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On March 10 2010 05:38 TwilightStar wrote: If terran has a Orbital command, 0 minerals, and no scvs, he can still come back... with the mule! I don't really like that :[ hahah instant 270 minerals w00t!
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zerg macro is by far the most fun for me, and terran and protoss macro mechanics are tied for 2nd. i play random most of the time.
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On March 10 2010 05:38 TwilightStar wrote: If terran has a Orbital command, 0 minerals, and no scvs, he can still come back... with the mule! I don't really like that :[
lol my bro has lost multiple games to this, (lol he is copper and has the attention span of a new born puppy i laugh hysterically when he loses on maps with island expo's where he lets terran get to them, mass air, and kill his probes and then outmacro him rofl.)
My favorite to macro is by far zerg. I have had games where i literally had every expo on the map except my opponents nat, being able to produce 7 drones at a time thanks to inject = wonderful in getting expos up n running quickly. In 2v2 my friend and I play ZnT. i establish contain with early speedlings, he sets up Siegetanks and marines to hold the contain as i triple expo into mass mutas/zerglings ftw. we usually win by starving our opponents to death and i produce 3-5x as many units as every1 (my friend is REALLY bad at macro he started at copper level so i usually have 3-5 expos by the time he expo's lol, he is)
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Between chronoboost and warpgates protoss is definately the most fun to macro. Warpgates really force you to get a timing down in your head, they can become really efficient once you get used to them. Its too bad the F key hotkeys were removed though. It would be nice to be able to hotkey a screen over a proxy pylon for easy warp ins. Chronoboost gives you a bit of a saftey net when it comes to teching up too quickly, saving up some enery for chrono incase you are hit with a timing attack. In combination with a sentry to hold a choke you can quickly get that extra production cycle you need to stop a push. I think it really lets protoss make use of faster tech builds more safely.
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Protoss by far. Zerg has to inject larva all game (boring) to get the macro going. Terran has different sub-groups for Buildings with and without addons. Protoss is just plain old click and there you go. Chrono-boost when you feel like it, especially in early game.
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Idk why, but getting units from warp gates is really really fun.
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^ agreed with above, warp gates are a lot of fun. W z click z click z click z click
reminds me of bw macro
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SC2 macro makes SC1 protoss macro seem tough. Maybe 40 of my apm goes towards macro in SC2 and i have no issues of having excess money.
I think Zerg is probably the most difficult to macro right now because of the many choices. It's not difficult for ANY race to spend money and stay sub 300 minerals, but zerg has to make a lot of choices on how they will proceed. Kinda like it was in SC1 with choosing to pump drones or army. my2c
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On March 10 2010 06:11 Sco.Re wrote: Between chronoboost and warpgates protoss is definately the most fun to macro. Warpgates really force you to get a timing down in your head, they can become really efficient once you get used to them. Its too bad the F key hotkeys were removed though. It would be nice to be able to hotkey a screen over a proxy pylon for easy warp ins. Chronoboost gives you a bit of a saftey net when it comes to teching up too quickly, saving up some enery for chrono incase you are hit with a timing attack. In combination with a sentry to hold a choke you can quickly get that extra production cycle you need to stop a push. I think it really lets protoss make use of faster tech builds more safely.
The big problem with Protoss macro is the overabundance of unit production. Getting allot of units is great but the Protoss are supposed to be the race that has less units..
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I personally think the macro aspects are too important compared to the micro (tactical) battles. But I feel like the Terran macro options are way way way better than the other races: easier to use usually, more forgiving, and more fun.
I mean give me a break on Protoss late game macro. You have to not only keep up with warpgates, but now you have to chrono your slow building units to try to sync the warpgates or something? Blech. Larva inject with tons of hatcheries? No thanks. Granted, design-wise I still see chrono-boost as a smart choice b/c of the way Protoss is slow to respond to the unexpected in BW. And inject larva... I can see that being a smart design choice to allow you to get that balance betwen larva that was so tough in BW. Maybe I'll just start making 3 hatcheries per expansion in late game Zerg and save my inject energy to use whenever and can cast it 3 times back to back if I have to. 
Back to my answer, Terran:
1. It's relatively easy to keep up with mules early on when you have to use them and avoid the other options (I'm sure there is some specific do or die build that will use Calldown supply early, but I don't think I'll develop it).
2. Missing a Mule timing isn't the end of the world and doesn't piss me off like missing inject larva or even chrono-boost. You can save up a ton of energy even if all goes wrong and use it wisely somewhere- an expo that is low on SCV due to a raid, scan for tech, scan before unit movement, whatever. Way more forgiving.
3. Once you have an expansion or two, I feel very comfortable using scan here and there or saving energy for a scan if you sense cloak is coming.
4. It's great to put Terran over the top in those rare low resource/mined out the map situations. They can salvage their old supply and build free ones with energy. Terran already have that game beat anyway with all their specials that do damage at a distance. This just helps push them a bit more.
5. You can purposely Mule the same mineral patch over and over per expansion. Why? It will run out sooner (be sure to pick middle patches since they run out sooner anway, right?), and it will alert you very early that you are about to mine out that base.
6. I agree the Mule seems abusive in weird situations where Terran can come back from no money/No SCVs. Say in a FFA or something. I was almost surprised the Mule didn't have an attack... I was envisioning Blizzard was going to say SCVs didn't have enough HP as it was. Am I getting bitter? Did I mention I'm switching to Terran despite being 90% Protoss and Zerg in BW? Hehe. I predict Terran to be just a little BS once the dust has settled from the Beta, and besides that they have more fun micro.
7. Is it me or do Mules mine the yellow minerals so damned fast, you shouldn't bother with any defense at those expos?
Of course this is all BS speculation on my part... full time work, family, and reality in general is reducing my play time to nill. It's killing me. Thank god there are some serious testers in this beta from TL and the pro world, etc. This game is going to be pretty solid come release.
Crazy or stupid idea for Calldown Supply: I can see the new Terran "standard" for specific maps for supply placements to be 3 normal supply located at each expansion or something. Why? You free up space at home (not a big deal on maps so far), you can use them to block melee, ... something I'm forgetting. You lose the expansion, you use your stored energy on that CC and others to build free supply back home. And if your main gets hit really hard and you were semi-ahead up until that point, maybe, just maybe, you can recover by flying your production buildings and using energy to restock your supply with calldown supply at the expos. Or you can do the usual and have better defense at home. Whatever.
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I think chronoboost is the best macro mechanic right now. It allows for the most diverse strategies (chronoboost nexus to get more probes faster vs faster army production vs faster upgrades), whereas the other ones are so unbelievably clear "just do this one thing all the time"
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People are only picking Zerg because it's so easy to win with them. Winning = fun.
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On March 10 2010 06:11 Sco.Re wrote: Between chronoboost and warpgates protoss is definately the most fun to macro. Warpgates really force you to get a timing down in your head, they can become really efficient once you get used to them. Its too bad the F key hotkeys were removed though. It would be nice to be able to hotkey a screen over a proxy pylon for easy warp ins. ... Wouldn't hotkeying a pylon, pressing the key, then pressing W, be what you want? It's quite practical and fast actually, and it requires the same amount of keypresses the F keys would need.
Also, I vote Terran in this too. That calldown supply ability is so cool and has loads of uses, since it's instantaneous 100 minerals that you are getting. I envision people optimizing timing attacks using it later on, instead of using MULEs all the time.
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On March 10 2010 06:31 Kyuukyuu wrote:^ agreed with above, warp gates are a lot of fun. W z click z click z click z click reminds me of bw macro 
Too bad you can hold shift and just spam click, which is faster.
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Regarding zerg macro mechanics... (120 apm old man here) I have yet to figure out a comfortable way to keep up with inject larvae into the late game. With terran and toss I can put every cc/nexus on one hotkey and use that to use the chrono boosts and mules/scans. With zerg I haven't found a comfortable alternative to clicking on every single base, select queen, inject larvae, repeat. It takes a lot more time and attention to maintain than the other two races. With Terran I just hit my cc hotkey every several seconds to check if another mule is ready.
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On March 10 2010 06:31 Kyuukyuu wrote:^ agreed with above, warp gates are a lot of fun. W z click z click z click z click reminds me of bw macro 
I ought to smack you.
You should be using this instead: W, Z, Shift + click click click click
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Most "fun" is the terran one cause youll get instant rewards. If you forget to mule for a while you can just spam that 'e' and calldown mass pods that explodes and *boom* opens and giant yellow scv's start mining like theyre on crack.
BUT...
I think that the protoss mechanic is the best designed so far cause there is tension on where it is to be used. It expands the available options in the game for the protoss.
The mule and inject larvae needs something changed so that using them adds some form of choice. Especially inject larvae could basicly be autocast and still work fine.
One idea to make inject larvae better would be to have the hatchery take damage when its used so that every once in a while the queen would have to heal it up.
For mule, im not sure. If cloaked units would be used more then maybe there would be more of a choice , using mule or scan.
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I love macroing as Terrans. I just wish the MULE didn't sound like a missile when it hits the ground or explode into a million pieces when it runs out of time. I wish it just entered and exited discretely and quietly. Like a ninja.
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On March 16 2010 18:59 Psyonic_Reaver wrote: I love macroing as Terrans. I just wish the MULE didn't sound like a missile when it hits the ground or explode into a million pieces when it runs out of time. I wish it just entered and exited discretely and quietly. Like a ninja.
Lol! It always scares me. Whenever I see that massive, missile-shaped shadow heading towards my mineral line I tense up.
edit- Sorry. Back on topic. I love chronoboost. I love the decisions it forces me to make. I hate the fact that I so often cast it on 'autopilot' on my nexus, then realise it would have been much better used on a gate or an upgrade.
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I'd have to pick protoss.. I'm a zerg player and all, but god i hate the macro mechanic we have.. It's great and everything but it's so annoying to have to constantly inject larvae at all my hatches and stuff.. >< Chronoboosting just seems really cool and versatile :D
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