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Anyone else wants a ingame match timer?

Forum Index > SC2 General
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1 2 3 4 Next All
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
July 18 2010 15:37 GMT
#1
I just love it that replays have timers and would love to have one during my games without needing to use a clock on my desk or something.

Knowing how much has passed from the start of the game would be really great. A good player knows what the opponent can throw at him and at what time.
4 gate pushes, baneling busts, fast banshee or void rays all have a certain time of apperance.

Anyone else that would really like this feature?
Tell blizzard then please!
PaJaMaJaM
Profile Joined February 2010
United States30 Posts
July 18 2010 15:40 GMT
#2
You can just make a mod to do it. I really don't want it. I can tell by my build orders what timing their 4 gates baneling busts etc can occur. The more you play the more you will be able to tell exactly when something is coming. For example you can predict when a 9 scout is going to get to your base compared to a 12 scout. And you can tell if you were scouted first or 3rd usually. Just intuition.
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
July 18 2010 15:43 GMT
#3
I would like it to be in-game. Until it is, I would feel like I was cheating to use one.
cloudJR
Profile Blog Joined April 2010
United States266 Posts
Last Edited: 2010-07-18 15:47:53
July 18 2010 15:44 GMT
#4
If they added a timer to the game, that would eliminate pretty much any timing attack. They already added the ability to group all of your units, auto rally drones to mine, and xel towers. I would say the game is pretty noob friendly as is.
All I can hear are thousands of children screaming imbalance.......
Puosu
Profile Blog Joined April 2007
7104 Posts
Last Edited: 2010-07-18 15:55:49
July 18 2010 15:49 GMT
#5
Timing is a skill, it's something that a lot of good players can feel in their mind. They know the timings when a certain attack is going to be knocking the door on their natural and when it might be a good time to do a specific thing (expand, start a new unit production round). Taking away this skill would be another step to making the game less competitive, something we certainly don't want to happen.

At least MBS and automining had the good sides of making the game more appealing to the casual audience which will help the competitive scene as the amount of spectators will be higher. However a timer would hardly be something a casual player is going to care about, sure they will see the amount they've been in the game, but a casual player is probably not going to be too keen about having to remember when a specific timing is going to happen.
Schnake
Profile Joined September 2003
Germany2819 Posts
July 18 2010 15:53 GMT
#6
I would like a timer in the game.
"Alán Shore" and "August Terran" @ LoL EUW - liquidparty
kajeus
Profile Joined May 2010
United States679 Posts
July 18 2010 15:55 GMT
#7
On July 19 2010 00:49 Puosu wrote:
Timing is a skill, it's something that a lot of good players can feel in their mind. They know the timings when a certain attack is coming and when it might be a good time to do a specific thing. Taking away this skill would be another step to making the game less competitive, something we certainly don't want to happen.

At least MBS and automining had the good sides of making the game more appealing to the casual audience which will help the competitive scene as the amount of spectators will be higher. However a timer would hardly be something a casual player is going to care about.

It would hurt the competitive scene while hardly adding anything to the casual players, that's how I see this.

I'm with this guy. Although anybody can start a stopwatch, the standardization of an in-game timer would hurt the competitive scene without benefiting casual players. Learn to feel the timings out -- don't lean on some clock.
pro-MoMaN, pro-HuK, pro-Millenium
ckw
Profile Blog Joined February 2010
United States1018 Posts
July 18 2010 15:56 GMT
#8
On July 19 2010 00:49 Puosu wrote:
Timing is a skill, it's something that a lot of good players can feel in their mind. They know the timings when a certain attack is going to be knocking the door on their natural and when it might be a good time to do a specific thing (expand, start a new unit production round). Taking away this skill would be another step to making the game less competitive, something we certainly don't want to happen.

At least MBS and automining had the good sides of making the game more appealing to the casual audience which will help the competitive scene as the amount of spectators will be higher. However a timer would hardly be something a casual player is going to care about, sure they will see the amount they've been in the game, but a casual player is probably not going to be too keen about having to remember when a specific timing is going to happen.


/End thread.
Being weak is a choice.
JohannesH
Profile Joined September 2009
Finland1364 Posts
July 18 2010 15:59 GMT
#9
On July 19 2010 00:55 kajeus wrote:
Show nested quote +
On July 19 2010 00:49 Puosu wrote:
Timing is a skill, it's something that a lot of good players can feel in their mind. They know the timings when a certain attack is coming and when it might be a good time to do a specific thing. Taking away this skill would be another step to making the game less competitive, something we certainly don't want to happen.

At least MBS and automining had the good sides of making the game more appealing to the casual audience which will help the competitive scene as the amount of spectators will be higher. However a timer would hardly be something a casual player is going to care about.

It would hurt the competitive scene while hardly adding anything to the casual players, that's how I see this.

I'm with this guy. Although anybody can start a stopwatch, the standardization of an in-game timer would hurt the competitive scene without benefiting casual players. Learn to feel the timings out -- don't lean on some clock.

You still need to have a feel for it, clock or not.
If you have to ask, you don't know.
pilsken
Profile Joined April 2010
Germany441 Posts
July 18 2010 16:06 GMT
#10
So you think adding something that can be done by putting a clock on your desk does take away skill.

Or alternativly you're saying that putting a clock on your desk is actually cheating?

kajeus
Profile Joined May 2010
United States679 Posts
July 18 2010 16:09 GMT
#11
On July 19 2010 00:59 JohannesH wrote:
Show nested quote +
On July 19 2010 00:55 kajeus wrote:
On July 19 2010 00:49 Puosu wrote:
Timing is a skill, it's something that a lot of good players can feel in their mind. They know the timings when a certain attack is coming and when it might be a good time to do a specific thing. Taking away this skill would be another step to making the game less competitive, something we certainly don't want to happen.

At least MBS and automining had the good sides of making the game more appealing to the casual audience which will help the competitive scene as the amount of spectators will be higher. However a timer would hardly be something a casual player is going to care about.

It would hurt the competitive scene while hardly adding anything to the casual players, that's how I see this.

I'm with this guy. Although anybody can start a stopwatch, the standardization of an in-game timer would hurt the competitive scene without benefiting casual players. Learn to feel the timings out -- don't lean on some clock.

You still need to have a feel for it, clock or not.

Sort of, yeah. But it becomes much more clunky with the clock. Really good players still won't need the clock, but it will be too easy for less-good players to predict timings successfully just by watching the clock. If you know how many seconds it takes for a good player to make something, then the clock is a huge step up over not having the clock.

So it's not like it completely levels the playing field in this respect, but it does make the game a lot clunkier at high levels. Too many "not great" but good players will benefit too much from it.
pro-MoMaN, pro-HuK, pro-Millenium
Puosu
Profile Blog Joined April 2007
7104 Posts
Last Edited: 2010-07-18 16:16:29
July 18 2010 16:14 GMT
#12
On July 19 2010 01:06 pilsken wrote:
So you think adding something that can be done by putting a clock on your desk does take away skill.

Or alternativly you're saying that putting a clock on your desk is actually cheating?


Yes indeed I am saying that. A third party source for information be it clock, a friend on vent or sight to the other players screen all go in the same box of cheats. I am absolutely sure the KeSPa referees wouldn't allow one of their players to bring a clock in to the booth either just like a referee of a more casual tournament wouldn't like one of their players to have such an advantage over the other players.

Hard to make sure nobody is doing it online obviously. As is the case for maphack.
It's easier to enforce it in a live environment, fortunately.
TwilightStar
Profile Blog Joined August 2009
United States649 Posts
July 18 2010 16:15 GMT
#13
I don't think timers are a good thing to have in-game... If anything, they'll hinder you from learning timings naturally. Then, when the timer is all gone, you'll feel frantic not knowing your timings!
(5)Twilight Star.scx --------- AdmiralHoth: There was one week when I didn't shave for a month.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
July 18 2010 16:17 GMT
#14
For standard laddering I am not using a clock yet but if I ever apply for a tournament or play a match that I feel is important I will be using a stopwatch.
And no matter how good is your gamesense a timer beats that each time. And any pro player with one will have an advantage.

They might as well let us turn on an ingame one.
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
July 18 2010 16:21 GMT
#15
SC2 is very noob friendly already, dont need to be yet more.
"When the geyser died, a probe came out" - SirJolt
surraymb
Profile Joined July 2010
Austria114 Posts
July 18 2010 16:24 GMT
#16
I don't want this.

Sure, it would *help*, but do we really want the game to get easier to play?
Where would you draw the line?
If you add a clock to help you then what's next? A list of enemy units inside your vision?
A warning message telling you that your Nexus has max energy? A command button to make a unit retreat to your HQ? A list of barracks not producing anything?

I'm obviously exaggerating a bit but you get the idea. I just think that the game is easy enough to play already and going even further might hurt the game.
OPSavioR
Profile Joined March 2010
Sweden1465 Posts
July 18 2010 16:33 GMT
#17
the supply is my clock... get double upgrades at 50/50 get 3rd expansion at 70-100..
i dunno lol
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
July 18 2010 16:37 GMT
#18
On July 19 2010 01:24 surraymb wrote:
I don't want this.

Sure, it would *help*, but do we really want the game to get easier to play?
Where would you draw the line?
If you add a clock to help you then what's next? A list of enemy units inside your vision?
A warning message telling you that your Nexus has max energy? A command button to make a unit retreat to your HQ? A list of barracks not producing anything?

I'm obviously exaggerating a bit but you get the idea. I just think that the game is easy enough to play already and going even further might hurt the game.
This not a good comparison. In game timer will only give you a useful feature that you can have without it if you want to.
Everything else you mention you cannot have outside of the game.
andeh
Profile Blog Joined August 2009
United States904 Posts
July 18 2010 16:39 GMT
#19
you can have a friend telling you to macro or chrono

or a timer that dings every 25 seconds to inject larva
Lightswarm
Profile Blog Joined November 2008
Canada967 Posts
July 18 2010 16:39 GMT
#20
so long as it is auto-disabled for cw/tourny, its ok. but timer is rly useless ingame imo.
Team[AoV]
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