anyway, i'd probably just make things worse than they are when attempting stuff like that :D
[Trick] Early Game +7% Mineral Boost - Page 4
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FliedLice
Germany7494 Posts
anyway, i'd probably just make things worse than they are when attempting stuff like that :D | ||
ZenDeX
Philippines2916 Posts
On September 13 2010 05:29 ltortoise wrote: This is absurd, and it must be a bug. Guarantee it to be fixed, otherwise the entire early game of every matchup, especially mirror matches, will simply revolve around who can do this bullshit better and faster. An APM sink, nothing more. A mindless task to dump your APM into. I'm OK with some dumps, but this one is EXTREME. Actually, this trick is only useful when you only have few workers on your mineral line (the beginning of the game). The queuing of commands is useless when your workers are changing from patch to patch since the line is already saturated. Instead of doing nothing in the beginning, you ought to do this trick. | ||
-Frog-
United States514 Posts
On September 13 2010 05:31 Bland wrote: Yeah actually this makes me a very sad panda because SC2 is sort of known to help players that aren't as mechanical and a bit more skill oriented (a different kind of skill). Not having 300 apm is going to hurt me here. Why in the world is a bad thing that there is some skill that differentiates good players from bad ones? That's the basis of a competitive game. If you are only interested in casual play I doubt you will even be in the same league as players who can execute this perfectly 100% of the time. | ||
FarbrorAbavna
Sweden4856 Posts
Edit: amazing find OP. ty very much for this! | ||
DarkspearTribe
568 Posts
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ZenDeX
Philippines2916 Posts
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WakaDoDo
Sweden1183 Posts
On September 13 2010 05:31 Bland wrote: Yeah actually this makes me a very sad panda because SC2 is sort of known to help players that aren't as mechanical and a bit more skill oriented (a different kind of skill). Not having 300 apm is going to hurt me here. You shouldn't worry about your lack of APM. It's not like the vast majority is huge on APM. | ||
Logo
United States7542 Posts
On September 13 2010 05:33 frog HERO wrote: Why in the world is a bad thing that there is some skill that differentiates good players from bad ones? That's the basis of a competitive game. If you are only interested in casual play I doubt you will even be in the same league as players who can execute this perfectly 100% of the time. You could make SC2 require the player to juggle tennis balls while playing and it'd add skill to the game. It wouldn't make the game any better though. Same with this trick, it pretty much adds nothing to the game that anyone should care about and instead is a useless headache that you're going to end up doing several thousands times over the course of your SC2 career. | ||
ltortoise
633 Posts
On September 13 2010 05:33 lolaloc wrote: Actually, this trick is only useful when you only have few workers on your mineral line (the beginning of the game). The queuing of commands is useless when your workers are changing from patch to patch since the line is already saturated. Instead of doing nothing in the beginning, you ought to do this trick. Not even really true. Would be useful for fresh expansions that aren't fully saturated, which can happen at any point in the entire game. This is a bullshit bug for sure. | ||
psion
106 Posts
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Goshawk.
United Kingdom5338 Posts
On September 13 2010 05:32 FliedLice wrote: couldn't you do the same thing in wc3? anyway, i'd probably just make things worse than they are when attempting stuff like that :D You could, but only on diagonal mines. It basically allowed 4 workers to mine at the rate at 5. (ofc only works with orc/hu). | ||
-Frog-
United States514 Posts
On September 13 2010 05:35 Logo wrote: You could make SC2 require the player to juggle tennis balls while playing and it'd add skill to the game. It wouldn't make the game any better though. Same with this trick, it pretty much adds nothing to the game that anyone should care about and instead is a useless headache that you're going to end up doing several thousands times over the course of your SC2 career. Your juggling example is extreme and beyond the scope of reason. This trick isn't particularly difficult for anyone who has spent a decent amount of time playing RTS games and occurs during a period of the game where you basically do nothing anyways. It gives a small edge to those willing to learn and execute it but won't be the difference between a win and a loss for the vast majority of players. If you were expected to do this during the mid game while larvae injecting, macroing off of 4 hatches, controlling your army, etc then you would have a valid point that it is ridiculous and too much of an APM sink. But that simply isn't the case, it's a cool trick that gives players with mouse/keyboard precision an advantage. And being accurate and fast with your mouse and keyboard is an essential part of being a starcraft player. | ||
WakaDoDo
Sweden1183 Posts
On September 13 2010 05:35 Logo wrote: You could make SC2 require the player to juggle tennis balls while playing and it'd add skill to the game. It wouldn't make the game any better though. Same with this trick, it pretty much adds nothing to the game that anyone should care about and instead is a useless headache that you're going to end up doing several thousands times over the course of your SC2 career. What about creating units? Is that a also a useless headache? No, macro is traditionally a part of Starcraft. This trick is a macro mechanic. A good macro player should beat a lesser macro player. But a player will not win solely on babysitting his workers. More importantly, this trick will not be too much of a major nuisance. | ||
Whole
United States6046 Posts
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Jonoman92
United States9101 Posts
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Khrane
United States127 Posts
I'll be doing it every game, but it wont make or break your win. | ||
vyyye
Sweden3917 Posts
On September 13 2010 05:43 WakaDoDo wrote: What about creating units? Is that a also a useless headache? No, macro is traditionally a part of Starcraft. This trick is a macro mechanic. A good macro player should beat a lesser macro player. But a player will not win solely on babysitting his workers. More importantly, this trick will not be too much of a major nuisance. You're both making ridiculous comparisons. I don't get why people throw all kinds of comparisons around online, can't you see how stupid it looks? It's not like juggling a tennis ball, nor is it like building units. It's a slight APM sink early game which gives you a slight advantage (though slight advantages add up), nothing more and nothing less. | ||
youngminii
Australia7514 Posts
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Half
United States2554 Posts
On September 13 2010 05:35 Logo wrote: You could make SC2 require the player to juggle tennis balls while playing and it'd add skill to the game. It wouldn't make the game any better though. Same with this trick, it pretty much adds nothing to the game that anyone should care about and instead is a useless headache that you're going to end up doing several thousands times over the course of your SC2 career. It makes early game far more dynamic and strategic, creating a tension between microing workers and multi-tasking, which doubles as a avenue for player skill development, and exists as an intuitive mechanic. | ||
ltortoise
633 Posts
On September 13 2010 05:41 frog HERO wrote: Your juggling example is extreme and beyond the scope of reason. This trick isn't particularly difficult for anyone who has spent a decent amount of time playing RTS games and occurs during a period of the game where you basically do nothing anyways. It gives a small edge to those willing to learn and execute it but won't be the difference between a win and a loss for the vast majority of players. If you were expected to do this during the mid game while larvae injecting, macroing off of 4 hatches, controlling your army, etc then you would have a valid point that it is ridiculous and too much of an APM sink. But that simply isn't the case, it's a cool trick that gives players with mouse/keyboard precision an advantage. And being accurate and fast with your mouse and keyboard is an essential part of being a starcraft player. I don't even think you are correct in what you say. If the OP is correct, there is a delay after the worker finishes the "Mine" command, so this means that all it takes to continuously get a mining advantage at any point in the game is to: A. select a worker currently mining the mineral patch B. Queue return cargo C. Queue mine. Fin. That evades the problem of a faulty "return" command, and eliminates the AI delay from that mining worker. Of course a more efficient method would be to shift-select a bunch of mining workers quickly, then queue return and mine. Either way, this is stupid, and comparing it to making units is stupid, since that involves a decision, namely to make units at all, and if so which units to make. Likewise MULE is a decision (should I scan instead?), so is chrono boost (what do I chrono boost?) This "trick" (bug) does not involve any decisions. If you have any workers, you want them mining as fast as possible. Completely mandatory. There is absolutely no decision to be made here, none. Every other ACTUAL macro mechanic involves some sort of decision to be made. I have complete faith that Blizzard will fix this. They would never put something so inelegant in their game on purpose. | ||
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