Warpgate in itself is an amazing technology which is why it's appealing as the predominant race. Hypothetically speaking, why can't barracks or hatcheries have the same function?
What is the point of the Warpgate auto-group?
Forum Index > SC2 General |
kamicom
United States180 Posts
Warpgate in itself is an amazing technology which is why it's appealing as the predominant race. Hypothetically speaking, why can't barracks or hatcheries have the same function? | ||
Jyvblamo
Canada13788 Posts
But a global larva button might be nice for Z. | ||
andeh
United States904 Posts
Toss get warpgate cooldown Terran gets idle worker button Where is the zerg love? o_o | ||
Thunderflesh
United States382 Posts
Warp gates require you to pick a spot on the screen, effectively adding another step. I see the auto-group/cooldown notification as a way to compensate for that. Edit: also, warp gates can't queue units, the way that normal gateways/rax can, so an on-screen notification of when you can warp in another unit makes up for that. | ||
Diamond
United States10796 Posts
On September 11 2010 02:49 andeh wrote: Terran gets idle worker button You know that feature is not unique to Terran right? | ||
J7S
Brazil179 Posts
I don't like the warp gate hotkey as well. | ||
ALPINA
3791 Posts
On September 11 2010 02:43 kamicom wrote: Let me make it clear that I'm not crying imba. I just can't see the justification of having such a function exclusively for one race. Personally, I'd prefer if it were removed but I wouldn't mind (hotkeying buildings is just a split second esp. for more experienced players) Warpgate in itself is an amazing technology which is why it's appealing as the predominant race. Hypothetically speaking, why can't barracks or hatcheries have the same function? Actually I was thinking same thing long ago. Does not make any sense at all to make this to 1 race exceptionally.. | ||
Slow Motion
United States6960 Posts
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Pyre
United States1940 Posts
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andeh
United States904 Posts
On September 11 2010 02:53 iCCup.Diamond wrote: You know that feature is not unique to Terran right? it helps terran the most and of course I know this? | ||
kamicom
United States180 Posts
Everyone is postulating on these ideas to buff up other races with these features but I think this is the type of things that Broodwar players are criticizing SCII about ("dumbing down" the macro and base management). I'd rather have no auto-group (unless someone can explain why it's justified) The cooldown argument is unsound also. The cool down is essentially the same as spawning units except it's actually faster. | ||
DarkspearTribe
568 Posts
On September 11 2010 02:59 andeh wrote: it helps terran the most and of course I know this? Shift+b+*insert building you want*+g | ||
Tjab
Netherlands22 Posts
On September 11 2010 02:59 andeh wrote: 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? | ||
Slow Motion
United States6960 Posts
On September 11 2010 03:01 Tjab wrote: ... 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). | ||
ataryens
Iran213 Posts
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Rifty
Canada76 Posts
On September 11 2010 03:06 Slow Motion wrote: 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? | ||
acrimoneyius
United States983 Posts
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. | ||
Wolf
Korea (South)3290 Posts
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Shurayuki
Germany2665 Posts
tbh this complaint is a bit random no? yes it's a bit arbitrary to give that to 'toss but hell, do you run out of hotkeys, or why do even complain? it's no difference pressing 'w' or a number key either way | ||
sleepingdog
Austria6145 Posts
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Rifty
Canada76 Posts
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. Because its 2010, not 1997. People have to stop living in the past, and actually adapt to changes... Blizzard wants the game to focus more on creativity and strategy, rather than mechanical clicking that is only learnt through years of doing the same thing over and over. | ||
AntiGrav1ty
Germany2310 Posts
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Scorcher2k
United States802 Posts
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darmousseh
United States3437 Posts
terran is normal and usually has to use multiple hotkeys (unless you like to put them all on the same and tab through them) protoss warpgates is a special technique which requires significantly more mico than terran or zerg, this button makes up for the fact, also I usually hotkey warpgates to 4 anyway.) | ||
Aikin
Austria532 Posts
English layout then always owns me when I try to chat. | ||
Diamond
United States10796 Posts
On September 11 2010 03:14 Scorcher2k wrote: I say either drop the warpgate button or give zerg a larva button. Also, allow players to create a Queen spawn larva rally(perhaps not the best word). I think that simply change to allow players to simply hotkey their queens and hit 'v' a couple times would even things out a bit with the other races. You do realize you are comparing a macro mechanic to a non-maco mechanic? Chrono boost does not have a special hotkey. Anyone care to discuss this? | ||
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Chill
Calgary25980 Posts
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habermas
United Kingdom304 Posts
Protoss on the other hand need to change location to the nearest pylon to warp in. The same with chronoboost and building pylons for more supply. I believe having 'w' to autoselect all warpgates is necessary to makes things more even in terms of mechanics. Again: Zerg has the easiest macro mechanics of all the races, what more would you want? Autocast for spawn larva? | ||
Tenks
United States3104 Posts
On September 11 2010 03:20 habermas wrote: Protoss macro is difficult enough as it is. Zerg has the easiest time as they don't even have to take an eye off of whatever they are doing to macro: create workers, make overlords, spawn larva, or produce units. Terran can just spam units from ther rax/factory/starport with hotkeys without looking at them. Protoss on the other hand need to change location to the nearest pylon to warp in. The same with chronoboost and building pylons for more supply. I believe having 'w' to autoselect all warpgates is necessary to makes things more even in terms of mechanics. This doesn't make sense. It's not different than adding warp gates to a control key. I think the OP may be asking why the warp gate? I personally do find it kind of odd they randomly decided the warp gates will get the 'w' key. | ||
Nik0
Uruguay460 Posts
On September 11 2010 03:20 habermas wrote: Protoss macro is difficult enough as it is. Zerg has the easiest time as they don't even have to take an eye off of whatever they are doing to macro: create workers, make overlords, spawn larva, or produce units. Terran can just spam units from ther rax/factory/starport with hotkeys without looking at them. Protoss on the other hand need to change location to the nearest pylon to warp in. The same with chronoboost and building pylons for more supply. I believe having 'w' to autoselect all warpgates is necessary to makes things more even in terms of mechanics. Again: Zerg has the easiest macro mechanics of all the races, what more would you want? Autocast for spawn larva? O.O | ||
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NonY
8748 Posts
On September 11 2010 03:11 Rifty wrote: Because its 2010, not 1997. People have to stop living in the past, and actually adapt to changes... Blizzard wants the game to focus more on creativity and strategy, rather than mechanical clicking that is only learnt through years of doing the same thing over and over. First, SC1 players have not done the same thing over and over for years. New strategies have constantly been invented and are still being invented. Second, SC2 is very similar to SC1. Their differences are mainly because of the different ages of the games. SC2 has just come out so many basic things need to be figured out. A player who likes to invent build orders will probably win more games than a player who likes to improve existing build orders. Mechanical players will shine later in the game's life when there are good solid build orders for them to copy and improve upon. | ||
BenKen
United States860 Posts
On September 11 2010 03:20 Chill wrote: It doesn't really affect competitive play. Weak players would have complained "I have to go click on my wrap gate and then find where I want to warp in units" so they just added one key that always does it. This. Who cares, it doesn't seem to affect high level play, and it compensates for not being able to queue and rally units for weak players. I really don't think Tyler or White-Ra would have to re-vamp their game if you took away the Warp Gate button. | ||
Scorcher2k
United States802 Posts
On September 11 2010 03:17 iCCup.Diamond wrote: You do realize you are comparing a macro mechanic to a non-maco mechanic? Chrono boost does not have a special hotkey. Anyone care to discuss this? I will make the argument over and over that the queen's spawn larva is a macro mechanic. It does NOT matter that it comes from a unit but that the skill itself is entirely macro based. Saying that it isn't a macro mechanic is like saying that an SCV building something isn't a macro mechanic. The disadvantage to having to call down warpgate units in a powered area is completely offset by the fact that they can call down warpgate units ANYWHERE they have a powered area imo and there is no need for a warpgate key. | ||
Tenks
United States3104 Posts
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-orb-
United States5770 Posts
With Zerg and Terran you can macro from elsewhere while you watch/micro your army. With Protoss you have to move your camera back to pylon power and start placing units there. | ||
Diamond
United States10796 Posts
On September 11 2010 03:34 -orb- wrote: Maybe because warp gates are the hardest macro buildings to use out of the three races? With Zerg and Terran you can macro from elsewhere while you watch/micro your army. With Protoss you have to move your camera back to pylon power and start placing units there. Orb, <3. Yet again, Orb knows best ![]() Seriously I would KILL to be able to macro my warpgates in the midst of a battle without switching views. | ||
vesicular
United States1310 Posts
Though the argument could be made that spawn larva should be a non-energy cooldown like warpgates, or that warpgates should use energy for warping in like Nexus does for Chronoboost (also why CB doesn't have this ability, it uses energy). | ||
JudoChopper
England148 Posts
On September 11 2010 02:43 kamicom wrote: Let me make it clear that I'm not crying imba. I just can't see the justification of having such a function exclusively for one race. Personally, I'd prefer if it were removed but I wouldn't mind (hotkeying buildings is just a split second esp. for more experienced players) Warpgate in itself is an amazing technology which is why it's appealing as the predominant race. Hypothetically speaking, why can't barracks or hatcheries have the same function? Really? well i'm sure another person couldn't make said "justification" for some other racial difference/unit/upgrade. Also why does so many of these threads open with "i'm not crying imba" or similar things and then ask to add or remove something from the game. Personally you'd prefer it removed, you give no reasoning other than other races don't have the same function, which is pretty weak when you consider all the differences between races. | ||
spinesheath
Germany8679 Posts
Not even the "warpgates have a cooldown blah blah" thing makes sense. If you don't use your larvae quickly, you will not get new ones and therefore lose production time. If you don't warp in anything, you will lose production time. And no it doesn't matter too much that zerg can get 3 larvae before the hatch doesn't spawn new ones, because Queens will make sure that you hit the 3 larva limit frequently. I really hope that, if they ever implement hotkey changing properly, you will be able to just disable that hotkey. I hate it because it is stupid from a design perspective. | ||
King K. Rool
Canada4408 Posts
On September 11 2010 02:50 Thunderflesh wrote: On the flip side if I'm supporting 5 barracks, and I can only make one marine in each, if I forget to go back in time it takes me 20 (or whatever the right number) more seconds to build marines, whereas if you have 5 warpgates, then if you forget, it doesn't matter since zealots pop out after 3 seconds.Mainly because with rax and hatcheries, you don't immediately have to place the unit on the map. If you rally rax and hatcheries to your army, then you can just select the building and build the unit. Warp gates require you to pick a spot on the screen, effectively adding another step. I see the auto-group/cooldown notification as a way to compensate for that. Edit: also, warp gates can't queue units, the way that normal gateways/rax can, so an on-screen notification of when you can warp in another unit makes up for that. Warpgates are fine as it is, there doesn't need to be anything more to it design wise. People arguing that warpgates require micro is technically right. But its bollocks. If you're complaining about having to, god forbid, go back to a (likely proxy) pylon to make your units, you're just complaining for the sake of complaining (sorry you can make your units pop out anywhere you have a pylon). If you want to be able to make units without taking your eyes off the battle then just make normal gateways. You can't ask for everything. Also I've only ever used W when playing P, can you not bind them to 1 and have the same function? Because I always thought you couldn't, hence when they would give you W to use, but it seems like my assumption is wrong based on what the OP is saying. | ||
Tenks
United States3104 Posts
On September 11 2010 03:35 iCCup.Diamond wrote: Orb, <3. Yet again, Orb knows best ![]() Seriously I would KILL to be able to macro my warpgates in the midst of a battle without switching views. Couldn't you switch them to standard Gateways before pressing out so you could do blind macro while microing your units? | ||
darmousseh
United States3437 Posts
zerg. click 5 for all hatches. click s, click button units (or hold button) 2 buttons to set up + 1 for each unit. terran. click 4 for all production buildings. click button units for racks, click tab, click button units for factory, click tab, click button units for starport, click 5 for command center, click an svc button. 4 buttons to set up + 1 for each unit protoss. Click 0 for closest pylon. click w for all warpgates. click unit production button, hold shift, click screen several times, repeat for all of the different units. click 3 for robo facility, click button for unit, click 5 for nexus, click e for probe 4 buttons to set up, +1 button for each different type of unit, +1 screen click for each warpgate unit. See the difference? That doesn't even include the micro needed to make pylons or supply depots compared to overlords. | ||
sleepingdog
Austria6145 Posts
On September 11 2010 03:20 Chill wrote: It doesn't really affect competitive play. Weak players would have complained "I have to go click on my wrap gate and then find where I want to warp in units" so they just added one key that always does it. I don't get this point - in howfar is that different from a weak player complaining "I have to go click on my barracks and then find a place where I want the units to ralley" sure, if you click on the warp gate then you have to manually click/scroll to get to the place where you wanna warp in....but that's no real disadvantage compared to the advantage even weak players get from the insta-warp-in; if they are even incapable of doing this, then they could just warp-in nearby their structure which would make the warpgate basicly a normal production-structure with -5 cooldown another question: why do ppl still hotkey their warpgates? I mean, doesn't this "block" a very important hotkey for you? eg. I have my gateways on 4, but after warpgate-technology I use 4 for robo or stargate | ||
LolnoobInsanity
United States183 Posts
I think it's fair | ||
a_flayer
Netherlands2826 Posts
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kamicom
United States180 Posts
Obviously SCII is more forgiving thus to the newer players and lessens the gap between the experienced and amateurs but I like to think of this as an example of asking how forgiving SCII should be. *edit* and guys, I think the discussion if going off on a tangent haha. We all agree the dynamics of building production are uniquely different for all three races and have their pros and cons. *re-edit* *reads through the thread* oh gawd what have I done... | ||
Deleted User 72834
247 Posts
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Diamond
United States10796 Posts
On September 11 2010 03:43 Tenks wrote: Couldn't you switch them to standard Gateways before pressing out so you could do blind macro while microing your units? Stuff takes much longer to build, so no. | ||
cHaNg-sTa
United States1058 Posts
On September 11 2010 03:20 habermas wrote: Protoss macro is difficult enough as it is. Zerg has the easiest time as they don't even have to take an eye off of whatever they are doing to macro: create workers, make overlords, spawn larva, or produce units. Terran can just spam units from ther rax/factory/starport with hotkeys without looking at them. Protoss on the other hand need to change location to the nearest pylon to warp in. The same with chronoboost and building pylons for more supply. I believe having 'w' to autoselect all warpgates is necessary to makes things more even in terms of mechanics. Again: Zerg has the easiest macro mechanics of all the races, what more would you want? Autocast for spawn larva? LOL What? Are you joking? I'm sorry you have the luxury of warping in units anywhere on the map for instant army support. If you're gonna complain about warpgates' macro, then go ahead and don't use them, leave them as gateways. Simple as that. EDIT: Imagine if Zerg can spawn units anywhere there is creep, oh man, everyone would complain the crap out of that. Good players macroing should be watching the mini-map anyways. Terran also has to go back to build supply depots and MULE. Zerg also has to go back to spawn larva. There's no use nitpicking at the small things. I'm so used to just hotkeying all my warpgates with a number as it is. I wouldn't even really care if W was removed. | ||
vicariouscheese
United States589 Posts
On September 11 2010 03:01 DarkspearTribe wrote: Shift+b+*insert building you want*+g holy ballsack ive been right clicking on minerals every time, definitely will help for buildings away from the mineral line.... | ||
Michaelj
United States186 Posts
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Chill
Calgary25980 Posts
On September 11 2010 03:44 sleepingdog wrote: I don't get this point - in howfar is that different from a weak player complaining "I have to go click on my barracks and then find a place where I want the units to ralley" You can rally Barracks once and then you just have to click on the Barracks and make units. You can't do that with warpgates. They are intended to be used by going to the location you want to warp units. Most people don't use hotkeys. So it's unreasonable to expect newbies to click a warpgate, scroll to a location, and then warp in units. So they made the 'w' hotkey. | ||
f0rgiv3n
United States112 Posts
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Demand2k
Norway875 Posts
On September 11 2010 04:02 Chill wrote: You can rally Barracks once and then you just have to click on the Barracks and make units. You can't do that with warpgates. They are intended to be used by going to the location you want to warp units. Most people don't use hotkeys. So it's unreasonable to expect newbies to click a warpgate, scroll to a location, and then warp in units. So they made the 'w' hotkey. Pretty much sums it up | ||
Kodan
United States51 Posts
On September 11 2010 03:08 acrimoneyius wrote: 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! User was warned for this post | ||
Diamond
United States10796 Posts
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Scorcher2k
United States802 Posts
On September 11 2010 04:02 Chill wrote: You can rally Barracks once and then you just have to click on the Barracks and make units. You can't do that with warpgates. They are intended to be used by going to the location you want to warp units. Most people don't use hotkeys. So it's unreasonable to expect newbies to click a warpgate, scroll to a location, and then warp in units. So they made the 'w' hotkey. I find it hard to believe that a person that doesn't use hotkeys will use 'w'... | ||
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NonY
8748 Posts
On September 11 2010 03:08 acrimoneyius wrote: This isn't sc1...they built the game to be more intuitive. The game is less about spammy fucking fingers and more about thinking. Meanwhile, players in the GSL have 400apm and Flash wins StarLeagues with ridiculously brilliant strategies. | ||
ALPINA
3791 Posts
On September 11 2010 03:46 LSGamer wrote: Exactly how people have said, We toss have to look away from a fight or whatever to place it, whereas Z and T can say press 4 and then H or D and even queue them And every zerg player every 40sec. must go and inject larva, so what? | ||
vesicular
United States1310 Posts
On September 11 2010 04:02 Chill wrote: You can rally Barracks once and then you just have to click on the Barracks and make units. You can't do that with warpgates. They are intended to be used by going to the location you want to warp units. Most people don't use hotkeys. So it's unreasonable to expect newbies to click a warpgate, scroll to a location, and then warp in units. So they made the 'w' hotkey. 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. | ||
Diamond
United States10796 Posts
On September 11 2010 04:16 Alpina wrote: And every zerg player every 40sec. must go and inject larva, so what? We got to look away every 40 seconds or so for Chrono boost. So what? | ||
Chriamon
United States886 Posts
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Zerluth
Argentina78 Posts
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Diamond
United States10796 Posts
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. | ||
shawabawa
United Kingdom417 Posts
Try playing terran an protoss without the keyboard, it's not that hard right? Just a bit slower. Now try playing Protoss with warp gates *without* clicking the warp gate icon. It's impossible. For every unit you warp in you have to move the screen to the warp gate, click, move the screen to where you want to place it and click again. Then all the way back. At least that's how I see it. I think zerg should get something similar for "queens ready to inject" or something. | ||
Diamond
United States10796 Posts
On September 11 2010 04:24 shawabawa wrote: The reason is that Blizzard don't want you to have to use the keyboard to play. Try playing terran an protoss without the keyboard, it's not that hard right? Just a bit slower. Now try playing Protoss with warp gates *without* clicking the warp gate icon. It's impossible. For every unit you warp in you have to move the screen to the warp gate, click, move the screen to where you want to place it and click again. Then all the way back. At least that's how I see it. I think zerg should get something similar for "queens ready to inject" or something. I 100% doubt that is the reason. | ||
StreetHeat
United States225 Posts
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Nihility
Canada72 Posts
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Diamond
United States10796 Posts
On September 11 2010 04:26 StreetHeat wrote: Actually I would be really happy if all the hatches just had a cooldown timer like the warpgates do. I dont mind manually injecting but just to see when to do it would help Z be a little more accessable Turn on health bars. When they are on there is a gray bar above the hatchery that shows larva timing. | ||
vesicular
United States1310 Posts
On September 11 2010 04:24 shawabawa wrote: At least that's how I see it. I think zerg should get something similar for "queens ready to inject" or something. I said this earlier, but I don't agree with this because injection uses energy. It may be a macro ability and an important one, but it's not a cooldown. As such even after you use it you could still have enough energy left over for it to keep saying "queens ready to inject" even if your hatch already has larva on it that you can't inject onto. | ||
vesicular
United States1310 Posts
On September 11 2010 04:30 iCCup.Diamond wrote: Turn on health bars. When they are on there is a gray bar above the hatchery that shows larva timing. Personally, I'd rather they show the progress bar on the wireframes when multiple buildings are selected. Then you'll easily know when larva has spawn, chrono is done, BC's are coming out, etc, without having to go back to your base to see progress. | ||
Melancholia
United States717 Posts
On September 11 2010 03:34 -orb- wrote: Maybe because warp gates are the hardest macro buildings to use out of the three races? With Zerg and Terran you can macro from elsewhere while you watch/micro your army. With Protoss you have to move your camera back to pylon power and start placing units there. Yes, but once you do you get to place your units anywhere. I'd be MORE than happy if I had to go to somewhere on the creep and unburrow my units immediately there. Really, what's with people acting like warp gates are a hindrance, rather than an amazingly useful feature? | ||
Reason.SC2
Canada1047 Posts
It sort of does make sense that if P gets such a key Z should get one for queens or larva. And terran.... Doesn't need any help and should have a key that self destructs all mules so they can hit that by accident and rage from time to time lol. Off-topic (has anyone other than me accidentally self-destructed a control group of banelings by misclicking? Omg soooo annoying haha) | ||
Vimsey
United Kingdom2235 Posts
Its not anywhere near as convenient as other races make out. Often you have to cut production for a while till you get your forward pylon up or go back to base and nanny them up to your moving force and robo air units still has to be dealt with as normal and or get isolated. I am not saying its not extremely useful but it does also have its drawbacks at times and isnt an OMG you can warp in anywhere tool. Because you cant you actually need power and it takes about as long to build a pylon as it does a nydus worm and creep reinforces very quickly, its not protoss' fault if you dont use them. | ||
Azile
United States339 Posts
Having all gates in a control group functions the exact same. | ||
vesicular
United States1310 Posts
On September 11 2010 04:38 Reason.SC2 wrote: Off-topic (has anyone other than me accidentally self-destructed a control group of banelings by misclicking? Omg soooo annoying haha) I do this all the time because I use grid keys and Explode is the same key as Morph Baneling. :/ | ||
spinesheath
Germany8679 Posts
On September 11 2010 03:08 acrimoneyius wrote: This isn't sc1...they built the game to be more intuitive. The game is less about spammy fucking fingers and more about thinking. How is it intuitive that Warpgates are the only production facility that are autoassigned to their own special hotkey? Say you played terran a bit, campaign and stuff. That's the race you're familiar with. Now you try protoss. Is it intuitive that warpgates have a special hotkey? | ||
dogabutila
United States1437 Posts
Now that I think about it, I could just hotkey the pylon without warpgates and use W..... | ||
dvide
United Kingdom287 Posts
On September 11 2010 04:41 spinesheath wrote: How is it intuitive that Warpgates are the only production facility that are autoassigned to their own special hotkey? Say you played terran a bit, campaign and stuff. That's the race you're familiar with. Now you try protoss. Is it intuitive that warpgates have a special hotkey? Yes because it appears on the HUD, although it's hard to notice it when you're in the middle of a game. I think the special hotkey is fine because protoss should probably be hotkeying their forward pylon for their warpins. So it seems fair. | ||
Kikuichimonji
United States102 Posts
On September 11 2010 04:16 Alpina wrote: Can't you use the minimap for inject larvae? Can't do that for warpgates.And every zerg player every 40sec. must go and inject larva, so what? | ||
King K. Rool
Canada4408 Posts
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
United States1004 Posts
edit: First time i have seen the anti double post protection, shit is pretty sweet | ||
Vimsey
United Kingdom2235 Posts
On September 11 2010 04:21 iCCup.Diamond wrote: 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.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. | ||
Silent331
United States356 Posts
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 | ||
Terrorcore
Canada132 Posts
On September 11 2010 04:48 King K. Rool wrote: 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
United Kingdom287 Posts
Wow that's not fair at all ![]() | ||
Vimsey
United Kingdom2235 Posts
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
Scotland3152 Posts
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mierin
United States4943 Posts
On September 11 2010 04:58 Vimsey wrote: 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. | ||
dvide
United Kingdom287 Posts
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
United States886 Posts
On September 11 2010 04:58 Vimsey wrote: 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. | ||
Demand2k
Norway875 Posts
On September 11 2010 04:10 Kodan wrote: 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
Canada132 Posts
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Zerluth
Argentina78 Posts
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
12519 Posts
I say hurray for any game asymmetry, which doesn't break the game. | ||
Vimsey
United Kingdom2235 Posts
On September 11 2010 05:05 mierin wrote: 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
Canada178 Posts
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TelecoM
United States10670 Posts
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Bibdy
United States3481 Posts
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
Canada190 Posts
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. | ||
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. | ||
sjschmidt93
United States2518 Posts
On September 11 2010 02:59 andeh wrote: it helps terran the most and of course I know this? How so? A, Probes/Drones > SCV's because of mules. B. Probes will be idle as soon as they build something. SCV's take 40-100 seconds to do so. | ||
Chronopolis
Canada1484 Posts
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Anxiety
United States650 Posts
On September 11 2010 12:43 sjschmidt93 wrote: How so? A, Probes/Drones > SCV's because of mules. B. Probes will be idle as soon as they build something. SCV's take 40-100 seconds to do so. you dont have idle probes (if your any good), you dont have idle drones (used up on buildings/mining), but terrans build stuff while physicyl there. so after it s done you can see on your screen. | ||
DreXxiN
United States494 Posts
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sjschmidt93
United States2518 Posts
On September 11 2010 12:48 AnxietE wrote: you dont have idle probes (if your any good), you dont have idle drones (used up on buildings/mining), but terrans build stuff while physicyl there. so after it s done you can see on your screen. Well you won't have have idle SCV's (if your any good) .... | ||
OHtRUe
United States283 Posts
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blitzkrieger
United States512 Posts
I'm guessing this is coming from terrible zergs who are bad at spawn larva so they are looking for an outlet to cry in. Why not just say spawn larva is too hard for me how can I get better instead of making stupid threads and looking like idiots? | ||
whateversclever
United States197 Posts
For example, if there was an auto-hotkey for a Factory, it could matter WHERE the Factory was because that unit would spawn where the Factory was. When it's a Warpgate, it doesn't matter where the Warpgate was because it spawns independently from that. Now, is it necessary? Certainly not. But I'm just pointing out that there is fundamentally different reason for it being on it's own key as opposed to other unit production buildings. But it wouldn't really make sense to do it for other unit producing structures, even Larvae, though it could make sense for upgrades. | ||
King K. Rool
Canada4408 Posts
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. | ||
dbddbddb
Singapore969 Posts
On September 11 2010 14:18 King K. Rool wrote: 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 whole point of the thread is that 6months later, people are suddenly complaining that protoss having a default W key for warpgates is OP. i guess some people are getting really desperate here. | ||
Bear4188
United States1797 Posts
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dbddbddb
Singapore969 Posts
i dont see why such features are unique to only one race. i suggest that we have a compulsory hotkey for drones that requires them to manually suicide upon morphing into a building. | ||
Grachuus
United States57 Posts
Terran don't have larvae. Are larvae imbalanced? *Sigh* | ||
rocketboy77
171 Posts
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DethAdder
United States164 Posts
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Rabiator
Germany3948 Posts
On September 11 2010 02:49 andeh wrote: Terran gets idle worker button All three races have that ... | ||
Half
United States2554 Posts
It's harder to build units with Protoss in that it takes much more actions. Please don't try to deny this. Protoss has the easiest macro by far. Wow. Just lol. T has the hardest macro, while zerg has the hardest macro mechanic. P is just lulzy easy. | ||
blitzkrieger
United States512 Posts
On September 11 2010 14:18 King K. Rool wrote: 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. | ||
Techno
1900 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 Don't they all get idle worker button? Isnt any build time a "cooldown" Yea I dont understand why there is a select all warpgates button every fucking thread gets derailed into race fanboyism. I blame zerg. lol. | ||
blitzkrieger
United States512 Posts
On September 11 2010 16:28 Half wrote: Protoss has the easiest macro by far. Wow. Just lol. T has the hardest macro, while zerg has the hardest macro mechanic. P is just lulzy easy. Are you suggesting chrono boost with its nearly infinite applications is less difficult than mules? Or that spawn larva is so infinitely complex because you have to do it every X seconds whereas Chronoboost can be used in many ways from upgrades, to army, to eco and affect many different timing on upgrades/attacks? Pls get off your highchair (pun intended). | ||
Half
United States2554 Posts
A) Look away from your current screen B) Rally every single time you warp in C) Are vulnerable to attack/loss of power It doesn't matter because warpgates are just so much easier to use anyway. T has to have 2 seperate control groups because reactor can't be mixed with techlabs well anymore. In addition, T has to make the most production buildings, and utilize the most amount of them. Zerg just has queens, nuff said. What does protoss have? You have your entire ideal lategame army (zealot//sentry/stalker/ht) on one building, and warpgate Zealots are the single best mineral sink in the entire game. You don't even have to use your macro mechanic past midgame beyond teching, and in fact, many pro protoss do not. We got to look away every 40 seconds or so for Chrono boost. So what? lol no you don't. I regularly see very high level toss just sit around with 75 energy. The boost it gives is incredibly marginal unless your using it to tech, or its early game. If your chrono boost doubled overall production for ~5 gates or so indefinitely, and the game was balanced around that fact, ok, ye, we'll talk. | ||
MuR)Ernu
Finland768 Posts
basically zerg and terran require about as much micro to have some reinforcements as protoss. on top of at least zerg having a lot harder macro than protoss anyway. | ||
blitzkrieger
United States512 Posts
On September 11 2010 16:29 Techno wrote: Don't they all get idle worker button? Isnt any build time a "cooldown" Yea I dont understand why there is a select all warpgates button every fucking thread gets derailed into race fanboyism. I blame zerg. lol. The problem is that every zerg on the planet who sucks ass at this game thinks they are pro like IdrA and make balance complaints as if they had the knowledge/skill that IdrA does. I'm glad players like IdrA are vocal about their concerns with the game but maybe we could get IdrA to control these zerglings (or dimaga/cella) They think b/c they play zerg they are somehow better and almost have an elitist attitude about it. My race is SOOO hard and you are SOOO noob. I mean they do have legit concerns regarding Terran but it overspills into stupid garbage like this. Even if the OP isn't a troll this attitude is very common from what I've seen. Maybe its just general forum idiocy since SC2 is getting more popular there are just more idiots posting. Either way I won't "bump" this thread again if I can help it. | ||
Domonkazu
Germany29 Posts
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Camlito
Australia4040 Posts
On September 11 2010 03:08 acrimoneyius wrote: This isn't sc1...they built the game to be more intuitive. The game is less about spammy fucking fingers and more about thinking. I still think more in BW than i do in SC2. | ||
Merlinius
62 Posts
On September 11 2010 03:47 vicariouscheese wrote: holy ballsack ive been right clicking on minerals every time, definitely will help for buildings away from the mineral line.... Can somebody please explain this? It doesn't work for me. You mean, you don't have to click the minerals anymore? When are you supposed to release the Shift key? When I don't release it at all, it just offers me to place a second building, and if I release it after placing the building, I still have to click g+left-click minerals. | ||
King K. Rool
Canada4408 Posts
On September 11 2010 16:29 blitzkrieger wrote: 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. | ||
Zarahtra
Iceland4053 Posts
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Diamond
United States10796 Posts
Anyways, I can't believe people are comparing this shit to spawn larva or mules. Chrono Boost/Spawn Larva/Mule's are the macro mechanics. Not warpgates. | ||
Zarahtra
Iceland4053 Posts
On September 11 2010 23:24 iCCup.Diamond wrote: Holy shit this thread is still open??????? Anyways, I can't believe people are comparing this shit to spawn larva or mules. Chrono Boost/Spawn Larva/Mule's are the macro mechanics. Not warpgates. But what does that exactly matter? It's greater function is to say "hey your production building is idle nab!", just like it could do with inject larvae. I think it would standardize inject a bit more, where it would feel less like a chore, and it wouldn't be unreasonable to expect all players to have 80+% effectiveness of them. Edit: This is coming from T mind. | ||
Diamond
United States10796 Posts
On September 11 2010 23:36 Zarahtra wrote: But what does that exactly matter? It's greater function is to say "hey your production building is idle nab!", just like it could do with inject larvae. I think it would standardize inject a bit more, where it would feel less like a chore, and it wouldn't be unreasonable to expect all players to have 80+% effectiveness of them. Edit: This is coming from T mind. It's not really like it screams it at you. I know I NEVER EVER check that number. Like everything else in the game you learn to time it out in your head. | ||
Zarahtra
Iceland4053 Posts
On September 11 2010 23:39 iCCup.Diamond wrote: It's not really like it screams it at you. I know I NEVER EVER check that number. Like everything else in the game you learn to time it out in your head. It wouldn't scream it at the zerg player either. It does however give toss an option to see the timings freely from that button, be it if you use it or not. Arguments have been that toss has different mechanics in spawning units than either race and has to move away from combat to macro up more units. Well inject larvae is the same thing, it is required to macro up the zerg army and while there is a way to do it while watching the battle, most z that I have read replies from have to switch camera to their hatch since it's more reliable. Hence that argument doesn't really hold vs zerg(but does vs terran). | ||
PulseSUI
Switzerland305 Posts
On September 11 2010 23:17 King K. Rool wrote: It's like you think warpgates are the base unit when gateways fucking are. It's an upgrade. warpgates are the base, the game is not balanced around gateways. if a toss does not get warpgates ASAP, his army will be ~25% smaller because of the longer build time of gateways and as a result of that, will get steamrolled by Terra/Zerg or a toss with warpgates. it is not a upgrade to make it better, it is a necessary to bring toss unit production to a comparable and balanced level with terran and Zerg. | ||
iNfeRnaL
![]()
Germany1908 Posts
Good idea. Like, seriously. | ||
ZidaneTribal
United States2800 Posts
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GGTeMpLaR
United States7226 Posts
unless you're like 1600+ diamond (i don't even know), odds are you're losing because you are not playing correctly, not because you're better than the person who beat you with an OP race I play random so I don't really favor one race or another, but every game I've lost I've been able to pinpoint mistakes in MY gameplay, not just whine about imbalance like a child | ||
Mr.Minionman
United States164 Posts
The Terran unit production is based around classic queueing and unit production buildings. In order to have them constantly producing, you just have to queue units, and overlap building times. In order to constantly produce units, overlapping units in production ensures your building is always busy. The Zerg buildings, on the other hand, constantly produce larva. So while they have to be vigilent in making sure they are keeping it below the 3 larva point, they still have the leeway of the fact that they can instantly use up the larva, if they need it. Also, there is the fact that injections add up, but that should only factor in low level play. Now we look at warpgates. The leeway given by warpgates is that units made are warped in instantly. However, the key problem is that in order to keep your buildings producing constantly, you have to vigelently watch their cooldown, and warp in units the second the cooldown wears off. no matter how you look at it, every second that you see a 1, 2, or 3+ on the lower right of your screen as toss, is a second permanantly lost of production. Then there is the factor that, unlike the other two races, you must move into your base, and manually create every unit you make. You cannot just spam AAAAAAAA to make units out of 8 barracks, you must click on the field on pylon powered locations, and importantly, wait until the unit finishes warping in before you can use them. My Point: The toss have an auto-hotkey, not because they don't know how to press ctrl+6, but because they need the visual counter on the lower right showing inactive warpgates. Much like the Zerg's unforgiving Injection mechanics, Not using warpgates the second they become avaliable is macro lost, that can't be taken back. And time spent warping in units and waiting for them to complete is time not spent doing infinitely many other things in the game of innumerable tasks you can do in a match. | ||
Offhand
United States1869 Posts
Seriously, protoss has to warp in on or near the CD, whereas other races queue things up when they're affordable. | ||
RoarMan
Canada745 Posts
On September 11 2010 16:44 blitzkrieger wrote: The problem is that every zerg on the planet who sucks ass at this game thinks they are pro like IdrA and make balance complaints as if they had the knowledge/skill that IdrA does. I'm glad players like IdrA are vocal about their concerns with the game but maybe we could get IdrA to control these zerglings (or dimaga/cella) They think b/c they play zerg they are somehow better and almost have an elitist attitude about it. My race is SOOO hard and you are SOOO noob. I mean they do have legit concerns regarding Terran but it overspills into stupid garbage like this. Even if the OP isn't a troll this attitude is very common from what I've seen. Maybe its just general forum idiocy since SC2 is getting more popular there are just more idiots posting. Either way I won't "bump" this thread again if I can help it. The problem is most people are now finding that they can use the "Zerg players are all QQing" thing as a crutch, basically giving them the ability to not put much effort on the original idea of the thread but basically saying "Stop qqing." Well gratz bro you are mega pro. All aboard the Thread Train though, I don't really have a problem with all Warpgates being tied to "W." I mean OBVIOUSLY this does make Protoss Easier to play, but not by much, you could just tie all your warpgates to 4 or something. Should they do they same for Barracks/Larvae? I think so, but I doubt they will ![]() | ||
d_e_x
Poland41 Posts
On September 11 2010 02:43 kamicom wrote: Warpgate in itself is an amazing technology which is why it's appealing as the predominant race. Hypothetically speaking, why can't barracks or hatcheries have the same function? "W" key for warpgates isn't imba... U can mark multiple wg/rax/fact/hatch and press for example ctrl+5. Now it looks like "W" key for wg/rax/fac/hatch ![]() | ||
Melt
Switzerland281 Posts
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
Germany7312 Posts
On September 11 2010 03:08 Rifty wrote: 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-. | ||
PH
United States6173 Posts
On September 11 2010 03:08 acrimoneyius wrote: 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. | ||
solistus
United States172 Posts
A global larvae button wouldn't make *as much* sense, since which particular larvae get used will determine where the unit(s) are made. | ||
gillon
Sweden1578 Posts
... I mean, you cry about the most insignificant things. | ||
Ryuu314
United States12679 Posts
On September 11 2010 23:17 King K. Rool wrote: 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
Canada3710 Posts
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. | ||
Darkstar_X
United States197 Posts
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Ndugu
United States1078 Posts
They should make many more changes to follow suit ![]() | ||
DxL
United States12 Posts
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universalwill
United States654 Posts
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
United States137 Posts
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. | ||
brocoli
Brazil264 Posts
On September 12 2010 06:28 universalwill wrote: 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
Sweden136 Posts
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. | ||
Hunch
Canada336 Posts
boy someone must have been warped rush lots of times :S | ||
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