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Unlisted Patch 9 Changes! - Page 8

Forum Index > SC2 General
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Prev 1 6 7 8 9 10 25 Next All
Genesis Brood
Profile Blog Joined May 2007
United States193 Posts
April 22 2010 22:48 GMT
#141
anybody else HATE using backspace? I wish it was closer to the left side of the keyboard like the tilde.
I'll love you like I love the palm of my hand.
Adeeler
Profile Blog Joined June 2009
United Kingdom764 Posts
Last Edited: 2010-04-22 22:50:00
April 22 2010 22:48 GMT
#142
Actually this change also goes against the whole theory of the zerg race being physically linked together as a hive mind so why the hell wouldn't a queen know about the hatch she's standing next to even without looking at it?

I'm h8'ing this change a lot less if my backspace method works, but its will kill the game in the long run for new players wanting to take the game up.
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21243 Posts
April 22 2010 22:49 GMT
#143
On April 23 2010 07:48 blade55555 wrote:
Show nested quote +
On April 23 2010 07:47 HDstarcraft wrote:
Its a good thing I always went back to base to inject anyways


My thoughts exactly :D


That should be a choice you make, and not one forced on you.
TranslatorBaa!
Archerofaiur
Profile Joined August 2008
United States4101 Posts
April 22 2010 22:49 GMT
#144
On April 23 2010 07:44 Liquid`NonY wrote:
Show nested quote +
On April 23 2010 07:36 Mnijykmirl wrote:
"No, let's just nerf the user interface, despite that arbitrary user interface limitations is completely contrary to the rest of our game design"

This simply isn't true. Arbitrary UI limitations are everywhere.

Also, just because a patch doesn't address an issue doesn't mean that Blizzard thinks it isn't an issue. I'm sure there are a million things on Blizzard's to-do list, and a million more things on their let's-keep-an-eye-on-this list, but every patch can't possibly address every issue.





To do list
Change W hotkeys
.
.
.
.
.
.
.
.
.
Fix repeative action with no decision making that players have to do the entire game
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Clamev
Profile Blog Joined January 2010
Germany498 Posts
Last Edited: 2010-04-22 22:50:18
April 22 2010 22:49 GMT
#145
Wait they make the game so that one race has to like know how to build
stuff in front of youre map (in a different way for each map and each spawning location)
and like one race has to micro the first few units like ehm i don´t know marines and tanks
against units that would rape them unmicroed like ehm Zealots and Dragoons
and like one race has to get detection because the other race has invisible units that they can get fairly quickly
Thats totaly not like the spirit from SCBW.
Seriosly get the fuck over it.
Like Day[9] said Dont believe in imbalance think about ways to overcome difficulties.
6Pool or die trying
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21243 Posts
Last Edited: 2010-04-22 22:52:02
April 22 2010 22:51 GMT
#146
On April 23 2010 07:49 Clamev wrote:

Like Day[9] said Dont believe in imbalance think about ways to overcome difficulties.


This is not a balance issue, and people who're trying to make it into one is stupid. It's about terrible UI. Less than satisfactory UI I can deal with, and I can accept. When you already have a logical UI in place, expending the effort to remove it achieves...?
TranslatorBaa!
yB.TeH
Profile Blog Joined November 2008
Germany414 Posts
April 22 2010 22:52 GMT
#147
the zerg decal thing looks like swastika
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
April 22 2010 22:52 GMT
#148
On April 23 2010 07:45 Carnivorous Sheep wrote:
Show nested quote +
On April 23 2010 07:42 Senx wrote:
Blizzard just made the game a tiny bit harder to macro well (for zergs and Protoss) and the QQ is just pouring in..

If we want this game to be a great e-sport, we should welcome changes like this. I know its hard for casual players to deal with, but most didn't even know about the wireframe-trick nor do they care about finding the most optimal way to play the game.



Let's make it so that when you call down a MULE, it doesn't start auto mining. You have to manually tell it to mine after it lands. This would be great since it adds more control and complexity to the game, and higher APM players would benefit from it.


And how is that on par with the other mechanics in difficulty? Now that every mechanic requires you to go back to your base it is now really unfair all the sudden. Gosh!
"trash micro but win - its marine" MC commentary during HSC 4
HazMat
Profile Blog Joined October 2009
United States17077 Posts
April 22 2010 22:52 GMT
#149
[image loading]

This just got added, tips show up when you're loading a scenario.
www.youtube.com/user/ShakeDrizzle | League and SSBM content creator | Armada's Youtube Editor
HalfAmazing
Profile Joined May 2008
Netherlands402 Posts
April 22 2010 22:53 GMT
#150
Swastikas.
You can figure out the other half.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-04-22 22:54:02
April 22 2010 22:53 GMT
#151
On April 23 2010 07:51 Carnivorous Sheep wrote:
Show nested quote +
On April 23 2010 07:49 Clamev wrote:

Like Day[9] said Dont believe in imbalance think about ways to overcome difficulties.


This is not a balance issue, and people who're trying to make it into one is stupid. It's about terrible UI. Less than satisfactory UI I can deal with, and I can accept. When you already have a logical UI in place, expending the effort to remove it achieves...?



Option A
Give the macro mechanics more decision making thereby allowing you to keep the improved UI.



Option B
Leave macro mechanics as are and disable improved UI. Leave work an hour early.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
avilo
Profile Blog Joined November 2007
United States4100 Posts
April 22 2010 22:53 GMT
#152
wow, turning out to be an excellent, excellent patch by blizzard. Congrats on them realizing that there is such a thing as "interface balance," (being too easy, or too hard)and using it in their design process there is no reason to wonder why these guys are top tier RTS developers.
Sup
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21243 Posts
Last Edited: 2010-04-22 22:54:57
April 22 2010 22:53 GMT
#153
On April 23 2010 07:52 Senx wrote:
Show nested quote +
On April 23 2010 07:45 Carnivorous Sheep wrote:
On April 23 2010 07:42 Senx wrote:
Blizzard just made the game a tiny bit harder to macro well (for zergs and Protoss) and the QQ is just pouring in..

If we want this game to be a great e-sport, we should welcome changes like this. I know its hard for casual players to deal with, but most didn't even know about the wireframe-trick nor do they care about finding the most optimal way to play the game.



Let's make it so that when you call down a MULE, it doesn't start auto mining. You have to manually tell it to mine after it lands. This would be great since it adds more control and complexity to the game, and higher APM players would benefit from it.


And how is that on par with the other mechanics in difficulty? Now that every mechanic requires you to go back to your base it is now really unfair all the sudden. Gosh!


It's not unfair, it's illogical. I'm just saying that implementing my hypothetical MULE change would be totally retarded, but it's comparable to what's going on here. If that change did get implemented I'm quite sure you'd be quite pissed.
TranslatorBaa!
iounas
Profile Joined July 2008
409 Posts
Last Edited: 2010-04-22 22:55:34
April 22 2010 22:54 GMT
#154
On April 23 2010 07:45 Carnivorous Sheep wrote:
Show nested quote +
On April 23 2010 07:42 Senx wrote:
Blizzard just made the game a tiny bit harder to macro well (for zergs and Protoss) and the QQ is just pouring in..

If we want this game to be a great e-sport, we should welcome changes like this. I know its hard for casual players to deal with, but most didn't even know about the wireframe-trick nor do they care about finding the most optimal way to play the game.



Let's make it so that when you call down a MULE, it doesn't start auto mining. You have to manually tell it to mine after it lands. This would be great since it adds more control and complexity to the game, and higher APM players would benefit from it.

And make it 1 per cc so you have to do it periodically and not call them all at once.
IdrA: stalkers actually do negative damage. when you shoot a marine with a stalker it gains health.
Kezzer
Profile Blog Joined December 2008
United States1268 Posts
April 22 2010 22:54 GMT
#155
something I just found, units gain ranks based off kills. for instance, 0 kills= recruit 11= seargent
Wi)nD
Profile Joined April 2010
Canada719 Posts
April 22 2010 22:54 GMT
#156
On April 23 2010 07:07 Archerofaiur wrote:
Poll: Now do you agree that Spawn Larva needs to be fixed?

Yes (457)
 
67%

No (221)
 
33%

678 total votes

Your vote: Now do you agree that Spawn Larva needs to be fixed?

(Vote): Yes
(Vote): No




w8 ppl are complaing about spawn larva b/c you have to go to your base to inject rather just use hotkeys?
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-04-22 22:55:06
April 22 2010 22:54 GMT
#157
i like the hidden changes so much. all of them

the fkeys along with the green-bar-stay-true is gonna help me so much. took days for me to stop using f-keys and panic over units that got yellow

also i embrace the fact that toss and zerg macro just got quite a bit harder

what are decals?
Progamerpls no copy pasterino
underscore
Profile Joined August 2009
252 Posts
April 22 2010 22:55 GMT
#158
After reading the official patch notes I just thought 'meh'
But these changes are awesome as a zerg player i found larva inject way too easy.
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21243 Posts
April 22 2010 22:56 GMT
#159
On April 23 2010 07:53 avilo wrote:
wow, turning out to be an excellent, excellent patch by blizzard. Congrats on them realizing that there is such a thing as "interface balance," (being too easy, or too hard)and using it in their design process there is no reason to wonder why these guys are top tier RTS developers.


WTF is interface balance? There is nothing "too easy" or "too hard." That's like saying Protoss in BW is "easy," cause you just "1a2a3a."
TranslatorBaa!
MLG_Wiggin
Profile Blog Joined March 2010
United States767 Posts
April 22 2010 22:56 GMT
#160
Those little glowing circle/images. The green things in the first picture that look like swastikas (really hope they change that!)
@DBWiggin, SC2 ref
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