun.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
meeple
Profile Blog Joined April 2009
Canada10211 Posts
December 01 2009 16:20 GMT
#82
Nice, how did you get that answer?
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
December 01 2009 16:33 GMT
#83
http://sc2pod.com/trackers/blue/starcraft-2/
wwww
Jobbies
Profile Joined May 2009
Scotland72 Posts
Last Edited: 2009-12-01 17:29:28
December 01 2009 17:28 GMT
#84
Hey guys, I wrote a blog sharing my thoughts on this.

http://www.gamereplays.org/starcraft2/portals.php?show=page&name=starcraft-2-protoss-macro-mechanic-experiment

tl;dr, I'm happy with a change of macro mechanics as long as they continue to be race specific.

Personally I think that, since Terran has increased mining capabilities and Zerg has increased production capabilities, what if Protoss were to get reduced production times? Something along those lines.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
December 01 2009 18:13 GMT
#85
On December 02 2009 02:28 Jobbies wrote:
Personally I think that, since Terran has increased mining capabilities and Zerg has increased production capabilities, what if Protoss were to get reduced production times?


[image loading]
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Jobbies
Profile Joined May 2009
Scotland72 Posts
Last Edited: 2009-12-01 18:25:51
December 01 2009 18:22 GMT
#86
Despite the fact that units warp in faster than they build from a gateway, I believe there's a cooldown period, so it's not really very beneficial...

In essence it's not really increased productivity imo.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
December 01 2009 18:23 GMT
#87
It decreases build time. Check Starcraftwiki or sc2armory.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
December 01 2009 18:43 GMT
#88
-------normalbuildtime--------
----warp--- + --cooldown----
?
wwww
Archerofaiur
Profile Joined August 2008
United States4101 Posts
December 01 2009 18:45 GMT
#89
I believe the warp+cooldown is still less then normal. Can anyone who has played confirm this?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2009-12-01 19:36:05
December 01 2009 19:33 GMT
#90
On December 01 2009 23:20 SWPIGWANG wrote:
Personally, I think Dune 2 unit mechanics are perfect, and multiple unit select is the first step to failure. We all know that every unit should be controlled individually!~


People that try to use the "Dune argument" need to be shot in the face. There is a concept known as interface balance, too easy is not good, too difficult is not good either. SC is at the center - it's perfectly balanced in how easy it is for a player to be in control of the game, yet not so easy that the game plays itself or does too many things for the player to eliminate skill differentiation.

So if you are fucking noobie that randomly pops up in a thread about mechanics don't think you are fucking witty with your sarcastic dune1/2 rts argument. just stfu.
Sup
Captain Peabody
Profile Blog Joined May 2009
United States3128 Posts
December 01 2009 20:55 GMT
#91
People that try to use the "Dune argument" need to be shot in the face. There is a concept known as interface balance, too easy is not good, too difficult is not good either. SC is at the center - it's perfectly balanced in how easy it is for a player to be in control of the game, yet not so easy that the game plays itself or does too many things for the player to eliminate skill differentiation.

So if you are fucking noobie that randomly pops up in a thread about mechanics don't think you are fucking witty with your sarcastic dune1/2 rts argument. just stfu.


Peace. While the "Dune argument" is indeed stupid and invalid, being a jerk is doubly so.

In addition, it is worth pointing out that, while of course the macro issue comes down to a balance of competing things, it is by no means self-evident that Starcraft's balance in this area is perfect and cannot be improved upon. There are many legitimate reasons why Blizzard and various players would wish to alter the SC2 macro model from the SC1 original; and many legitimate arguments that could be made for the current SC2 one.
Dies Irae venit. youtube.com/SnobbinsFilms
Archerofaiur
Profile Joined August 2008
United States4101 Posts
December 01 2009 21:42 GMT
#92
On December 02 2009 05:55 Captain Peabody wrote:
Show nested quote +
People that try to use the "Dune argument" need to be shot in the face. There is a concept known as interface balance, too easy is not good, too difficult is not good either. SC is at the center - it's perfectly balanced in how easy it is for a player to be in control of the game, yet not so easy that the game plays itself or does too many things for the player to eliminate skill differentiation.

So if you are fucking noobie that randomly pops up in a thread about mechanics don't think you are fucking witty with your sarcastic dune1/2 rts argument. just stfu.


Peace. While the "Dune argument" is indeed stupid and invalid, being a jerk is doubly so.


Excelent point. While were on topic the "movie arguement" were every game process is automated is equally invalid.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Meta
Profile Blog Joined June 2003
United States6225 Posts
Last Edited: 2009-12-01 21:50:09
December 01 2009 21:49 GMT
#93
The main "problem" with warp-in is it adds a step to macro that wouldn't be there. Instead of 4 (select gateways) z z z z s s s s, the number of clicks are doubled: 4 z click z click z click s click s click s click. Also, you sort of have to remember when the cooldown is up, rather than just queueing more units with surplus funds. Finally, instead of being anywhere while macroing, your screen has to be on the location that your units are warping in.

It's an awesome mechanic, but far more difficult to use than the classic macro style, and would best be used in the late mid game or later when you absolutely need good army positioning, or need your next units to arrive for flanks.
good vibes only
Last Romantic
Profile Blog Joined June 2006
United States20661 Posts
December 01 2009 22:05 GMT
#94
I thought Dune = instant ban
ㅋㄲㅈㅁ
Drunken.Jedi
Profile Joined June 2009
Germany446 Posts
December 01 2009 22:19 GMT
#95
On December 02 2009 04:33 avilo wrote:
Show nested quote +
On December 01 2009 23:20 SWPIGWANG wrote:
Personally, I think Dune 2 unit mechanics are perfect, and multiple unit select is the first step to failure. We all know that every unit should be controlled individually!~


People that try to use the "Dune argument" need to be shot in the face. There is a concept known as interface balance, too easy is not good, too difficult is not good either. SC is at the center - it's perfectly balanced in how easy it is for a player to be in control of the game, yet not so easy that the game plays itself or does too many things for the player to eliminate skill differentiation.

So if you are fucking noobie that randomly pops up in a thread about mechanics don't think you are fucking witty with your sarcastic dune1/2 rts argument. just stfu.

What makes you think that Starcraft has perfect "interface balance"? Why are for example production queues and rally points fine, but MBS and smartcasting not? Why is 12 just the right maximum for unit selection? Why not 6 or 9 or 20?
There is no objective point where the "interface balance" is just right. I fully accept that in your opinion, Starcraft strikes that perfect balance, but you also need to recognise that the vast majority of potential sc2 customers disagrees with you.
Blizzard is not a charitable organisation, so they want to sell their game to as many people as possible. They don't really need to market the game to the Starcraft fans, because we will buy the game anyway, but Joe Average won't buy the game if it has archaic controls.
Zexion
Profile Blog Joined December 2009
Sweden971 Posts
December 01 2009 22:22 GMT
#96
On December 01 2009 16:13 avilo wrote:
qft meeple and others that said the same about nothing being wrong with SC1 macro.

I love blizzard after 4-5 years+ of development on this vaporware of a game still is refusing to acknowledge they are looking for solutions to an imaginary problem.

SC1 macro is perfect. SC1 interface ended up being perfectly balanced between human input and how much the game helps you.

SC2 is not going to come out at this rate with such condilluded development over and over again on unneeded macro mechanics.

How come the cnc developer Dustin Browder appeases the SC community by saying a few times, "if things do not work, we can always go to SC1 macro," yet there has been NO SIGN AT ALL that Browder has attempted pure SC1 macro within their SC2 development process at this stage.

It is time for Browder to try a "different solution" that is "out of the box" for what they are currently trying -> aka SC1 macro which is already tried and tested for 10 years. That's right, a decade.

Solution to macro mechanics? There never was a problem in the firstplace.

/facepalm.

Browder claims to want to make the game great and that it is possible to attempt SC1 macro as a "solution" yet at this stage of development he has not considered it as an option.


http://www.starcraftzone.com/forums/index.php?topic=962.0

I can't be arsed to rewrite what this guy had mind. Enough said about why they should change the macro mechanics in my opinion.
shin ken
Profile Blog Joined October 2009
Germany612 Posts
Last Edited: 2009-12-01 23:07:12
December 01 2009 22:47 GMT
#97
The "definition" of interface balance can change over time.

I recently read in an old FAQ about Warcraft: Orcs and Humans:

Why can I only select 4 men per group?

In an earlier, pre-release version, you could select as many men as you
wanted, but it made the game too easy and boring. You'd build for a while,
then select all your men to attack, go get some coffee, and start the next
scenario.


With every subsequent RTS release, Blizzard changed the interface balance drastically! And every potenial SC2 buyer, with the exception of some SC1 fanatics, expects an equally drastic change in SC2.
fishyjoes
Profile Blog Joined October 2007
Germany644 Posts
December 01 2009 22:54 GMT
#98
On December 02 2009 07:22 Zexion wrote:
Show nested quote +
On December 01 2009 16:13 avilo wrote:
qft meeple and others that said the same about nothing being wrong with SC1 macro.

I love blizzard after 4-5 years+ of development on this vaporware of a game still is refusing to acknowledge they are looking for solutions to an imaginary problem.

SC1 macro is perfect. SC1 interface ended up being perfectly balanced between human input and how much the game helps you.

SC2 is not going to come out at this rate with such condilluded development over and over again on unneeded macro mechanics.

How come the cnc developer Dustin Browder appeases the SC community by saying a few times, "if things do not work, we can always go to SC1 macro," yet there has been NO SIGN AT ALL that Browder has attempted pure SC1 macro within their SC2 development process at this stage.

It is time for Browder to try a "different solution" that is "out of the box" for what they are currently trying -> aka SC1 macro which is already tried and tested for 10 years. That's right, a decade.

Solution to macro mechanics? There never was a problem in the firstplace.

/facepalm.

Browder claims to want to make the game great and that it is possible to attempt SC1 macro as a "solution" yet at this stage of development he has not considered it as an option.


http://www.starcraftzone.com/forums/index.php?topic=962.0

I can't be arsed to rewrite what this guy had mind. Enough said about why they should change the macro mechanics in my opinion.

Thanks for registering dude!
infinite fun: http://dagobah.biz/flash/loituma.swf
ix
Profile Joined July 2003
United Kingdom184 Posts
December 01 2009 23:32 GMT
#99
Lack of smartcaster is good because it does two things. It links spellcaster power very directly to your skill and as a result it lets spells be made very powerful as they're naturally kept in check by the difficulty of their use. You're very unlikely to be able to unload them all before your opponent can snipe a couple of casters or respond.

In SC2 it will be more like WC3 where unloading a cast quantity of spells is trivial, which will knock on to create either a need to nerf the spells or a persistent balance problem as the nerf hurts other aspects of the game like harassment with spells.

The Dune argument is a classical bit of rhetoric- the reductio ad absurdam (take something to the ludicrous extreme to belittle it) and the slippery slope (the implication that one change takes you inevitably to the extreme). I've not yet seen a good argument for the macromechanics though, it's not like the game needs new things to occupy my attention, SC does that fully already. The only argument I see is that it's a newbie helper feature (no need to tell workers to rally) with a dodgy hack on top to try to make macro skillful again.
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
December 01 2009 23:39 GMT
#100
Can someone tell what is exactly wrong with new macro mechanics in general (putting balancing them aside)?

The only thing I don't like is that Terran macro boost just falls from the skies to mine a bit and become piece of junk -_- it doesn't fit nomad race lift-offing and salvaging buildings.

How about Orbital Command making MULEs and launching them to far away expansions for small additional energy?

Once MULE is out of energy it becomes small, additional patch of ~30 minerals?
wwww
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