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Macro mechanics still just apm sinks

Forum Index > SC2 General
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phexac
Profile Joined March 2004
United States186 Posts
February 19 2010 11:27 GMT
#1
I really am not sure where Blizzard is going with this. Maybe I am misinterpreting what people are saying, but it seems that the macro mechanics are still just there as mindless tasks that you have to go back to your base to click. What's more upsetting is that terran Mule, which is a must have, basically takes place of the comsat scan as far as energy spending goes, thus taking away a fun and useful terran ability.

I am not going to touch on the queen since that seems more complex (though I still have doubts about larva inject thing) but I want to know if anyone out there actually likes the terran and toss macro mechanics. And if they do, what do they see as their point. To me, they are just annoying non-fun tasks that are there for no good reason...
Disarray
Profile Blog Joined December 2007
United States1164 Posts
February 19 2010 11:32 GMT
#2
i love the zerg one
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Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
February 19 2010 11:33 GMT
#3
Ok seriously, stop right now. The macro mechanics are sound and interesting, they are not just apm sinks. Terran has to choose between scan and resources, that in itself is an important depth, Protoss can speed up ANY building, allowing for very interesting variation, and the queen can boost the production of any zerg unit.

In starcraft1 there was no automining, WAAAAAAH APM SINK, goddamnit just stop.
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
sob3k
Profile Blog Joined August 2009
United States7572 Posts
February 19 2010 11:42 GMT
#4
yeah, in the past this was a valid complaint, looks like they fixed it.

plus, If you aren't in on the beta it seems a bit dumb to be starting any complaint thread not related to the viewing experience.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
February 19 2010 11:45 GMT
#5
On February 19 2010 20:27 phexac wrote:
What's more upsetting is that terran Mule, which is a must have, basically takes place of the comsat scan as far as energy spending goes, thus taking away a fun and useful terran ability.


I don't get your point... Bad Blizzard for putting 2 useful abilities on the same building and making us choose, damn you! Choice is a good thing!
And they had to do something to limit comsat, detection is a lot bigger in SC2.

And I agree with Osmoses, SC1 had quite a few APM sinks. We'll have to wait a bit before everything will be clear...

Bankai - Correlation does not imply causation
Uno
Profile Joined January 2010
Korea (South)3 Posts
February 19 2010 11:54 GMT
#6
The mule is fine, at least as long as you only have one command centre, but I guess you might be able to group your CC's later. Since you can get store up a bit of energy and make two mules of a time (you get resources a bit later, but not that big of a deal on my level) it's not really that stressful. I haven't played much with the other races, so I can't comment on them. It might be worse for the protoss since they only get enough energy for one spell. Also with the mule it might be worth always having enough energy to one scan just in case a cloaked unit shows up, but make sure to make mules before any energy caps.
Orbifold
Profile Joined September 2008
United States1922 Posts
February 19 2010 11:55 GMT
#7
When you get down to it, isn't life just an apm sink?
Allow me to reintroduce myself...
Kentucky
Profile Joined November 2009
United States63 Posts
February 19 2010 11:56 GMT
#8
What you had to do for macro in SC1 I wouldn't consider a time sink, and what you have to do for macro in SC2 I wouldn't consider a time sink either. It's an added challenge to the game. Is rolling your wrist forward for a 3-pointer a "time sink"? No, it's technique. That's what the game is

The difference is:

-Macro time sink in SC1 was more physical, involved dexterity, and was immediately comprehensible to pretty much any viewer whether they knew anything about Starcraft or not

-Macro time sink in SC2 is less physical, takes less dexterity, but adds to the game in the form of a knowledge build order type of skill rather than dexterity, and makes no sense to passive viewers whatsoever

I agree that SC2's macro features are stupid, but the reason I don't like them is the fact that they're replacing dexterity, make gameplay less visually stunning, and don't make any sense to spectators.
EchOne
Profile Blog Joined January 2008
United States2906 Posts
February 19 2010 12:00 GMT
#9
Well each of the mechanics have visible choices associated with them. That is, in all cases energy can saved for or spent on something else. What probably remains to be seen is how relevant these choices are at different points in the game. For example, using Orbital Command to get MULEs early on appears to be a non-issue, however later on the decision to scan for scouting, save energy for detection, or pop more MULEs becomes more relevant.

I've been playing mostly Protoss and I have to say that I'm really enjoying the Chrono Boost mechanic. Since it can benefit virtually any structure, once you've saturated a base or two (or even before then, really) there are as many choices as you have types of buildings. Once the game gets mapped out, perhaps some macro mechanics will become attention sinks, but right now it's too early to say for sure.

Anyways the fact that there are decisions involved make the macro mechanics not completely mindless... at least not on the level of sending idle probes to mine, a task that is always the same and must always be done.
面白くない世の中, 面白くすればいいさ
Vedic
Profile Joined March 2008
United States582 Posts
February 19 2010 12:01 GMT
#10
On February 19 2010 20:56 Kentucky wrote:
I agree that SC2's macro features are stupid, but the reason I don't like them is the fact that they're replacing dexterity, make gameplay less visually stunning, and don't make any sense to spectators.


Err, what? Spectators don't see macro, as they don't see first-person. The new macro mechanics ARE visible, which old macro was not. Dexterity requirements are marginally different.
I tried to commit seppuku, but I accidentally committed bukkake.
mahnini
Profile Blog Joined October 2005
United States6862 Posts
February 19 2010 12:05 GMT
#11
at first i was opposed to them but after playing terran i have to say it was really well implemented. in fact i think the mule is the best BECAUSE you have to choose between it and scan. it requries a certain amount of foresight to use and isn't mindless. it also enables you to cut massive scvs and still get a super sick economy. :D
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
SoleSteeler
Profile Joined April 2003
Canada5416 Posts
February 19 2010 12:10 GMT
#12
I thought MULE would be the obvious choice always too, but it definitely isn't. Sometimes a scan is really what you need. I am pretty sure they made the area of effect of it bigger, so you can see the whole base and not miss anything. And for an emergency scan for DTs etc. it's invaluable.

The Protoss mechanic is super nice and you will find yourself targetting different buildings to quicken all throughout the game. My only beef with it is that the Nexus has a 100 energy capacity, and it costs 25, so it's pretty rare to let it get up to 100 and have it "wasted." It should be 50 or so, I think.

Zerg's is just awesome all around. It's pretty simple to move your Queen back and forth, but at least you can choose to make attacking units or drones etc... A nice choice there.
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
February 19 2010 12:16 GMT
#13
On February 19 2010 21:10 SoleSteeler wrote:

The Protoss mechanic is super nice and you will find yourself targetting different buildings to quicken all throughout the game. My only beef with it is that the Nexus has a 100 energy capacity, and it costs 25, so it's pretty rare to let it get up to 100 and have it "wasted." It should be 50 or so, I think.



For the protoss mechanic, the bigger energy pool can be used for saving up. Let's say you want to void-ray rush. You save energy, build 3 startports and chrono boost them all. 3 void rays at half the time. A lower energy pool would limit the ability to just probe spamming...

Although I do agree, the 100 energy seems a bit much if it is not shared between Nexii (Nexusses? )
Bankai - Correlation does not imply causation
SoleSteeler
Profile Joined April 2003
Canada5416 Posts
February 19 2010 12:21 GMT
#14
On February 19 2010 21:16 NeoLearner wrote:
Show nested quote +
On February 19 2010 21:10 SoleSteeler wrote:

The Protoss mechanic is super nice and you will find yourself targetting different buildings to quicken all throughout the game. My only beef with it is that the Nexus has a 100 energy capacity, and it costs 25, so it's pretty rare to let it get up to 100 and have it "wasted." It should be 50 or so, I think.



For the protoss mechanic, the bigger energy pool can be used for saving up. Let's say you want to void-ray rush. You save energy, build 3 startports and chrono boost them all. 3 void rays at half the time. A lower energy pool would limit the ability to just probe spamming...

Although I do agree, the 100 energy seems a bit much if it is not shared between Nexii (Nexusses? )


That's certainly true, and I did find myself saving up at times...

Maybe it's okay then.
Navane
Profile Blog Joined February 2007
Netherlands2748 Posts
February 19 2010 12:23 GMT
#15
On February 19 2010 20:55 Orbifold wrote:
When you get down to it, isn't life just an apm sink?


muhaha
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