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Totally sweet new help window. Gonna help me with my sadness when I loose a situation cuz I click on it accidentally the next time.
(3) most exciting: now you can cancel a egg and make it back into a larva with full return Isn't that cute. Don't ever punish a player for doing mistakes again, they could start crying. Alas its the "After WoW-Era" where everything has to be smooth and friendly to mentally challenged people who want to go platinum in multiplayer.
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Eeewwww, zerg decals look like they're just splashed in there rather than integrated. I hope they change that soon.
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concerning the new scanner animation, does it remind anyone else of the scanner from Mass Effect 2? when youre scanning planets for minerals?
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On April 23 2010 21:06 T33K3SS3LCH3N wrote: Totally sweet new help window. Gonna help me with my sadness when I loose a situation cuz I click on it accidentally the next time. That would be totally your fault since you can disable those buttons in the options.
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On April 23 2010 20:17 MorroW wrote:the difference is to make 4 marines i must finish some of them while with the larva u can just break them and then make w/e u want its actually really much in favor of zerg if u think about it if u cancel the marine then 10seconds goes to waste, aka the rax was "idle" for 10 sec if u have 3 eggs with lings and cancel it didnt idle at all, because the eggs didnt stop more larva from coming. so u can just pop up 7 eggs to make drones for example see here Show nested quote +On April 23 2010 19:01 lololol wrote:On April 23 2010 07:03 Zelniq wrote: * apparently this allows for a major exploit to get extra larvae to spawn while 3 eggs are morphing, then canceling the eggs and getting more larvae, allowing players to continuously increase larva count, allowing for some insanely strong zergling rushes
That's exactly the reason it was't possible in BW. Also, larva = production time for other races, cancelling a unit still lost you the production time already spent for it for terran and toss, but since zerg have a different mechanic, losing the larva was the "equivalent" penalty. With the Queen spawning so much larvae it becomes less of an issue, except for early rushes, which may even need a fix. i dont see this being a huge issue yet since everyone sucks compared to sc1 but later on in theory it will start getting really imba
You can cancel units further down the line it doesn't have to be the 1st marine being built just click the last marine you've got queued up.
If you wanted to get a maruader instead of a marine instantly just like a ling instead of a drone the same time would be lost. But remember you can have multi rax/gate with terran and toss.
The exact production mechanic is different but then it needs to be to keep the races some what distinct.
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as i can recall queens were able to be burrowed before..
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haha yeah queens could burrow before, this is nothing new
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Ahhh so that's what the "decals" section was for. I was so confused when I saw that in the B.net interface.
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Well, I agree with zerg queen changes with inject larvae. Coming from sc1 and playing zerg, macro was definitely hard. Having to constantly make drones and then make sure to send them to minerals once they spawned, constantly grouping new units, setting rallies, harassing, and macroing were all difficult but not impossible. Zerg was even difficult because of the sheer volume of units. What happens when you get past 4 groups of units? You can't just 1a2a3a4a anymore... I started out playing zerg in sc1 with 50APM. I was terrible. But through practice I was able to up my APM to about 225 in about 2 months. I constantly worked on mechanics because I remember reading a post on TL saying having good game mechanics was the best way to be good at SC. It was true, I got a lot better at the game; I understood it more, learned how to scout better and be paranoid all the time for High Templar drops.
After reading through this post/topic I am kind of disappointed in the players. I keep reading that people are afraid to reach across the keyboard to hit a key or that they need to constantly go back to their base to inject larvae. I just got my beta key a couple of days ago and one of the first things I did was hit S-O for my overlord, nothing happened. But it was ok, I quickly got used to the new S-V I had to hit for the overlord. I believe what separates good players is their ability to adapt. Of course hotkeys are going to change (people are too afraid to move their left hand) but if you practice hitting the key then you will feel what it is like to move your hand that distance. It is hard to explain but each key has a different feel to it and you will get used to it if you practice.
Secondly, I saw many people mention that no one wants to continuously have to go back to their base and arbitrarily macro. But if you played sc1 zerg and were busy muta harassing someone, and if you didn't continually macro and advance your tech then you know you could be sitting at 1000+ minerals. Macro is hard especially when you are trying to focus your attention on micro. Combining macro and micro definitely takes a lot of APM, but that is where your practice will pay off, it will also put you in a highly favorable position to win the game. SC2 shouldn't be immune to APM requirements and practicing to get good at it. You can see fast/precise actions in any sport/e-sport out there and all of these require practice. Guitar hero you need fast hands/timing/rhythm, halo you need to move your gun and target accurately and quickly, even basketball requires immense practice and execution. With basketball you can't just go out there with a good plan and expect to win, you need to run fast, shoot accurately, and have team work. SC shouldn't be different, you need to macro and micro effectively along with a good plan to be good. So, get out there, practice hotkeying, practice checking back at your hacteries and hitting V really fast, and practice integrating micro and macro until it is seamless.
The issue about the Terran mules; I think if someone has waited until they could summon 6 mules simultaneously has lost out on 6 mules of minerals over the course of time it has taken to build up enough energy for that. That is a potential weakness that an opponent could exploit. Attack them earlier when they should have had 6 mules of minerals worth of units. Of course they will eventually make up the minerals if you wait too long. Perhaps a higher energy requirement for mules is needed? So if you wait till you have 200 energy then you may only receive 3 of them.
Finally, even if they do make macro ridiculous easy then I still think professional players will still prevail. Pros have excellent scouting, they are able to adjust their strategies and have enough experience to recognize what their opponent is doing. I believe the pro player's APM will be greater than the less skilled player even if macro is easy. The ability to attack with several groups of units; perhaps doing a nidus into a players main base while attacking one of their expansions at the same time. Low APM players that just like to 1a all their units won't be able to keep up.
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The macro mechanics used to be waaaaay too easy before. I love that change!
Using Terran's macro mechanic efficiently and not saving up on energy should be just as hard as using the other macro mechanics.
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It looks like they also slightly buffed the AI. I checked out a custom game to review the new 1v1 map and selected TvT. While this normally leads to 1-2 marines being built and not much more, this time I had drop ships floating around my expansions, a mix of marines/marauders/tanks and even had a battle cruiser join the battle. It also sent some 2 marines to scout/harass. It is still very easy to beat but I thought it was nice to see the simplest AI not be as simple anymore.
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wtf colossos cant walk over forcefields anymore ? that makes no sense
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On April 23 2010 23:11 ColorsOfRainbow wrote:wtf colossos cant walk over forcefields anymore ? that makes no sense
its not about shit making sense or not its about balance duh
MARINES SHOOTING DOWN A BATTLECRUISER? OH NOES, THAT DOESNT MAKE SENSE
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Just an update for everyone who thought Spawn Larva was fine.
Question: What ideas do you have for the queen tension right now, because I heard you mention that earlier?
Dustin Browder: Um, we're going to wait and see on that one, like I don't have anything right now in the bucket that's necessary. I have seen queens win and lose games with transfusion, one way or the other. It's not as often as it could be, but that might be balanced on Transfusion or it might not be. Um, I've certainly seen creep tumors be used very effectively. I think there's probably more to be done out there. I'm kind of waiting to see what the community does and I've seen some high level players do some kind of silly things with creep spreading that's kind of fun. Right, so um were going to wait and see how that goes.
This is exactly the same kind of langauge Dustin used right before Proton Charge was changed to Chronoboost. Dustin is on the fence and if enough people voice their opinion this will be improved.
We are going to keep fighting and get Zerg the macro they deserve!
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New change:
the escape key no longer closes your conversations at the bottom of the battle.net screens/menus.
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new change:
You can no longer an scv from building by just moving it. You need to hit an extra key (halt production) before you can move your SCV away from the new building.
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-B.net sets away status for you when you're afk for some time.
-Ctrl+F11 supposed to record the video via SC2 but apparently F11 is chat log so it doesn't work. If anyone figured out how to work it, let me know. (I think you can customize hotkeys now so maybe switching them up would work.)
-F5-F8(or 9) allows u to hotkey locations on map (Like in BW, just different keys)
Not sure if these were mentioned. =)
I'll post more when I find em! ^^
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On April 24 2010 01:30 GG.Win wrote: new change:
You can no longer an scv from building by just moving it. You need to hit an extra key (halt production) before you can move your SCV away from the new building.
ah good. it was like that in sc1 too. very good news^^
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On April 24 2010 01:30 GG.Win wrote: new change:
You can no longer an scv from building by just moving it. You need to hit an extra key (halt production) before you can move your SCV away from the new building.
don't tell idra
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