• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:29
CEST 12:29
KST 19:29
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Siren's Call5[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Weekly Cups (August 17-23): Zerg dominate the week0Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212
StarCraft 2
General
How would you feel about frequent/monthly balance patches for SC2? Weekly Cups (August 17-23): Zerg dominate the week Geoff 'iNcontroL' Robinson has passed away SC4ALL II: SC2 Player Announcement 6/8 - Maru GSTL Returns in 2026!
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) Sparkling Tuna Cup - Weekly Open Tournament WORTEX 2026 - Hungarian SC2 Finals Budapest SC2 AI Tournament 2026 Fall 2026 GSTL Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 540 Dodge This The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout
Brood War
General
[ASL22] Ro24 Preview: Siren's Call BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Pros React To: First 'Fastest' Map in ASL History [Personal Project Share] Terran Defense v0.60
Tourneys
[ASL22] Ro24 Group D [Megathread] Daily Proleagues Toronto invitational lan 22 august Brood War in Budapest ! WORTEX 2026 BW Finals
Strategy
Replay Review Process - What do you do? Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend?
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Dating: How's your luck? Russo-Ukrainian War Thread Canadian Politics Mega-thread Artificial Intelligence Thread
Fan Clubs
The Creator Fan Club MarineLorD Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Young Players Exit Esports E…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4983 users

[D] Wireframe Casting Removed - Page 5

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 7 8 9 10 Next All
Elegy
Profile Blog Joined September 2009
United States1629 Posts
April 24 2010 02:08 GMT
#81
i'm liking this change more and more, when blizzard removes minimap casting it'll be even better. The great thing about BW was that players could always become better at mechanics, etc, and that really set players apart from each other. strategy is one thing, but having great mechanics is something that really differentiated a lot of players, especially on iccup imo. good to see a semblance of BW-style macro being preserved to help weed out "good" from "great"
SayaSP
Profile Blog Joined February 2007
Laos5494 Posts
Last Edited: 2010-04-24 02:09:06
April 24 2010 02:08 GMT
#82
On April 24 2010 10:41 Zelniq wrote:
i just wish backspace wasnt so damn far away. maybe i'll have to rebind a key or something, worried about the legality of such moves though

rebind to tilde?
oh no imba he changed it from backspace to tilde unfair advantage oasdfaosofud
[iHs]SSP | I-NO-KI BOM-BA-YE | のヮの http://tinyurl.com/MLIStheCV , MLIS.
sysrpl
Profile Joined February 2010
United States222 Posts
April 24 2010 02:10 GMT
#83
I would like add my voice to the opinion that this change is a horrible idea.

Arbitrary decisions to reduce the fluid use of the game interface only serves to frustrate game players. If being in your base is important, then players who decide to spend game time in their base will do better than those who do not. Creating a system which forces you to go back to your base for no reason other than to force you to go back to your base is just an attempt to create unnecessary busy work.

Perhaps the developers would have better spent their time improving units or game mechanics rather than putting up road blocks.
SteeJanS
Profile Joined March 2010
Canada111 Posts
April 24 2010 02:10 GMT
#84
On April 24 2010 10:50 YunhOLee wrote:
well, this should at least help notice the gap between a good and a great player, this is what made BW this great right?


It's what make BW great for the 100 or so top players in the entire world, ten years after the game was released. I think it's premature to try to mold the game into a e-sport before it has even been released.

Starcraft became a successful e-sport because Blizzard made it the best game possible, and through happy co-incidence it ended up as a pro-sport many years later. I don't agree with purposefully making macro mechanics frustrating and repetitive just because one day in the future it may help one pro-gamer gain an edge on another pro-gamer.

/low post count so my opinion doesn't count, even though I've been playing RTS online since WC2 on Kali
PokePill
Profile Blog Joined March 2009
United States1048 Posts
Last Edited: 2010-04-24 02:16:03
April 24 2010 02:12 GMT
#85
On April 24 2010 10:35 QibingZero wrote:
Show nested quote +
On April 24 2010 10:33 PokePill wrote:
Really surprised by the polls.

The TL community is the only reason there are macro mechanics at all, and now you guys are complaining, overhwhelmingly, that they are too hard. Or maybe it's just all the single digit posters are voting YES.


Reading comprehension... 'YES' means they support the change.


My mistake, is the "reading comprehension" really necessary or does it make you feel special?
MelancholyMark
Profile Joined February 2010
United States39 Posts
April 24 2010 02:14 GMT
#86
On April 24 2010 10:57 liq3 wrote:
I absolutely hate this change and it makes me sad.

RTS games in general should not be trying to implement ways to make mechanics harder, but easier. Mechanics are NOT the game, the game is stuff like building the right units, timing pushes, picking the right tech, etc etc.

It's like golf getting a rule where you have to play one handed. It just doesn't make any sense.

PS. I really am sick to my stomach that blizzard would a change like that. It's technologically backwards.


Your analogy doesn't really work with golf considering you are required to be mechanically skilled to be good at golf, while at the same time knowing strategy of how to hit the ball, where to hit it, etc. And for some people that mechanic part of the game is fun and helps distinguish it from say a turn based game where you have all the time in the world to make strategic decisions.
eNtitY~
Profile Joined January 2007
United States1293 Posts
April 24 2010 02:16 GMT
#87
I'm kind of confused on this, does this basically mean I can't just hit my hotkey for my nexus and click on remote buildings when my nexus isn't in view?

Does this effect Warp gates?
http://www.starcraftdream.com
DuneBug
Profile Joined April 2010
United States668 Posts
Last Edited: 2010-04-24 02:26:09
April 24 2010 02:22 GMT
#88
On April 24 2010 11:10 sysrpl wrote:
Arbitrary decisions to reduce the fluid use of the game interface only serves to frustrate game players. If being in your base is important, then players who decide to spend game time in their base will do better than those who do not. Creating a system which forces you to go back to your base for no reason other than to force you to go back to your base is just an attempt to create unnecessary busy work.


Excellent post.

As the technology has grown players have expected more basic intelligence from games. Regardless of the E-Sports community if Blizzard wants to make a decent RTS they needed to add things like auto-rally to minerals, waypoint building, and smartcasting.

I think artificially creating the need for APM's to do basic base management is a stupid mechanic that won't increase the E-Sport viability of SC2 at all. Especially for a mechanic that was already in Warcraft 3, taking a step backwards always seems like a bad idea.

The best way to make apm's more important and exciting is to put more units like scourge, banelings, siege tanks, reavers into the game. Stuff that can be used simply with attack move but is used far better with good micro.
TIME TO SAY GOODNIGHT BRO!
oolon
Profile Joined August 2009
United States27 Posts
April 24 2010 02:25 GMT
#89
On April 24 2010 10:47 Blacklizard wrote:
I have a bad feeling Blizzard is having trouble with fine tuning balance with the given units and are feeling like they are running out of time, so the easiest way is to reduce harass options by making macro harder during harass. From a design point of view, it's a cop out as far as I am concerned.


You're crazy if you think this game will be released in a state you could describe as "fine tuned". Stop expecting this. No game is ever released this way, especially pvp-heavy games.
Blacklizard
Profile Joined May 2007
United States1194 Posts
April 24 2010 02:30 GMT
#90
On April 24 2010 11:25 oolon wrote:
Show nested quote +
On April 24 2010 10:47 Blacklizard wrote:
I have a bad feeling Blizzard is having trouble with fine tuning balance with the given units and are feeling like they are running out of time, so the easiest way is to reduce harass options by making macro harder during harass. From a design point of view, it's a cop out as far as I am concerned.


You're crazy if you think this game will be released in a state you could describe as "fine tuned". Stop expecting this. No game is ever released this way, especially pvp-heavy games.


You really have no idea how much I know that. You really don't. But to strive for perfection now will make the game better sooner and give it credibility.
liq3
Profile Joined March 2009
Australia34 Posts
April 24 2010 02:40 GMT
#91
On April 24 2010 11:14 MelancholyMark wrote:
Show nested quote +
On April 24 2010 10:57 liq3 wrote:
I absolutely hate this change and it makes me sad.

RTS games in general should not be trying to implement ways to make mechanics harder, but easier. Mechanics are NOT the game, the game is stuff like building the right units, timing pushes, picking the right tech, etc etc.

It's like golf getting a rule where you have to play one handed. It just doesn't make any sense.

PS. I really am sick to my stomach that blizzard would a change like that. It's technologically backwards.


Your analogy doesn't really work with golf considering you are required to be mechanically skilled to be good at golf, while at the same time knowing strategy of how to hit the ball, where to hit it, etc. And for some people that mechanic part of the game is fun and helps distinguish it from say a turn based game where you have all the time in the world to make strategic decisions.

I'll give a better analogy then.


"The fix to wireframe casting MBS is intentional and will not be reverted in the foreseeable future. The designers really like the idea of having the player need to get back to their base and take care of these special abilities buliding units instead of being able to control them build them remotely while looking elsewhere. Hopefully, this will give the player a better feeling of actually managing their base, rather than just clicking pictures on your hotkey bar or selection frames. pressing buttons. "
BG1
Profile Blog Joined January 2005
Canada1550 Posts
April 24 2010 02:48 GMT
#92
Umm I don't know, I was playing zerg without using the new system, just hotkeying all my queens like I would hatcheries in BW - 5,6,7,8,9. Doesn't take long at all once you get used to it.
There was once a dream that was Esports. You could only whisper it. Anything more than a whisper and it would vanish... Now is the time to make that dream a reality!
fantomex
Profile Joined June 2009
United States313 Posts
April 24 2010 02:55 GMT
#93
seemed kind of dumb that you could macro your entire zerg game while looking at the enemy base.
Replay or GTFO
gravity
Profile Joined March 2004
Australia2258 Posts
April 24 2010 02:56 GMT
#94
I think this is a terrible idea, I'm against any unnecessary crippling of the interface.
Thamoo
Profile Joined March 2010
Canada234 Posts
April 24 2010 03:01 GMT
#95
I also think this is a terrible idea.
wat?
SoleSteeler
Profile Joined April 2003
Canada5472 Posts
April 24 2010 03:01 GMT
#96
I definitely agree with this change.

I've been doing it with all races regardless, and it's not that bad... We really do need reasons to go back to our base.

For Zerg users complaining, at least you don't have to go back to your base to build farms like Terran/Protoss.
Shpiel
Profile Joined April 2010
United States47 Posts
April 24 2010 03:02 GMT
#97
Adding another layer of macro? Cool.
Life! Enjoy it.
solistus
Profile Joined April 2010
United States172 Posts
April 24 2010 03:20 GMT
#98
I hate this change. Making mechanics harder to use in ways that do not add any strategic depth is a BAD thing, dammit! The game would be harder to control if you had to move the cursor with arrow keys instead of a mouse, and it would widen the learning curve arbitrarily which is apparently a good thing according to many of you, but I don't think it would improve the game. I like my time-sensitive skills testing elements to be based on skill and thinking on the fly. This is pure busywork.

How about making you fill out a CAPTCHA before producing every unit? That would put way more time pressure on macroing, right?

Maybe it's cuz I'm a newb who hasn't touched BW in a decade and thinks its dated UI makes it annoying and unpleasant to play, not better balanced, but I'd rather have it be easy to implement orders once you decide exactly what order you want to give to exactly which unit. Double-tapping my hotkey for hatchery+queen to spawn my larvae doesn't take any more skill; it just means I can't do it while in combat as easily (which seems imbalanced, really, since Protoss and Terran can save their macro energy up and still get economic use out of it while Zerg cannot) and makes it a little bit more of a pain to do.

To those who like this change: what exact types of changes to make the controls less convenient would you support or not support? What about this 'extra macro layer' in particular makes it a good or valuable one to add to the game?
Units don't counter units. Strategies counter strategies.
tyCe
Profile Joined March 2010
Australia2542 Posts
April 24 2010 03:24 GMT
#99
On April 24 2010 12:01 SoleSteeler wrote:
I definitely agree with this change.

I've been doing it with all races regardless, and it's not that bad... We really do need reasons to go back to our base.

For Zerg users complaining, at least you don't have to go back to your base to build farms like Terran/Protoss.


Exactly this.
Betrayed by EG.BuK
SoleSteeler
Profile Joined April 2003
Canada5472 Posts
April 24 2010 03:25 GMT
#100
On April 24 2010 12:20 solistus wrote:
I hate this change. Making mechanics harder to use in ways that do not add any strategic depth is a BAD thing, dammit! The game would be harder to control if you had to move the cursor with arrow keys instead of a mouse, and it would widen the learning curve arbitrarily which is apparently a good thing according to many of you, but I don't think it would improve the game. I like my time-sensitive skills testing elements to be based on skill and thinking on the fly. This is pure busywork.

How about making you fill out a CAPTCHA before producing every unit? That would put way more time pressure on macroing, right?

Maybe it's cuz I'm a newb who hasn't touched BW in a decade and thinks its dated UI makes it annoying and unpleasant to play, not better balanced, but I'd rather have it be easy to implement orders once you decide exactly what order you want to give to exactly which unit. Double-tapping my hotkey for hatchery+queen to spawn my larvae doesn't take any more skill; it just means I can't do it while in combat as easily (which seems imbalanced, really, since Protoss and Terran can save their macro energy up and still get economic use out of it while Zerg cannot) and makes it a little bit more of a pain to do.

To those who like this change: what exact types of changes to make the controls less convenient would you support or not support? What about this 'extra macro layer' in particular makes it a good or valuable one to add to the game?


These types of arguments have been used over and over and they are very bad.

There needs to be a semblance of balance between micro and macro, the game doesn't need to be arbitrarily too hard.

That said, it does add some strategic depth. People who choose to macro and go back to their base while in a battle trade micro in battle for extra resources/whatever later... It's a strategic choice, and one that players can and do make.

But, remember this is an RTS... we need always need an element of "real-time" in the game. Players who are quicker should be able to take advantage of that skill. And this is one of the ways that works. If you want a game where pure strategy decides games, play a turn-based strategy game.
Prev 1 2 3 4 5 6 7 8 9 10 Next All
Please log in or register to reply.
Live Events Refresh
Afreeca Starleague
10:00
Ro24 Group D
hero vs ggaemo
Larva vs Mong
Afreeca ASL 6068
StarCastTV_EN180
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko213
StarCraft: Brood War
Britney 29277
Bisu 4164
Jaedong 4152
EffOrt 1986
BeSt 874
Horang2 539
Hyuk 454
Pusan 355
Hyun 281
ZerO 160
[ Show more ]
Stork 152
Soma 124
Dewaltoss 81
ToSsGirL 80
Zeus 65
Aegong 58
Last 53
Rush 52
Mind 51
Sharp 38
Free 35
sSak 34
Bale 32
Shine 26
soO 25
Sacsri 23
Noble 20
Sexy 19
ajuk12(nOOB) 15
yabsab 15
Terrorterran 5
Counter-Strike
byalli154
edward103
Other Games
singsing1687
crisheroes249
Organizations
StarCraft: Brood War
UltimateBattle 161
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH389
• StrangeGG 49
• LUISG 28
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV400
• lizZardDota2131
League of Legends
• Rush1371
Upcoming Events
WardiTV Weekly
31m
The Patches Monday
5h 46m
Afreeca Starleague
23h 31m
Soulkey vs PianO
JyJ vs sSak
GSL
1d
PiGosaur Cup
1d 13h
Afreeca Starleague
1d 23h
Mini vs Calm
Queen vs EffOrt
Replay Cast
2 days
The PondCast
2 days
Replay Cast
3 days
Escore
3 days
[ Show More ]
IntoTheTV X SOOP
4 days
Korean StarCraft League
4 days
GSL
5 days
Replay Cast
5 days
Sparkling Tuna Cup
5 days
Liquipedia Results

Completed

Proleague 2026-08-23
PiG Sty Festival 8.0
META DYMY #4

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 1
RSL Revival: Season 6
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL Season 22: Qualifier 2
BSL 2026 LAN: Kraków
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
Big Dog Cup 2026 Div 1
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.