What is the point of the Warpgate auto-group? - Page 6
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Uhh Negative
United States1090 Posts
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out4blood
United States313 Posts
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TheAngelofDeath
United States2033 Posts
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Vei
United States2845 Posts
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pechkin
158 Posts
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MementoMori
Canada419 Posts
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Sentient
United States437 Posts
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MementoMori
Canada419 Posts
On September 11 2010 09:10 Sentient wrote: Warpgates are location-agnostic. That is, the location you build the unit at has no bearing on where the warpgate is located. You would never not want all your warpgates on the same hotkey. In contrast, every other unit's spawn location depends on its building, so where the construction happens matters a lot more. That's why warpgates get an auto hotkey and the other buildings don't/ I agree, we said pretty much exactly the same thing at the same time. If people want to complain that by the nature of the building they provide an advantage then sure there would be an argument there. But... Because of the way the building is, it's begging for them all to be hotkeyed, whether by the player manually, or to save pointless effort, a preset key | ||
Soulish
Canada1403 Posts
On September 11 2010 02:49 andeh wrote: There should be a larva inject cool down. Toss get warpgate cooldown Terran gets idle worker button Where is the zerg love? o_o every race gets an idle worker button, f1. | ||
sikyon
Canada1045 Posts
If players have 400 APM they should be spending it doing amazing unit micro, not going back to set workers to mine. | ||
AngelusH
United States33 Posts
TL;DR the hotkey isn't the problem, it's the number notification | ||
Ryuu314
United States12679 Posts
With MBS and hotkeys, Terran and Zerg pretty much just have to press the building hotkey and spam the unit hotkeys. They don't even have to look away. Protoss needs to look away into sight of a pylon. There is no avoiding this no matter how well you hotkey and how fast you can switch screens. That is a disadvantage no matter how you try to justify it. Also, Protoss can't queue units and that is a huge disadvantage, especially since Protoss is essentially forced to look away, while Terran and Zerg (somewhat) can queue up units so their buildings are constantly producing even when they need to micro a battle. | ||
CScythe
Canada810 Posts
I played Protoss for weeks in beta before I noticed the warpgate button. It seemed so redundant to me. It still does. | ||
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TheYango
United States47024 Posts
On September 11 2010 04:57 dvide wrote: Wow that's not fair at all ![]() How is it not fair? You get an audio cue when units finish producing from a Barracks and you can make new ones. You don't get a notification when the warp gates come off cooldown in any form other than that button. | ||
Powster
United States650 Posts
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vesicular
United States1310 Posts
On September 11 2010 10:15 TheYango wrote: How is it not fair? You get an audio cue when units finish producing from a Barracks and you can make new ones. You don't get a notification when the warp gates come off cooldown in any form other than that button. You don't get an audio cue that your larva popped. The only way to know is to actually look at your base (or select a single hatch, multi-selection won't tell you either). Zerg just wants a way to know when their larva popped, and wonders why Toss get the same for warpgates for free. | ||
Tenrou
United States38 Posts
On September 11 2010 10:42 vesicular wrote: You don't get an audio cue that your larva popped. The only way to know is to actually look at your base (or select a single hatch, multi-selection won't tell you either). Zerg just wants a way to know when their larva popped, and wonders why Toss get the same for warpgates for free. Toss can't queue up units for warpgates and it is not like the location of the warpgate indicator on the screen is at the most convenient location. I actually never noticed it. The bottom right area of the screen is definitely not where people who actually USE hotkeys look. If the warpgate indicator was at top right or bottom left then I might understand the complaint. | ||
Angra
United States2652 Posts
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dvide
United Kingdom287 Posts
On September 11 2010 10:15 TheYango wrote: How is it not fair? You get an audio cue when units finish producing from a Barracks and you can make new ones. You don't get a notification when the warp gates come off cooldown in any form other than that button. That's a good point. I play as zerg, but still it's a good point. | ||
xtfftc
United Kingdom2343 Posts
Also, almost all good Protoss players seem to hotkey their warpgates anyway. | ||
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