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What is the point of the Warpgate auto-group? - Page 5

Forum Index > SC2 General
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King K. Rool
Profile Blog Joined May 2009
Canada4408 Posts
Last Edited: 2010-09-10 19:50:01
September 10 2010 19:48 GMT
#81
On September 11 2010 04:17 vesicular wrote:
Really, the only issue I see with it isn't even the hotkey, or the little icon on screen. It's the fact that you get an in-game timer that tells you when warpgates are ready for more warp ins. There's a lot of timing stuff in the game (unit building, chrono finish, larva pop), and this is really the only one that lets you know without having to check back to see if it's ready yet or not. You just look at the corner of your screen.

Wait, they get a notification icon now?

And a timer?
NukeTheBunnys
Profile Joined July 2010
United States1004 Posts
Last Edited: 2010-09-10 19:52:21
September 10 2010 19:51 GMT
#82
I really don't think its a big deal either way. if it didnt have its own hot key i would just be spamming 444444 instead of wwwwwwww. I think that the icon in the lower right is a bit weird and should probably not be there, no other race gets a visual warning that their buildings are/are not producing, but i think any protoss player worth his salt is going to be hitting the warpgate hotkey/control group more often then they look at the icon since you can see the cooldown on all your warpgates instead of just seeing how many are off cooldown

edit: First time i have seen the anti double post protection, shit is pretty sweet
When you play the game of drones you win or you die.
Vimsey
Profile Joined May 2010
United Kingdom2235 Posts
Last Edited: 2010-09-10 19:52:12
September 10 2010 19:51 GMT
#83
On September 11 2010 04:21 iCCup.Diamond wrote:
Show nested quote +
On September 11 2010 04:19 Chriamon wrote:
Am I the only one who is kinda pissed that they got rid of every hotkey for every race that could use W, and then if you play 2s and your toss partner drops, the W key doesn't even select your partners warpgates... What's the point of removing all W hotkeys and then not enabling the warpgates hotkey in team games?


In case you NP an opponents probe and tech to warpagtes. Because we all know that happens a lot. By a lot I mean it never actually happens.
I love the way it gets in the way of the grid system too...not. I would be fine if they got rid of it and we use control groups for our gates.
Silent331
Profile Joined June 2010
United States356 Posts
September 10 2010 19:52 GMT
#84
People who keep saying that blizz wants it to be more about strategy and less about mechanics should start complaining about the unforgiving inject larva mechanic. Its a chore..

ALSO say what you wish, toss has chronoboost and terran has the mule. those are both mechanics but they are forgiving, should you forget you get the full advantage back and you dont have to use them to win, if the zerg doesent inject larva its gg
They cant beat you, They only hope you beat yourself.
Terrorcore
Profile Joined September 2010
Canada132 Posts
September 10 2010 19:53 GMT
#85
On September 11 2010 04:48 King K. Rool wrote:
Show nested quote +
On September 11 2010 04:17 vesicular wrote:
Really, the only issue I see with it isn't even the hotkey, or the little icon on screen. It's the fact that you get an in-game timer that tells you when warpgates are ready for more warp ins. There's a lot of timing stuff in the game (unit building, chrono finish, larva pop), and this is really the only one that lets you know without having to check back to see if it's ready yet or not. You just look at the corner of your screen.

Wait, they get a notification icon now?

And a timer?


Yes, bottom right corner.

It took me a while to realize that there was a global hotkey for warp gates (W). Was pretty surprised when I found out. Still, im used to hotkeying all my gates to 4 so I don't think I will ever use it...
dvide
Profile Joined March 2010
United Kingdom287 Posts
September 10 2010 19:57 GMT
#86
On September 11 2010 04:53 iFoughtTheLaw wrote:
Show nested quote +
On September 11 2010 04:48 King K. Rool wrote:
On September 11 2010 04:17 vesicular wrote:
Really, the only issue I see with it isn't even the hotkey, or the little icon on screen. It's the fact that you get an in-game timer that tells you when warpgates are ready for more warp ins. There's a lot of timing stuff in the game (unit building, chrono finish, larva pop), and this is really the only one that lets you know without having to check back to see if it's ready yet or not. You just look at the corner of your screen.

Wait, they get a notification icon now?

And a timer?


Yes, bottom right corner.

Wow that's not fair at all I knew about the icon but I had no idea that it told you how many warpgates are off cooldown. I'm watching it on Nony's stream right now.
Vimsey
Profile Joined May 2010
United Kingdom2235 Posts
September 10 2010 19:58 GMT
#87
On September 11 2010 04:52 Silent90 wrote:
People who keep saying that blizz wants it to be more about strategy and less about mechanics should start complaining about the unforgiving inject larva mechanic. Its a chore..

ALSO say what you wish, toss has chronoboost and terran has the mule. those are both mechanics but they are forgiving, should you forget you get the full advantage back and you dont have to use them to win, if the zerg doesent inject larva its gg

Arent they bringing in nested queens soon? Yea I agree once you go over 2 bases.
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
September 10 2010 19:58 GMT
#88
I used 5 for gateways and not the w key. Seems easier and you can check their progress with a simple click to 5.
My. Copy. Is. Here.
mierin
Profile Joined August 2010
United States4943 Posts
September 10 2010 20:05 GMT
#89
On September 11 2010 04:58 Vimsey wrote:
Show nested quote +
On September 11 2010 04:52 Silent90 wrote:
People who keep saying that blizz wants it to be more about strategy and less about mechanics should start complaining about the unforgiving inject larva mechanic. Its a chore..

ALSO say what you wish, toss has chronoboost and terran has the mule. those are both mechanics but they are forgiving, should you forget you get the full advantage back and you dont have to use them to win, if the zerg doesent inject larva its gg

Arent they bringing in nested queens soon? Yea I agree once you go over 2 bases.


Nested Queens...o.O You can't be serious, blizz would never do that.

That would make Zerg too much fun.
JD, Stork, Calm, Hyuk Fighting!
dvide
Profile Joined March 2010
United Kingdom287 Posts
Last Edited: 2010-09-10 20:08:35
September 10 2010 20:05 GMT
#90
On September 11 2010 04:19 Chriamon wrote:
Am I the only one who is kinda pissed that they got rid of every hotkey for every race that could use W, and then if you play 2s and your toss partner drops, the W key doesn't even select your partners warpgates... What's the point of removing all W hotkeys and then not enabling the warpgates hotkey in team games?

Maybe it's the other way around. Consider if you play protoss and you gain control of another race because your teammate drops. If those races use W for any of their hotkeys you'd end up selecting your warpgates all the time.

EDIT: Although W could still work if you get control over a protoss, so you're right about that. They should probably enable that since they ensured the key is free for everyone else anyway.
Chriamon
Profile Joined April 2010
United States886 Posts
September 10 2010 20:07 GMT
#91
On September 11 2010 04:58 Vimsey wrote:
Show nested quote +
On September 11 2010 04:52 Silent90 wrote:
People who keep saying that blizz wants it to be more about strategy and less about mechanics should start complaining about the unforgiving inject larva mechanic. Its a chore..

ALSO say what you wish, toss has chronoboost and terran has the mule. those are both mechanics but they are forgiving, should you forget you get the full advantage back and you dont have to use them to win, if the zerg doesent inject larva its gg

Arent they bringing in nested queens soon? Yea I agree once you go over 2 bases.

Meh, I actually like the Z mechanic, I can show that I'm much better than every Z I know IRL just because I can manage Queens on 4 bases. I actually think they should just make T and P mechanics more like Zs, which would be easy enough, make max energy 75 or something.
http://us.battle.net/sc2/en/profile/274906/1/Blaze/
Demand2k
Profile Blog Joined November 2009
Norway875 Posts
September 10 2010 20:07 GMT
#92
On September 11 2010 04:10 Kodan wrote:
Show nested quote +
On September 11 2010 03:08 acrimoneyius wrote:
On September 11 2010 02:57 Slow Motion wrote:
Instead of adding more easy mode hotkeys, why don't we take them out and force people to multitask? Take out crap like MBS, auto group, auto repair, smart fires. At higher levels in longer games, this will mean that slight differences in skill will start to shine through and the stronger player will have an advantage.


This isn't sc1...they built the game to be more intuitive. The game is less about spammy fucking fingers and more about thinking.



too many things I have to say about this quote, but you would be too idiotic to understand, so I'll pull a jesus and get banned for your sins


go fuck yourself!


Wouldn't worry, looks pretty justified to me
Terrorcore
Profile Joined September 2010
Canada132 Posts
September 10 2010 20:08 GMT
#93
Wasn't that nested queen thing part of those 'fake leaked patch notes' we saw a few weeks ago anyways?
Zerluth
Profile Joined May 2010
Argentina78 Posts
September 10 2010 20:11 GMT
#94
On September 11 2010 04:42 dogabutila wrote:
When I get protoss, I tend to hotkey my warpgates with a pylon and then click the pylon and spam units.


Now that I think about it, I could just hotkey the pylon without warpgates and use W.....


Like it, gonna start trying it now ^^
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-09-10 20:25:41
September 10 2010 20:21 GMT
#95
The point is -- supposedly -- to show off who's boss, (and die) like a toss.
I say hurray for any game asymmetry, which doesn't break the game.
If you stand next to my head, you can hear the ocean. - Day[9]
Vimsey
Profile Joined May 2010
United Kingdom2235 Posts
September 10 2010 20:24 GMT
#96
On September 11 2010 05:05 mierin wrote:
Show nested quote +
On September 11 2010 04:58 Vimsey wrote:
On September 11 2010 04:52 Silent90 wrote:
People who keep saying that blizz wants it to be more about strategy and less about mechanics should start complaining about the unforgiving inject larva mechanic. Its a chore..

ALSO say what you wish, toss has chronoboost and terran has the mule. those are both mechanics but they are forgiving, should you forget you get the full advantage back and you dont have to use them to win, if the zerg doesent inject larva its gg

Arent they bringing in nested queens soon? Yea I agree once you go over 2 bases.


Nested Queens...o.O You can't be serious, blizz would never do that.

That would make Zerg too much fun.

Well it is in the rumoured changes which we will probably never see..
HobbitGotGame
Profile Joined June 2009
Canada178 Posts
September 10 2010 20:25 GMT
#97
I would really like the same sort of mechanic for creep tumours.
TelecoM
Profile Blog Joined January 2010
United States10700 Posts
September 10 2010 20:25 GMT
#98
i've thought about this as well, like protoss can press W and select all it's warpgates, but zerg cannot for example press ' H ' and select all of it's hatcheries , or anything similar for terran ( even though they don't need it ! ) =P
AKA: TelecoM[WHITE] Protoss fighting
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-09-10 20:45:09
September 10 2010 20:42 GMT
#99
Other production types are 'set it and forget it'. During a battle you'll keep staring at the fight and quickly select the hotkey(s) for selecting your Barracks or Larvae or whatever, and pump some stuff out, without having to move the screen anywhere.

Warp-Gates can place units anywhere, are summoned in just 5 seconds and you have to actively look at where you're going to place them. Having the easy-to-reach hotkey makes it easier to move to your Pylon while simultaneously selecting your Warp-Gates. That's the only significant difference. Its kind of an important difference, given that newly spawned WarpGate units don't follow a rally point and might stumble into danger if you did it for other races.

You can argue whether or not its significant enough to warrant having its own key, rather than making us all bind all of our Warp-Gates to 5 or 6 or something, until you're blue in the face. Not going to change the fact that its there.

If Zerg needs anything made easier I think its the necessity of having to select hatcheries, then hit S to select larvae. What's the frigging point in that? Just make W select all Larvae.

Terran don't really need anything made easier, nor do I know how you'd do it. Even if you're not pro, its a simple task, during a battle, to just pump units to rally point safely behind your wall and when your main army dies you've got a nice healthy blob of stuff ready for round 2. You don't have to go back home and take care of any macro stuff besides MULEs, the equivalent of Chrono Boost and Spawn Larva.

What would you bind W to, to make Terran's life easier?
Twaxter
Profile Joined April 2010
Canada190 Posts
September 10 2010 20:49 GMT
#100
well, all you have to do as zerg is hotkey all your hatcheries,

press shift - click on all your hatcheries and press crtl - (0-9)
press s and build w.e. shit you want to whatever rally point you want.

also hotkey your queens, I do mine on 4, and press v click on all your hatcheries in the min map.

Sure, its not easy to get used too, and if you lose a queen or mis click, and queens start going everywhere, but you can perfect it with practice.

Its completely awesome to press 0 and press s, and chose any unit you want from all your hatcheries and have them built at the same time. Sure, its not that simple as the protoss mechanic, but its just incredible.
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