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On April 23 2010 07:33 onmach wrote:
Another one that I plan to check on the moment my patch finishes downloading is I think you can now cancel an egg without losing the larvae. That's gigantic. I don't know how many games I've lost where I had 2 inject larvaes come to fruition, turn out 8 drones and then immediately the protoss moves out that instant. Now I can just cancel and get 16 zerglings, no sweat.
What makes you think that this is psosible now? That's a pretty huge buff if true.
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"Zerg doesn't even have to look back at their bases to manage their entire macro!" "Spawn larva turned out to be a repetitive macro mechanic, too poorly designed to actually manage to do anything that we actually intended to do with it" "Should we fix it?" "No, let's just nerf the user interface, despite that arbitrary user interface limitations is completely contrary to the rest of our game design"
They must think we're stupid.
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Eh it's still the beta they'll have it fine and balanced by launchtime so no worries
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On April 23 2010 07:13 Zexion wrote:
Isn't this a good change? Now it requires slighty more effort to do this in the middle of a game. But I've never clicked the icons anyway. Always double-pressing the group button for my Nexuses/Hatcheries to use Chrono Boost/Spawn Larvae.
Allow Terrans to put the mineral patches in control groups and MULE them that way. Problem solved!!
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On April 23 2010 07:35 MementoMori wrote:Show nested quote +On April 23 2010 07:30 3clipse wrote: I was doing fine with hotkeying my hatcheries to 5 and queens to 4. Never used the wireframe to spawn larvae. So if you had all your queens on one kotkey like that.. What's the best way to center the screen on each one? Just click the picture of each one and tab through?
Just hotkey hatcheries separately its what I do for queen macro (when they are at different bases)
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On April 23 2010 07:30 QuothTheRaven wrote: Actually, come to think of it, it wouldn't be a terrible idea to limit the CC to 1 mule per OC at a time. That way you have to be paying attention to your macro. If you screw up and lose mule mining time, you at least have comsat scans that you can use instead (or supply drops).
It also helps deal with some of those late game issues where a T takes a new base and can instantly call down 8 mules to it to mine out a good portion of it in 90 seconds (not sure if this will prove to be a long term balance issue or not, but it's something to note).
Thats dumb, each race has a late game, mass ability.
1. Terrans, like you said, can start a new base and hit it with 8 mules, grabing 1k+ mins in no time.
2. Protoss can build 10 or more warpgates, and chrono boost them all, allowing you to warp in a new army in no time.
3. Zerg. When zerg is at full food, you can stockpile larva. Allowing for an almost instant rebuild of an army.
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8748 Posts
On April 23 2010 07:33 Ryuu314 wrote:Show nested quote +On April 23 2010 07:31 DrSmoke wrote: Do I need to point out that "casual" players tend to not be in the beta. So.
1. Casuals won't know it was ever there. 2. By the time sc2 hits stores I think they will have it figured out, considering that if blizz wants money, they have to make the game accessible to a large group of gamers.
Are you kidding me? Look at the massive number of copper/bronze/low silver players and all the people who got beta through WoW and tell me that "casual players tend to not be in beta" It's still super low compared to the amount of casual players that'll be playing at release. Aaaaaaand I bet a lot of the casual players in beta didn't even know about casting spells on wireframes.
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Well as protoss player I better start remembering exactly where I put my buildings down then. Aswell as grouping up all warp gates to one location.
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blizzard is starting to make me want to change over to protoss -.-
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I personally didn't know about it until recently. And I've only used it a couple times /shrug
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Whatt?????
noooooo this is going to make chrono boost so much more of a pain
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With the advent of F keys it's not as bad as everyone is making it sound.
Or use the minimap. BOOM solved.
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On April 23 2010 07:36 DrSmoke wrote:Show nested quote +On April 23 2010 07:30 QuothTheRaven wrote: Actually, come to think of it, it wouldn't be a terrible idea to limit the CC to 1 mule per OC at a time. That way you have to be paying attention to your macro. If you screw up and lose mule mining time, you at least have comsat scans that you can use instead (or supply drops).
It also helps deal with some of those late game issues where a T takes a new base and can instantly call down 8 mules to it to mine out a good portion of it in 90 seconds (not sure if this will prove to be a long term balance issue or not, but it's something to note). Thats dumb, each race has a late game, mass ability. 1. Terrans, like you said, can start a new base and hit it with 8 mules, grabing 1k+ mins in no time. 2. Protoss can build 10 or more warpgates, and chrono boost them all, allowing you to warp in a new army in no time. 3. Zerg. When zerg is at full food, you can stockpile larva. Allowing for an almost instant rebuild of an army.
Yes, but the issue with the Zerg one is that it requires periodic player attention over a long span of time in order to get that. The T or P ones you can focus entirely on microing and then suddenly "oh hey I have 600 orbital command / Nexus energy between my bases, let me use it all at once."
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On April 23 2010 07:36 Liquid`NonY wrote:Show nested quote +On April 23 2010 07:33 Ryuu314 wrote:On April 23 2010 07:31 DrSmoke wrote: Do I need to point out that "casual" players tend to not be in the beta. So.
1. Casuals won't know it was ever there. 2. By the time sc2 hits stores I think they will have it figured out, considering that if blizz wants money, they have to make the game accessible to a large group of gamers.
Are you kidding me? Look at the massive number of copper/bronze/low silver players and all the people who got beta through WoW and tell me that "casual players tend to not be in beta" It's still super low compared to the amount of casual players that'll be playing at release. Aaaaaaand I bet a lot of the casual players in beta didn't even know about casting spells on wireframes.
To prove you right, I am a new player and I did not know you could cast spells via the wireframe. ^^
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On April 23 2010 07:35 TieN.nS) wrote:Show nested quote +On April 23 2010 07:33 onmach wrote:
Another one that I plan to check on the moment my patch finishes downloading is I think you can now cancel an egg without losing the larvae. That's gigantic. I don't know how many games I've lost where I had 2 inject larvaes come to fruition, turn out 8 drones and then immediately the protoss moves out that instant. Now I can just cancel and get 16 zerglings, no sweat. What makes you think that this is psosible now? That's a pretty huge buff if true.
I see no reason they would ever do this... If they do that ruins the whole purpose of zergs style of macro.
There is no way this is true.
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I like this change if the add the Fx Keys for movement, it would be more sc1 style, and for me its good.
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On April 23 2010 07:35 TieN.nS) wrote:Show nested quote +On April 23 2010 07:33 onmach wrote:
Another one that I plan to check on the moment my patch finishes downloading is I think you can now cancel an egg without losing the larvae. That's gigantic. I don't know how many games I've lost where I had 2 inject larvaes come to fruition, turn out 8 drones and then immediately the protoss moves out that instant. Now I can just cancel and get 16 zerglings, no sweat. What makes you think that this is psosible now? That's a pretty huge buff if true.
It's possible. Doesn't even have a cancellation cost either it seems like (for drones, at least, which is all I've tested on at the moment). You can test all this by testing a map in the map editor.
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On April 23 2010 07:28 Jyvblamo wrote:Show nested quote +On April 23 2010 07:25 iounas wrote:On April 23 2010 07:18 Saracen wrote:On April 23 2010 07:14 Senx wrote:On April 23 2010 07:12 Mastermind wrote:On April 23 2010 07:03 Zelniq wrote:the most major change I've found, that's extremely detrimental: Can no longer target spells/abilities on your buildings or units by clicking on their icons in the selected unit panel. This means you cannot Spawn Larvae nor Chrono Boost by clicking on the building icons WTF!!  They must have done this to balance the zerg and protoss macro mechanics with the terran's mule which was the only mechanic which actually required you to go back to your base. I dont think I like that change though. Yea that just doesn't make sense, why would they want all 3 macro mechanics to require similar amounts of attention??? ITS BLASPHEMY I TELL YOU!  If that's the case, then halve the duration of MULEs and make it require 25 energy instead. And if you want to compare it spawn larvae, make it so that you can only have 1 MULE per CC so you can't spam 4 MULEs if a CC has 100 energy. That is accurate.. You can just spam several mules on a same mineral field but you cant use more than 1 chrono on a building.. You have to wait until first is done.. Terran mule macro is easy.. If you miss it it doesnt matter.. You want to have enough for scans at any time anyway.. Terran's more forgiving macro mechanic is mitigated somewhat by the tension of making hard decisions early on, on how to spend your energy. Z and P don't really have to deal with that tension. Yeah that is accurate too.. Terran is more about choice so it doesnt get any harder later in game, while others are more hard work.. But also mules get more powerful later in game where you can just take gold expansion and calldown as many mules at once while chrono is hard work.. Even before the patch even very high level people use chrono only once when they start upgrades and dont come back every 15 sec even if they have much energy to spend because you cant really afford doing it so often for the small gain..
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i was just learning chrono boosting wirefrimes >_________<
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