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[D] Wireframe Casting Removed - Page 9

Forum Index > SC2 General
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vrok
Profile Joined August 2009
Sweden2541 Posts
Last Edited: 2010-04-24 08:46:35
April 24 2010 08:43 GMT
#161
So basically, this change is an admittance from Blizzard that SL was (and still is with minimap casts) overpowered? Because the T macro mechanic was already easier than Z. Now it's just ridiculous (when they fix the minimap casting ofc).

And yeah, having the change effect other spells like transfusion is retarded. Not being able to see which warpgates to chrono is pretty retarded too. Is that supposed to be a nerf (or disadvantage rather) to using warpgates? It's either that or they didn't really think this fix through.
"Starcraft 2 very easy game" - White-Ra
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 08:48 GMT
#162
The amount of bitching in this thread is staggering.
Bring back 2v2s!
ZerglingSoup
Profile Joined June 2009
United States346 Posts
April 24 2010 08:50 GMT
#163
On April 24 2010 17:48 ComradeDover wrote:
The amount of bitching in this thread is staggering.


Haha. I can't wait until the Beta is over.
Stream plz
nodule
Profile Joined February 2008
Canada931 Posts
April 24 2010 08:51 GMT
#164
On April 24 2010 09:28 Tropics wrote:
Kinda silly. I find it especially silly with chrono boost in the case of warp gates. If they had an animation so that I knew which ones were charged and which weren't it'd be ok, but its kind of annoying having this functionality, adjusting to it, then having it taken away from you.


The whole point of a beta is to be able to take away things they put in to get the game right
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
April 24 2010 10:19 GMT
#165
I dislike this change very much.

I will still be producing unit without visiting my base, with a single hotkey that contains all my hatcheries.
I will hopefully start binding all my buildings into one group so that I can work on upgrades without visiting my base.
BUT I will have to go back to my base for this one and only reason which is spawning larvae every 40 seconds. This doesn't feel like "managing my base" to me.

With the new hotkey for spawn larva it got even worse. v is quite far away from the number keys and even further away from the F-keys. 4x Spawn Larva in quick succession will be very hard to pull off. Casting 4 mules is cheapish, especially if you added the CC at the gold minerals as the last CC in your group. And at least you don't have to jump over the whole map to CB some gateways.

And then I absolutely don't understand why we have things like a global hotkey for Warpgates when the same thing could easily be achived with a normal hotkey and a tiny bit of "base management", but we can't have cast on wireframe because we need more "base management".


Btw, I doubt that many terrans were using calldown supply, but it should have been possible to group a few depots with your OCs and cast calldown on those. I never tested it though, and it for sure doesn't work now. No, it wasn't possible to group minerals with your OCs, but it would have been awesome.
If you have a good reason to disagree with the above, please tell me. Thank you.
Islandsnake
Profile Joined April 2009
United States679 Posts
Last Edited: 2010-04-24 10:56:12
April 24 2010 10:47 GMT
#166
There are plenty of ways to increase mechanical requirements without removing features from the UI( that could be used in custom games).

Not only that but it creates a giant mechanical difference between races, terran is completely unchanged(apparently only zerg should have to look at EACH of there bases when they want to use there macro mechanic ontop of being the only one that cant just go "Oh crap 90 energy on 50 orbital commands let me just catch up").

I completely ok with making the game harder, they coulda done any balence change and i woulda supported it. But don't remove features from your interface, there are other ways around the issue that dont hurt the game overal.

Seems like alot of people are just exited that the games got harder!111!!!! I don't really think thats the thing we need to focus on =/.
Bang!
givemefive
Profile Joined April 2010
United States300 Posts
April 24 2010 10:56 GMT
#167
I really don't like the attitude and argument that mechanics should be hard because BW mechanics were hard.

Protoss can still chrono through the mini map so hopefully that is intended.
Mecha71
Profile Joined March 2010
United States59 Posts
April 24 2010 10:59 GMT
#168
Get acquainted with the new Fkeys, and now do it with a fraction of effort that people did with to macro in BW.
willeesmalls
Profile Joined March 2010
United States477 Posts
Last Edited: 2010-04-24 11:29:43
April 24 2010 11:16 GMT
#169
BW mechanics were hard because the game was old, the engine was out of date, and they didn't think of better ways of implementation when they made the game.

<sarcasm>
If you were a truly skilled baller, you'd feed the computer commands in assembly language to direct your troops and build your army. Because that takes more actions and requires more unconscious skill that needs to be rehearsed before you can get good at this game.
</sarcasm>

Being able to cast spells on units and buildings in wireframes was a fun and interesting mechanic that rewarded good hotkey organization and allowed you to free up actions. It's not as if there's not enough to do in starcraft such that even an advanced player cannot better his play through more efficient macro.

Instead of taking that away to force us into repetitive and uninteresting apm, they should introduce new things that put actions towards strategic and tactical use. Any changes in user interface that increases player actions should be accompanied by an increase in player capability.

i.e:Smartcasting allowed for better emp/storms. Single unit queuing from multiple production building allowed players to precisely select units to queue up.

How does removing wireframe spellcasting increase player capability?
lolreaper
Profile Joined April 2010
301 Posts
April 24 2010 11:49 GMT
#170
awsome change, if u are horrible with macro add extra hatchery
imperator-xy
Profile Blog Joined March 2009
Germany1377 Posts
April 24 2010 12:14 GMT
#171
i think this is a good change, now macro becomes macro. binding all queens and hatches on 1 button wasnt really hard
unAimed
Profile Joined April 2010
Germany33 Posts
April 24 2010 12:15 GMT
#172
On April 24 2010 20:49 lolreaper wrote:
awsome change, if u are horrible with macro add extra hatchery

remind me - whats the punishment for hording energy on terran - oh right - you just call down 2 mules...
The darkest hour is just before the dawn.
lolreaper
Profile Joined April 2010
301 Posts
April 24 2010 12:23 GMT
#173
On April 24 2010 21:15 unAimed wrote:
Show nested quote +
On April 24 2010 20:49 lolreaper wrote:
awsome change, if u are horrible with macro add extra hatchery

remind me - whats the punishment for hording energy on terran - oh right - you just call down 2 mules...

u in fact lose mining time which causes you will have smaller army in particular period of time compered to terran who used mules perfectly, seems similar to zerg who forgets to spawn larva dont u think ?
Bosu
Profile Blog Joined June 2008
United States3247 Posts
April 24 2010 12:40 GMT
#174
On April 24 2010 21:23 lolreaper wrote:
Show nested quote +
On April 24 2010 21:15 unAimed wrote:
On April 24 2010 20:49 lolreaper wrote:
awsome change, if u are horrible with macro add extra hatchery

remind me - whats the punishment for hording energy on terran - oh right - you just call down 2 mules...

u in fact lose mining time which causes you will have smaller army in particular period of time compered to terran who used mules perfectly, seems similar to zerg who forgets to spawn larva dont u think ?


Zerg getting behind on larva midgame and having 100 energy queens is definitely a bigger problem then a terran with a 100 energy cc.
#1 Kwanro Fan
unAimed
Profile Joined April 2010
Germany33 Posts
April 24 2010 12:45 GMT
#175
On April 24 2010 21:23 lolreaper wrote:
Show nested quote +
On April 24 2010 21:15 unAimed wrote:
On April 24 2010 20:49 lolreaper wrote:
awsome change, if u are horrible with macro add extra hatchery

remind me - whats the punishment for hording energy on terran - oh right - you just call down 2 mules...

u in fact lose mining time which causes you will have smaller army in particular period of time compered to terran who used mules perfectly, seems similar to zerg who forgets to spawn larva dont u think ?


no you dont lose absolute mining time you just move the point of mining to a later point of time.
missed sl are lost forever.
+ a bad macroing terran could find himself in an advantageous position because he has some scans for a dt rush or whatever...
The darkest hour is just before the dawn.
Gigaudas
Profile Blog Joined December 2008
Sweden1213 Posts
April 24 2010 12:46 GMT
#176
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.


Should be this, should be that. Who are you to decide?

There are tons of mechanically easy games out there and there's obviously a huge crowd that craves challenging games that make good e-sports.
I
Nuttyguy
Profile Blog Joined March 2010
United Kingdom1526 Posts
April 24 2010 13:54 GMT
#177
havent been on in a while but whats wireframe casting? is it like you have to click on the queen and spawn larvae on the hactery itself i.e the picture infront of you with the screen at your base? so what was it before u select queen and click on hatchery picture on ur [1] [2] buttons?
lolreaper
Profile Joined April 2010
301 Posts
Last Edited: 2010-04-24 14:05:41
April 24 2010 14:04 GMT
#178
On April 24 2010 21:45 unAimed wrote:
Show nested quote +
On April 24 2010 21:23 lolreaper wrote:
On April 24 2010 21:15 unAimed wrote:
On April 24 2010 20:49 lolreaper wrote:
awsome change, if u are horrible with macro add extra hatchery

remind me - whats the punishment for hording energy on terran - oh right - you just call down 2 mules...

u in fact lose mining time which causes you will have smaller army in particular period of time compered to terran who used mules perfectly, seems similar to zerg who forgets to spawn larva dont u think ?


no you dont lose absolute mining time you just move the point of mining to a later point of time.
missed sl are lost forever.
+ a bad macroing terran could find himself in an advantageous position because he has some scans for a dt rush or whatever...

anyway its like compering apples and orages, in previous patches all zerg macro mechanic could be done by hotkey spam, you occasionally put new building and thats all, other races have to come back to build pylon/supply, production buildings, warp new units when all zerg has to do is rally drone to newest expansion and 4sddd4srrrrr4shhhh4svv without even looking at base, all TL polls showed zerg is the easiest race to play apparently blizzard reads (gotta love them for that ) our forums and decided to fix that.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2010-04-24 17:33:43
April 24 2010 17:30 GMT
#179
On April 24 2010 14:10 Argali wrote:
Show nested quote +
On April 24 2010 13:57 EmeraldSparks wrote:
Or maybe people just shouldn't make self-defeating analogies.


The analogy is by liq3, on page 4. Which from my comprehension of it :

You can play golf with 2 hands, however, clearly that is too easy. Professional golfing should have a rule where you can only play one handed. This adds a layer of skill.

To which another poster commented :

But golf is a physical sport! Where you have to move your arms and body! Therefore your point is invalid.

The point of adding an artificial layer of difficulty still stands; if someone decides to rubbish the point by poking at the analogy rather than the point, evil imps like me appear to provide extreme examples.

The problem is that the golf analogy is fallacious. Whether an "added layer of skill" is necessary is dependent entirely on the specific game at hand. The argument is not that "added skill is always better" but that a certain amount of demand on different actions is required, and Starcraft 2 does not satisfy that demand with regard to physical ability yet. In the case of golf, it is accepted that the existing requirements on physical skill are enough. However, the same cannot be said of Starcraft 2: there are still widespread opinions that the game is not mechanically demanding enough, and very few voices that say it's too mechanically demanding. If we're trying to strike a balance, then right now, it's obviously skewed toward not mechanically demanding enough. Ideally the balance is close to 50/50, or even slightly skewed toward being too demanding (because we have to factor in that group of whiners who will always say its too hard). The fact that people are in agreement about the level of physical skill for golf is totally irrelevant to the game of Starcraft 2.
Moderator
Scope
Profile Joined February 2009
Sweden147 Posts
April 24 2010 17:48 GMT
#180
I'm happy with this change since I suppose I am an epic n00b for never having used the mechanic. First I did everything manually, now I have one hotkey for all my hatches. But I always spawned larva manually, and now everyone is down at my level. Maybe Toss wont be so hard to beat now.
I think therefore I win
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