Unlisted Patch 9 Changes! - Page 8
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Genesis Brood
United States193 Posts
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Adeeler
United Kingdom764 Posts
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. | ||
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Carnivorous Sheep
Baa?21243 Posts
That should be a choice you make, and not one forced on you. | ||
Archerofaiur
United States4101 Posts
On April 23 2010 07:44 Liquid`NonY wrote: 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 | ||
Clamev
Germany498 Posts
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. | ||
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Carnivorous Sheep
Baa?21243 Posts
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...? | ||
yB.TeH
Germany414 Posts
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Senx
Sweden5901 Posts
On April 23 2010 07:45 Carnivorous Sheep wrote: 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! | ||
HazMat
United States17077 Posts
![]() This just got added, tips show up when you're loading a scenario. | ||
HalfAmazing
Netherlands402 Posts
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Archerofaiur
United States4101 Posts
On April 23 2010 07:51 Carnivorous Sheep wrote: 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. | ||
avilo
United States4100 Posts
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Carnivorous Sheep
Baa?21243 Posts
On April 23 2010 07:52 Senx wrote: 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. | ||
iounas
409 Posts
On April 23 2010 07:45 Carnivorous Sheep wrote: 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. | ||
Kezzer
United States1268 Posts
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Wi)nD
Canada719 Posts
On April 23 2010 07:07 Archerofaiur wrote: w8 ppl are complaing about spawn larva b/c you have to go to your base to inject rather just use hotkeys? | ||
MorroW
Sweden3522 Posts
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? | ||
underscore
252 Posts
But these changes are awesome as a zerg player i found larva inject way too easy. | ||
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Carnivorous Sheep
Baa?21243 Posts
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 ![]() 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." | ||
MLG_Wiggin
United States767 Posts
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