Unlisted Patch 9 Changes! - Page 9
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InSpiReZerG
United States159 Posts
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asdfTT123
United States989 Posts
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TieN.nS)
United States2131 Posts
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
United Kingdom764 Posts
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
United States4101 Posts
On April 23 2010 07:54 Oodama wrote: 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. | ||
segfix
United States32 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! 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
United States659 Posts
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Damian
Germany335 Posts
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
Sweden5901 Posts
On April 23 2010 07:59 segfix wrote: 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. | ||
HazMat
United States17077 Posts
![]() No more Spine Crawler raping Spore Crawler animation. | ||
Adeeler
United Kingdom764 Posts
On April 23 2010 07:58 TieN.nS) wrote: 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
United States23 Posts
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
United Kingdom6056 Posts
Hotkeying your Queens 5,6,7,8 etc.. is actually pretty cool. | ||
floor exercise
Canada5847 Posts
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
United States3110 Posts
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. | ||
FSP.Siggy
Canada138 Posts
On April 23 2010 07:58 TieN.nS) wrote: 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. | ||
Deleted User 31060
3788 Posts
(and for all of those who will complain and be like "nuuu the terran theme is better the protoss theme sucks" SCREW YOU TOO) | ||
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Carnivorous Sheep
Baa?21243 Posts
On April 23 2010 08:02 Senx wrote: 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. | ||
Klive5ive
United Kingdom6056 Posts
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. | ||
Integra
Sweden5626 Posts
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!" | ||
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