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On April 23 2010 14:47 gibb wrote: Method for injects is just double tapping the queen, now each queen has her own and using the spell. Takes a second longer and you get a nice hotkey to your queened expansions + exact timing even if queens are out of sync (can watch the energy).
found u!
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Found: There is no longer tournaments for the top 8 (At least in Plat). Any idea how they are going to implement the Pro League, or why they might have got rid of the top 8 tournaments?
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On April 23 2010 10:10 Archerofaiur wrote:
The incredible irony of this whole arguement is that Nony, for all the fight hes putting up, agrees that Spawn Larva should have more decision making.
That's just retarded...
Obviously no one in their right mind is going to be arguing AGAINST adding decision making. Every one knows that decision making is incredibly important in an RTS.
The obvious question you were constantly doding in your posts is should additional mechanical requirements be introduced just for the sake of having mechanical requirements?
And the answer is, to a certain extent, yes.
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On April 23 2010 07:03 Zelniq wrote: Colossus can no longer walk through/over force field Guess that means "no" to the proposed Ultralisk change as well.
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man these new dance moves CRACK ME UP, break dancing zergling ftw
edit: I thought cybernetics core had an animation for when it was actually doing something(all those spinning things) and when it was idle thos spinning things didnt move at all.
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I thought the point of Collosus having loooong ass legs was so they can walk over stuff? Them being blocked by a forcefield which goes like halfway up their legs doesn't make sense IMO.
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Can someone check and see if Roaches can still burrow-move under Force Fields?
They were able to do this last time and I'm wondering if it got changed.
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The most exciting change to me is that the spawn larva bar moves from left to right.
:-P
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On April 23 2010 13:41 Smurfz wrote:New dances! + Show Spoiler +Lol @ Zergling, and that second Thor dance shown.
That may be the best thing they added in Starcraft 2.
+ Show Spoiler + I'm not saying that things added in Starcraft 2 sucked. I'm just expressing how awesome I think that is.
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On April 23 2010 10:08 Liquid`NonY wrote:Show nested quote +On April 23 2010 09:46 Krikkitone wrote:On April 23 2010 09:29 Liquid`NonY wrote: How Difficult it Should be is directly related to how much of a Decision it is.
No... there should be a certain level of difficulty of doing actions across the board, just to keep the game physically demanding (for competitive and strategical reasons) so you suggest that there be a difficulty to the action of having my marine fire on the only enemy unit in range? The current difficulty of that action is exactly 0, all military units are on autoattack and can't even be switched off. the reason for that is that the decision making in that case is almost 0 as well current spawn larva should not be any more difficult than autoattack Then there should be a balancing of difficulty of actions based on what kind of actions they are. This helps to create style and diversifies strategies. The simplest demonstration of how this goes wrong: If all the macro actions are really easy, then everyone will do them nearly perfectly, so you'll never have a macro player who specializes in doing macro actions well. So you want a bit of difficulty in as wide a range of actions as possible so that people can specialize according to their style.
That's it.
I agree, the macro actions should Not be easy, they should involve significant decisions. or be cut The way I would prioritize the alternatives 1. New Zerg macromechanic that involves decision making 2. No Zerg Macromechanic 3. Current Spawn Larva mechanic with ruined UI (which affects transfusion as well) I'm making the argument that #2 is better than #3 (and #1 would be a Lot better) Your first response to me doesn't make sense. You're the one that said how difficult an action should be is directly related to how much decision making was involved. That's all I had to do to refute that is to explain how and why there are other factors involved when determining how difficult an action should be. The best solution is for there to be enough significant decisions involved in the game to reasonably distribute the amount of actions it takes to keep the game competitively healthy. In my opinion, it's more important for the game to be competitively healthy than for every action to involve a decision. But we can have both. I'm sure there is a certain percentage of meaningful actions you need to have fun while playing the game just as there is a certain difficulty of performing actions needed to keep the game competitive. They are both important considerations. You wanted to say there was only one. I am saying there is another. Responding to me by acting as if I'm saying there is only one is feeble. Your second response is also sort of tossing my post out the window. Macro moves need to require a significant amount of action to keep diversity of strategy alive. Cutting them too severely isn't an option. If people are saying they can't have fun playing the game because when they play Zerg they don't like having to do Spawn Larva, and they'd have fun if a more significant decision was involved when doing Spawn Larva, then sure let's have Blizzard make it have more of a decision. But severely reducing the difficulty of the act of doing it (or removing it completely) has major repercussions for other aspects of the game.
Nony, as protoss, how much decision making is involved when you proxy a pylon, attack and then warp-in the EXACT units that you need based on what you see in the middle of the battle, and get those units immediately with another short cooldown for even more units ?
And i can't cancel eggs and get larva back ?
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Oh god.
Hydralisk doing the 'Thriller' pose had me laughing for almost 5 minutes straight.
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I hate this side of Blizzard. they did this allready to Diablo2 and now to SC2. They patch random trivial bullshit like race cursors while there are much more important things to focus on.
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[B]On April 23 2010 17:40 decemvre wrote: Nony, as protoss, how much decision making is involved when you proxy a pylon, attack and then warp-in the EXACT units that you need based on what you see in the middle of the battle, and get those units immediately with another short cooldown for even more units ?
And i can't cancel eggs and get larva back ?
I'm only a budding plat/gold player (placed plat/gold over multiple resets, depends how much caffeine i have before placement games), but the fact that you have to look away from whatever battle you're having, giving up micro, to move your screen to an area covered by a pylon power field, is pretty punishing.
Yes, the more you practice, the faster it becomes, but the difference between queing gateway units versus using warp gates is one of the skill factors of playing protoss.
Proxy pylons aren't going to be exactly where you're fighting. What are you going to do, move forward, then stop to place a pylon, so you're always fighting in a screen with a power field?
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Is that the peanut butter jelly dance from the marine?
hahaha
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A small change in the mineral/gas count can be seen too. Whenever you're spending the money on a building or getting it back from cancelling, the numbers no longer jump, but have this cute scrolling across the values inbetween. Like an old school flip clock.
Pretty, but impractical. Just makes it take longer to see your damn money.
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On April 23 2010 18:09 Argali wrote:Show nested quote +[B]On April 23 2010 17:40 decemvre wrote: Nony, as protoss, how much decision making is involved when you proxy a pylon, attack and then warp-in the EXACT units that you need based on what you see in the middle of the battle, and get those units immediately with another short cooldown for even more units ?
And i can't cancel eggs and get larva back ? I'm only a budding plat/gold player (placed plat/gold over multiple resets, depends how much caffeine i have before placement games), but the fact that you have to look away from whatever battle you're having, giving up micro, to move your screen to an area covered by a pylon power field, is pretty punishing. Yes, the more you practice, the faster it becomes, but the difference between queing gateway units versus using warp gates is one of the skill factors of playing protoss. Proxy pylons aren't going to be exactly where you're fighting. What are you going to do, move forward, then stop to place a pylon, so you're always fighting in a screen with a power field?
Precisely. If you haven't noticed good protoss players simply make 1 pylon next to the zergs base before you do any timing attack. And are then able to get the exact units they need without any sort of planning ahead.
It doesn't need to be in the middle of the battle, just a small distance away.
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8748 Posts
On April 23 2010 17:40 decemvre wrote: Nony, as protoss, how much decision making is involved when you proxy a pylon, attack and then warp-in the EXACT units that you need based on what you see in the middle of the battle, and get those units immediately with another short cooldown for even more units ?
And i can't cancel eggs and get larva back ? Whoa I never said anything about the egg cancel change... The post you responded to was about the wireframe casting change.
I don't really do warp-in rushes so I'm not the person to ask... but I would guess there are quite a few timing issues to decide and deciding which units to build is pretty important too. The short cooldown doesn't mean there's less of a decision to make. The micro involved has a ton of variables. Positioning and Sentry spells are super important and how you do each of them will change from situation to situation. I don't know. As a top competitive player, I am making a million decisions about the smallest things all the time. I need everything to be as perfect as possible. I don't want to sound too condescending or whatever, but it'd probably hurt you more than help you if I went through every little thing I consider when doing things. You're better off keeping it simple -- try to have good mechanics, scout well and make a good unit composition.
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COOL BUG FIXES: Right clicking somewhere while holding CTRL no longer gives the Attack-Move command, it just Moves. Often people would re-bind hotkeys while trying to run away and it would Attack-Move and suicide instead.
oh finally.
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To all the Zerg players - how do you macro? What's your technique? Someone up there wrote something about binding queens and hatches but I didn't exactly get it ;/
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On April 23 2010 18:36 Cuber wrote: To all the Zerg players - how do you macro? What's your technique? Someone up there wrote something about binding queens and hatches but I didn't exactly get it ;/ As of patch 9, it's not possible anymore. You used to be able to select your queen and cast the inject on the bottom selection of a hotkeyed hatchery. Now spell casting is only allowed on buildings that you physically have in front of you in your view.
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