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Unlisted Patch 9 Changes! - Page 9

Forum Index > SC2 General
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InSpiReZerG
Profile Joined January 2010
United States159 Posts
April 22 2010 22:56 GMT
#161
i never injected with the wires so idc about that at all iv been practicing to get my timing good enough to just know when hatches need it. but the change of spawn larva from r to v HURTS. >.< mule and chrono are easy to push buttons right by the hotkeys.... why V.... why?!?!?
Treacherous and impure, impious and murderous, Cadaverous yet living, dead to eyes but ever dreaming
asdfTT123
Profile Blog Joined June 2009
United States989 Posts
April 22 2010 22:57 GMT
#162
Can anyone comment on the visibility of forcefields and Orbital command scanners on low graphical settings?
n.Die_Jaedong <3
TieN.nS)
Profile Joined August 2003
United States2131 Posts
Last Edited: 2010-04-22 22:58:41
April 22 2010 22:58 GMT
#163
On April 23 2010 07:56 EuroBlast wrote:
i never injected with the wires so idc about that at all iv been practicing to get my timing good enough to just know when hatches need it. but the change of spawn larva from r to v HURTS. >.< mule and chrono are easy to push buttons right by the hotkeys.... why V.... why?!?!?


It's changed to V since burrow is now R instead of W. As far as why warpgates being W affects other races' hotkeys though, I have no idea. Maybe because of team melee or something.
Adeeler
Profile Blog Joined June 2009
United Kingdom764 Posts
April 22 2010 22:58 GMT
#164
On April 23 2010 07:54 MorroW wrote:
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?


Decals are pictures/textures the lime-green spiral symbols on the creep around the buildings and on the nexus.

I do h8 protoss as a zerg player so I should rejoice the game is harder for them to macro but I don't feel happy about an rts moving away from the action and decision making to being more like accounting.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-04-22 23:00:20
April 22 2010 22:59 GMT
#165
On April 23 2010 07:54 Oodama wrote:
Show nested quote +
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?



Its about how Spawn Larva has no decision making.

Its not about "hard" no one is complaining because its hard. Their complaining because its a terrible mechanic.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
segfix
Profile Joined February 2010
United States32 Posts
April 22 2010 22:59 GMT
#166
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!


So do you agree that zerg players should be able to stockpile queen energy and cast multiple spawn larva on a hatchery at the same time?
alexanderzero
Profile Joined June 2008
United States659 Posts
April 22 2010 23:00 GMT
#167
Zerg had the most difficult macro mechanic already. It sucks that they just made it worse.
I am a tournament organizazer.
Damian
Profile Joined June 2009
Germany335 Posts
April 22 2010 23:01 GMT
#168
On April 23 2010 07:54 MorroW wrote:
what are decals?

The small logos on the units / buildings (next to the pool/hatch in case of zerg) in your team color. I guess you can unlock them through achievments...
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
Last Edited: 2010-04-22 23:02:54
April 22 2010 23:02 GMT
#169
On April 23 2010 07:59 segfix wrote:
Show nested quote +
On April 23 2010 07:52 Senx wrote:
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!


So do you agree that zerg players should be able to stockpile queen energy and cast multiple spawn larva on a hatchery at the same time?


Do you agree that zergs macro mechanic is the strongest out of the 3?
Does it make sense that a stronger mechanic should also be harder to pull off?

If the answer is no, I can't really help you.
"trash micro but win - its marine" MC commentary during HSC 4
HazMat
Profile Blog Joined October 2009
United States17077 Posts
April 22 2010 23:02 GMT
#170
[image loading]
No more Spine Crawler raping Spore Crawler animation.
www.youtube.com/user/ShakeDrizzle | League and SSBM content creator | Armada's Youtube Editor
Adeeler
Profile Blog Joined June 2009
United Kingdom764 Posts
April 22 2010 23:03 GMT
#171
On April 23 2010 07:58 TieN.nS) wrote:
Show nested quote +
On April 23 2010 07:56 EuroBlast wrote:
i never injected with the wires so idc about that at all iv been practicing to get my timing good enough to just know when hatches need it. but the change of spawn larva from r to v HURTS. >.< mule and chrono are easy to push buttons right by the hotkeys.... why V.... why?!?!?


It's changed to V since burrow is now R instead of W. As far as why warpgates being W affects other races' hotkeys though, I have no idea. Maybe because of team melee or something.


It's quite strange considering R is the dominent phonetic in Larva(LA(R) VA(R))
HeyZeus
Profile Joined April 2010
United States23 Posts
April 22 2010 23:03 GMT
#172
I don't understand why high-level players (especially those with SC1 backgrounds) continue to defend UI elements that are repetitive and/or arbitrary for the sake rewarding higher APM.

Would the game be better if:
- Unit selection max is 1 unit? That would require some sick APM just to not attack in a straight line!
- Workers don't return minerals automatically after mining?
- No unit production queues?
- Every hotkey changes throughout the course of the game, at pre-defined time intervals? The truly pro would memorize every hot key at minute 1, minute 2, minute 3, etc.
- You were forced to play Bop-It during SC2, and every time you mess up you lose resources?

More repetitive, arbitrary APM-demanding mechanics just dilutes the "strategy" part of "RTS".
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
April 22 2010 23:04 GMT
#173
Fantastic. I really like the no-wireframes change. It was pretty ridiculous that you could play very high level Zerg only using 3 hotkeys.
Hotkeying your Queens 5,6,7,8 etc.. is actually pretty cool.
Don't hate the player - Hate the game
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
April 22 2010 23:04 GMT
#174
On April 23 2010 08:03 HeyZeus wrote:
I don't understand why high-level players (especially those with SC1 backgrounds) continue to defend UI elements that are repetitive and/or arbitrary for the sake rewarding higher APM.

Would the game be better if:
- Unit selection max is 1 unit? That would require some sick APM just to not attack in a straight line!
- Workers don't return minerals automatically after mining?
- No unit production queues?
- Every hotkey changes throughout the course of the game, at pre-defined time intervals? The truly pro would memorize every hot key at minute 1, minute 2, minute 3, etc.
- You were forced to play Bop-It during SC2, and every time you mess up you lose resources?

More repetitive, arbitrary APM-demanding mechanics just dilutes the "strategy" part of "RTS".

I agree, which brings us back to the fundamental flaw in SC2, and all RTS games, you can build units in real time.
Captain Peabody
Profile Blog Joined May 2009
United States3136 Posts
Last Edited: 2010-04-22 23:06:22
April 22 2010 23:04 GMT
#175
The wireframe change was probably put in to balance out the addition of the screen-hotkeys in terms of APM and difficulty of use.

Oh, and this:

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.


is pretty much accurate. Most more casual, lower-level players chrono boost only occasionally, when they think of it, and they do so almost entirely without using wireframes. At least, I (speaking as a Silver-level player who is frankly not very good) haven't put the wire-frame thing to much use at all...

Its about how Spawn Larva has no decision making.


Its not about "hard" no one is complaining because its hard. Their complaining because its a terrible mechanic.


But it's...not a terrible mechanic. If it helps, think of the overall mechanic as simply "Larva management," and Spawn Larva the ability as one of the things involved in that mechanic. The single click isn't everything...it's how the mechanic affects the game itself that matters. And it DOES promote decision-making in different aspects of the game, even if the ability itself is sometimes a no-brainer.
Dies Irae venit. youtube.com/SnobbinsFilms
FSP.Siggy
Profile Joined March 2010
Canada138 Posts
April 22 2010 23:04 GMT
#176
On April 23 2010 07:58 TieN.nS) wrote:
Show nested quote +
On April 23 2010 07:56 EuroBlast wrote:
i never injected with the wires so idc about that at all iv been practicing to get my timing good enough to just know when hatches need it. but the change of spawn larva from r to v HURTS. >.< mule and chrono are easy to push buttons right by the hotkeys.... why V.... why?!?!?


It's changed to V since burrow is now R instead of W. As far as why warpgates being W affects other races' hotkeys though, I have no idea. Maybe because of team melee or something.


It's because infestors can control probes, which can allow zerg to build warpgates.
Check out the StarCraft Card Game - http://www.teamliquid.net/forum/viewmessage.php?topic_id=116834
Deleted User 31060
Profile Blog Joined September 2007
3788 Posts
April 22 2010 23:05 GMT
#177
I want to hear this new music, I hope it's as awesome as the protoss theme

(and for all of those who will complain and be like "nuuu the terran theme is better the protoss theme sucks" SCREW YOU TOO)
Peaked at C- on ICCUP and proud of it! @Sunyveil
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21247 Posts
April 22 2010 23:05 GMT
#178
On April 23 2010 08:02 Senx wrote:
Show nested quote +
On April 23 2010 07:59 segfix wrote:
On April 23 2010 07:52 Senx wrote:
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!


So do you agree that zerg players should be able to stockpile queen energy and cast multiple spawn larva on a hatchery at the same time?


Do you agree that zergs macro mechanic is the strongest out of the 3?
Does it make sense that a stronger mechanic should also be harder to pull off?

If the answer is no, I can't really help you.


I have said repeatedly that this is not a balance issue, stop trying to turn it into that.
TranslatorBaa!
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
April 22 2010 23:05 GMT
#179
On April 23 2010 08:03 HeyZeus wrote:
I don't understand why high-level players (especially those with SC1 backgrounds) continue to defend UI elements that are repetitive and/or arbitrary for the sake rewarding higher APM.

Would the game be better if:
- Unit selection max is 1 unit? That would require some sick APM just to not attack in a straight line!
- Workers don't return minerals automatically after mining?
- No unit production queues?
- Every hotkey changes throughout the course of the game, at pre-defined time intervals? The truly pro would memorize every hot key at minute 1, minute 2, minute 3, etc.
- You were forced to play Bop-It during SC2, and every time you mess up you lose resources?

More repetitive, arbitrary APM-demanding mechanics just dilutes the "strategy" part of "RTS".

I don't understand why you can't see that a good compromise is necessary.
Don't hate the player - Hate the game
Integra
Profile Blog Joined January 2008
Sweden5626 Posts
April 22 2010 23:06 GMT
#180
On April 23 2010 08:03 HeyZeus wrote:
I don't understand why high-level players (especially those with SC1 backgrounds) continue to defend UI elements that are repetitive and/or arbitrary for the sake rewarding higher APM.

Would the game be better if:
- Unit selection max is 1 unit? That would require some sick APM just to not attack in a straight line!
- Workers don't return minerals automatically after mining?
- No unit production queues?
- Every hotkey changes throughout the course of the game, at pre-defined time intervals? The truly pro would memorize every hot key at minute 1, minute 2, minute 3, etc.
- You were forced to play Bop-It during SC2, and every time you mess up you lose resources?

More repetitive, arbitrary APM-demanding mechanics just dilutes the "strategy" part of "RTS".

Some people here woud say "no that's no enough, it should be even harder!"
"Dark Pleasure" | | I survived the Locust war of May 3, 2014
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