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Active: 666 users

What is the point of the Warpgate auto-group? - Page 9

Forum Index > SC2 General
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Melt
Profile Joined May 2010
Switzerland281 Posts
September 11 2010 16:41 GMT
#161
It's for Players who don't use control Groups (total Noobs).

It's hard to select a Warpgate by Mouse, than switch to the place where you want them and select the unit and then warp it in.

I don't think that it's giving good players any advantage (over just control-grouping them).
GreEny K
Profile Joined February 2008
Germany7312 Posts
September 11 2010 16:53 GMT
#162
On September 11 2010 03:08 Rifty wrote:
Show nested quote +
On September 11 2010 03:06 Slow Motion wrote:
On September 11 2010 03:01 Tjab wrote:
On September 11 2010 02:59 andeh wrote:
On September 11 2010 02:53 iCCup.Diamond wrote:
On September 11 2010 02:49 andeh wrote:
Terran gets idle worker button


You know that feature is not unique to Terran right?


it helps terran the most

and of course I know this?


... how does it help terran the most? a probe still needs to rally after building, and you do the same with an scv?

In BW lower level Terrans will forget about sending SCV back to mien after building something, because you have to wait for it to build and you are doing other stuff in the mean time. Protoss could just build and send that probe to do something else immediately. Even in high level games you'll see idle building SCV as time goes on or something intense is happening. This Protoss advantage has been largely negated in SC2, and is a big reason why I personally shifted from toss to Terran (that and Thors).


Ok which half-decent terran in the world doesen't shift queue their SCV's back to mining when making a building?


Exactly what I was thinking. I am a Potoss in SC1 as well as in SC2 (C rank) and the occasional times I messed around with Terran I used shift queue for everything... My terran was like... D/D-.
Why would you ever choose failure, when success is an option.
PH
Profile Blog Joined June 2008
United States6173 Posts
September 11 2010 17:00 GMT
#163
On September 11 2010 03:08 acrimoneyius wrote:
Show nested quote +
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.

There's not much thinking in the game either. Sorry, but BW both had more depth and a higher mechanical skill ceiling. They built the game this way so magazine editors and retards used to SupCom and bullshit wouldn't bitch and moan about it being built like a real SC game should be. There's nothing intuitive about the game half way playing itself for you.
Hello
solistus
Profile Joined April 2010
United States172 Posts
Last Edited: 2010-09-11 17:01:16
September 11 2010 17:00 GMT
#164
I always assumed the point was so you could tell at a glance how many Warpgates are off cooldown.

A global larvae button wouldn't make *as much* sense, since which particular larvae get used will determine where the unit(s) are made.
Units don't counter units. Strategies counter strategies.
gillon
Profile Blog Joined April 2010
Sweden1578 Posts
September 11 2010 17:11 GMT
#165
On September 11 2010 02:59 andeh wrote:
Show nested quote +
On September 11 2010 02:53 iCCup.Diamond wrote:
On September 11 2010 02:49 andeh wrote:
Terran gets idle worker button


You know that feature is not unique to Terran right?


it helps terran the most



...

I mean, you cry about the most insignificant things.
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2010-09-11 18:04:31
September 11 2010 17:59 GMT
#166
On September 11 2010 23:17 King K. Rool wrote:
Show nested quote +
On September 11 2010 16:29 blitzkrieger wrote:
On September 11 2010 14:18 King K. Rool wrote:
On September 11 2010 09:30 Ryuu314 wrote:
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.

Ahahahahahahahahahahahaha.

1. Units can be warped in anywhere you have a pylon/prism
2. Units take a few seconds to warp in.

If you want to fucking queue like the rest of us imba races then don't upgrade your gateways.

Jesus fucking christ. I can't believe you protoss are complaining that your warpgates are underpowered.

Holy mother of fucking hell.


I don't even give a shit about the original OP's point, but the sight of you players whining disgust me.


The OP is complaining about nothing while we are saying how warp gates are actually harder to use than the other races macro due to the facT (so tired) you have to

A) Look away from your current screen
B) Rally every single time you warp in
C) Are vulnerable to attack/loss of power

Also Gateways build units much slower than Warpgates.

Queing is for bads, just saying.

Do you even understand the point I'm making?

Guess not. I'll explain it to you in easy terms.

A and B are true.

C is bullshit, protoss has always been like that so don't even give me that shit. If you're stupid enough to power all your warpgates on one pylon then you deserve to lose.

Do you not understand the fact that you can a) build units anywhere b) forget to macro but your units pop up in 5 seconds anyways instead of 20+ for the rest of us and c) the total time to build a unit is LESS than normal?

It's like you think warpgates are the base unit when gateways fucking are. It's an upgrade.

The entire reason you guys shouldn't be complaining is that your downsides are completely offset by your upsides. You keep arguing like all the upsides don't even exist.

I'm done with this thread. If you can't even understand something this simple then it's not worth my time. Probably not even worth my time in the first place to argue this.

I hope you understand that we're not crying that it's UP, rather that it's not any more OP than the other races' macro and that there's no need to change anything. We most definitely know the upsides exist, we're just saying it's doesn't mean they should remove it.

Honestly, just play Protoss and see how annoying it is to have to look away during a big battle just so you can build reinforcements. Sure you can say build proxy pylons and use warp prisms, but unless they're smack in the middle of the fight, you're still gonna have to look away. A lot of good players tend to go around scouting and destroying proxy pylons anyways.

Also, people always say that "if you forget to macro, it's okay 'cause your units pop out in 5 seconds anyways." Sure, if you forget to macro, you can have reinforcements pretty quickly, but people always seem to overlook the cooldown. If you miss a production round, YOU STILL MISS A PRODUCTION ROUND. The only difference is that the delay in reinforcements is put off til the next round of units. Total build time is still 20+, the difference is that Protoss gets their units in the first 5 seconds, rather than at the end.

The way the game is now, warpgates are pretty much a base unit. No one uses gateways because gateways build a decent % slower and your army will be much smaller if you stick to gateways; especially after the incoming zealot build time nerf. In short, Warpgates are "normal" like you said, while gateways are not. The only reason why we still have gateways -> warpgate research -> warpgate is because just having insta-build warpgates would ruin early game.

Also, someone earlier said something about Zerg not getting any benefit in terms of knowing when their larva pops during MBS. I'm pretty damn sure that you have a little counter on the larva button telling you how much larva you have. If you can't deduce that your larva has popped when the number goes from say 3 to 14, then you have a big problem and it's not game balance.
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
Last Edited: 2010-09-11 20:10:33
September 11 2010 20:07 GMT
#167
On September 12 2010 02:59 Ryuu314 wrote:
Also, someone earlier said something about Zerg not getting any benefit in terms of knowing when their larva pops during MBS. I'm pretty damn sure that you have a little counter on the larva button telling you how much larva you have. If you can't deduce that your larva has popped when the number goes from say 3 to 14, then you have a big problem and it's not game balance.


Similarly, the Protoss have a clock-like timer that tells you when the warpgate cooldown is finished.

The difference? Zerg has to hotkey all of the hatcheries, while Protoss does not have to hotkey the warpgates. Additionally, there is an easy button for Protoss. "W" automatically selects all your warpgates. If you forget to bind them to a control group, that's fine, since they're all automatically selected for you. Add this, to the on screen timer and you should at least sense that something is wrong with the picture. And for Terran, they have to check each production building for the queue.
There is no one like you in the universe.
Darkstar_X
Profile Joined May 2010
United States197 Posts
September 11 2010 20:45 GMT
#168
So I have use "W" instead of "3"? What's the big deal, I still turn Gateways into Warpgates myself, the same amount of action as shift adding to a control group for any other race . . .
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
September 11 2010 20:55 GMT
#169
To make the game more fun and less tedious for inexperienced players.

They should make many more changes to follow suit
DxL
Profile Joined August 2010
United States12 Posts
September 11 2010 21:05 GMT
#170
so your saying a new player who doesnt use hotkeys is gonna have to click the warpgate, click the unit, and then click the screen to warp it in? and then what happens when they get more than one warpgate, do they have to do that 5 times?
ah thats the stuff
universalwill
Profile Blog Joined August 2010
United States654 Posts
September 11 2010 21:28 GMT
#171
On September 12 2010 06:05 DxL wrote:
so your saying a new player who doesnt use hotkeys is gonna have to click the warpgate, click the unit, and then click the screen to warp it in? and then what happens when they get more than one warpgate, do they have to do that 5 times?


they can learn to hotkey. zerg doesn't have a select all hatchery button and terran doesn't have a select all production facility button. they have to learn to hotkey.

but it brings us to this: protoss is designed to be the easy race.

protoss is the most straight forward race with the least punishing macro mechanics and the easiest cheese and rush builds. most players play protoss for a reason, you know. not saying there isn't complexity to protoss. i'm saying that if you're a new player, your best bet is protoss.
onionchowder
Profile Joined July 2009
United States137 Posts
Last Edited: 2010-09-11 21:37:49
September 11 2010 21:36 GMT
#172
I remember when in the beta, they had to move a bunch of hotkeys around just to accommodate Protoss Warpgate hotkey being 'W'. (Specifically, i remember the Zerg Spawn Larvae hotkey changing, and screwing up my macro for a few days). The issue was that if for whatever reason you were controlling multiple races (i.e. mind-controlled a probe and built up their tech tree, or a custom map), 'W' had to be reserved for Warpgates. Personally, I thought this was a little stupid and the simpler solution was simply to remove the Warpgate hotkey.

I don't see anything wrong with the idle warpgate notification, but I definitely agree that Warpgates should not have their own hotkey -- It's simple enough to put them all under one control group and achieve virtually the same effect. As Terran I hotkey all my production facilities together, and as Zerg I hotkey all my hatcheries. I don't see why Protoss can't do the same thing.
Eric Guan is a sexy beast
brocoli
Profile Joined February 2010
Brazil264 Posts
September 11 2010 21:42 GMT
#173
On September 12 2010 06:28 universalwill wrote:
Show nested quote +
On September 12 2010 06:05 DxL wrote:
so your saying a new player who doesnt use hotkeys is gonna have to click the warpgate, click the unit, and then click the screen to warp it in? and then what happens when they get more than one warpgate, do they have to do that 5 times?


they can learn to hotkey. zerg doesn't have a select all hatchery button and terran doesn't have a select all production facility button. they have to learn to hotkey.

but it brings us to this: protoss is designed to be the easy race.

protoss is the most straight forward race with the least punishing macro mechanics and the easiest cheese and rush builds. most players play protoss for a reason, you know. not saying there isn't complexity to protoss. i'm saying that if you're a new player, your best bet is protoss.


Yep, most straightforward, with a critically important spellcaster at tier 1.5, upgrade and research dependant units... and these upgrades and researchs need to be babysitted with chrono boost, a non-trivial shield system for every unit...

Protoss has a "Select All Warpgates" button in the same way Zerg has a "Select Larvae" button at the hatchery. Terran doesn't have a "Select all producing structures" button because terran is OP enough already :3.
SyyRaaaN
Profile Joined May 2010
Sweden136 Posts
Last Edited: 2010-09-12 00:27:46
September 12 2010 00:14 GMT
#174
I think that this thread shrieks of the infamous skill-wanking. People here seem to think that adding features such as MBS, Rally point to minerals, bigger groups and such is affecting game play in a negative manner which in fact false. Lets be straight forward with this - these features are good because they reduce the amount of unnecessary crap players have to do to reach an acceptable skill level - its an improvement of the game controls. And game controls in an RTS is about making a good pathing (micro) and making the macro mechanics intuitive and slick. Yes guys - you read it right - its an improvement of the game controls. People complaining about these stuff are the ones who gets aroused by watching players mastering the most boring chores - or meaningless things.

I mean take Dune 2 for an example it's one of the oldest RTS games and back in that game you could only select 1 unit at the time. Thats some micro for you just to do an attack a base. The truth is that a lot of these guys would love if Starcraft 2 was nothing but a APM feast + adding a feature that inverts the Y + X axis of your mouse every 40 seconds. Master that and you will win every game and the skill wankers would have something to watch.


Assmaster2000 wrote
WOW WATCH THAT GUY, HE CAN PLAY RTS WITH 400 APM WITH AN INVERTED MOUSE


That type of people are well represented in this community - and hey its a good thing that they will never get their will through.


So - what I'm saying here is that SC2 actually needs that feature for Zerg queens and on Terran as well if it can be applied. And oh yeah - the point of warp gate auto group is to make the game controls better.
No Quote
Hunch
Profile Blog Joined August 2010
Canada336 Posts
September 12 2010 00:18 GMT
#175
lol really? you really want to have the w hotkey removed?

boy someone must have been warped rush lots of times :S
I have a Hunch.770
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