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What is the point of the Warpgate auto-group? - Page 6

Forum Index > SC2 General
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Uhh Negative
Profile Joined May 2010
United States1090 Posts
September 10 2010 21:01 GMT
#101
It's not a big deal but it is strange that they would automatically hotkey all warpgates for you. I mean it takes like a second to do yourself, but still...
out4blood
Profile Joined July 2010
United States313 Posts
September 10 2010 21:25 GMT
#102
The races are designed to play differently from each other. They have different levels of micro and macro to optimize their playstyle. Why is this surprising or QQ-worthy?
http://sc2sig.com/s/us/1228872-1.png?1290726543
TheAngelofDeath
Profile Blog Joined May 2010
United States2033 Posts
September 10 2010 21:25 GMT
#103
It's just W. If it wasn't W, it would be on 5 or 6. What a difference! :o
"Infestors are the suck" - LzGamer
Vei
Profile Joined March 2010
United States2845 Posts
September 10 2010 22:36 GMT
#104
W should select all larva : )
www.justin.tv/veisc2 ~ 720p + commentary
pechkin
Profile Joined August 2010
158 Posts
September 10 2010 23:54 GMT
#105
w Should move to nearest queen so its easier to spawn larva
MementoMori
Profile Joined April 2010
Canada419 Posts
September 11 2010 00:05 GMT
#106
Well even if it didn't exist players would inevitably just hotkey all their warpgates to one button and it would be exactly the same. To be honest I don't really see an issue! It's the nature of the building and whether "w" is there or not it would be easy to hotkey a group of them and warp guys in. Not only that but with zerg you would probably want certain things built from each hatchery, not have all larva in one big group. There's not enough control there, whereas for warpgates, one button is all you need.
for the world is hollow and I have touched the sky
Sentient
Profile Joined April 2010
United States437 Posts
September 11 2010 00:10 GMT
#107
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/
MementoMori
Profile Joined April 2010
Canada419 Posts
September 11 2010 00:13 GMT
#108
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
for the world is hollow and I have touched the sky
Soulish
Profile Joined April 2010
Canada1403 Posts
September 11 2010 00:14 GMT
#109
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.
me all in, he drone drone drone, me win
sikyon
Profile Joined June 2010
Canada1045 Posts
September 11 2010 00:23 GMT
#110
I think blizz just wanted to take out redundancy. Why would you not want to hotkey all warpgates together? There's only 1 reason I can think of, and it's because you can't visually tell which warpgates are on CD for Chrono. That's a pretty small reason so like automining they just put it in.

If players have 400 APM they should be spending it doing amazing unit micro, not going back to set workers to mine.
AngelusH
Profile Joined August 2010
United States33 Posts
Last Edited: 2010-09-11 00:31:34
September 11 2010 00:29 GMT
#111
I think you guys are focusing on the wrong thing. The hotkey isn't the thing us Zergs are complaining about. It's the number on the on screen notifier that's the fly in the ointment. Yes, you can click W and see the wire frame cooldown progress, but why do protoss get that notification right on their screen? As a Zerg, I don't have an on screen notification that my hatchery doesn't have spawn larva on it....

TL;DR the hotkey isn't the problem, it's the number notification
http://us.battle.net/sc2/en/profile/698610/1/Angelus/
Ryuu314
Profile Joined October 2009
United States12679 Posts
September 11 2010 00:30 GMT
#112
It's harder to build units with Protoss in that it takes much more actions. Please don't try to deny this.

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
Profile Joined June 2009
Canada810 Posts
September 11 2010 01:14 GMT
#113
I still feel like it should be something Protoss need to manage on their own. It's not like it's hard at all.
I played Protoss for weeks in beta before I noticed the warpgate button. It seemed so redundant to me. It still does.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2010-09-11 01:15:50
September 11 2010 01:15 GMT
#114
On September 11 2010 04:57 dvide wrote:
Show nested quote +
On September 11 2010 04:53 iFoughtTheLaw wrote:
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.

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.
Moderator
Powster
Profile Joined April 2010
United States650 Posts
September 11 2010 01:35 GMT
#115
Making units with warp gates is definitely harder.. its funny people trying to argue that fact. I have played zerg for like a week and I am always injecting larva and keeping my resources low because its so easy to make units.. Trying to make it harder to use warp gates is crazy..
vesicular
Profile Blog Joined March 2010
United States1310 Posts
September 11 2010 01:42 GMT
#116
On September 11 2010 10:15 TheYango wrote:
Show nested quote +
On September 11 2010 04:57 dvide wrote:
On September 11 2010 04:53 iFoughtTheLaw wrote:
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.

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.
STX Fighting!
Tenrou
Profile Joined March 2010
United States38 Posts
September 11 2010 01:51 GMT
#117
On September 11 2010 10:42 vesicular wrote:
Show nested quote +
On September 11 2010 10:15 TheYango wrote:
On September 11 2010 04:57 dvide wrote:
On September 11 2010 04:53 iFoughtTheLaw wrote:
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.

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.


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
Profile Blog Joined May 2009
United States2652 Posts
September 11 2010 02:12 GMT
#118
it doesn't really make much sense that they have it in the first place but i don't really see any advantages or disadvantages to having it, so i don't see it as a problem. the only difference is you don't have to press ctrl+# to hotkey them one time before you are able to do the exact same thing with them.
dvide
Profile Joined March 2010
United Kingdom287 Posts
September 11 2010 02:25 GMT
#119
On September 11 2010 10:15 TheYango wrote:
Show nested quote +
On September 11 2010 04:57 dvide wrote:
On September 11 2010 04:53 iFoughtTheLaw wrote:
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.

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
Profile Blog Joined April 2010
United Kingdom2343 Posts
September 11 2010 03:39 GMT
#120
You guys seem to forget that Protoss is the only race that actually has to move the camera away from battle just to make more units (not to use chrono boost or spawn larva or anything like that).

Also, almost all good Protoss players seem to hotkey their warpgates anyway.
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