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.
[D] Wireframe Casting Removed - Page 9
Forum Index > SC2 General |
vrok
Sweden2541 Posts
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. | ||
ComradeDover
Bulgaria758 Posts
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ZerglingSoup
United States346 Posts
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. | ||
nodule
Canada931 Posts
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
Germany8679 Posts
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. | ||
Islandsnake
United States679 Posts
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 =/. | ||
givemefive
United States300 Posts
Protoss can still chrono through the mini map so hopefully that is intended. | ||
Mecha71
United States59 Posts
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willeesmalls
United States477 Posts
<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
301 Posts
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imperator-xy
Germany1366 Posts
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unAimed
Germany33 Posts
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... | ||
lolreaper
301 Posts
On April 24 2010 21:15 unAimed wrote: 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
United States3247 Posts
On April 24 2010 21:23 lolreaper wrote: 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. | ||
unAimed
Germany33 Posts
On April 24 2010 21:23 lolreaper wrote: 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... | ||
Gigaudas
Sweden1213 Posts
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. | ||
Nuttyguy
United Kingdom1526 Posts
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lolreaper
301 Posts
On April 24 2010 21:45 unAimed wrote: 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 ![]() | ||
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TheYango
United States47024 Posts
On April 24 2010 14:10 Argali wrote: 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. | ||
Scope
Sweden147 Posts
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