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New game clock feature - Page 3

Forum Index > SC2 General
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Headshot
Profile Blog Joined May 2010
United States1656 Posts
September 21 2010 17:44 GMT
#41
I don't see it being allowed in tournaments, and that's a good thing.
-
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
September 21 2010 17:45 GMT
#42
It'll help you with small things, like you can know that if a T is going for a fast hellion, his first hellion will come out(all these numbers are random) at 4:25-4:30. So at that time you send a ling to the natural and see if one comes out. If not, he might not be doing that. You can also learn the Banshee and other timings, and for Terran you can learn when to scan for Zerg spire or something like that.

You could do all that with other timing methods, but this is going to make it abit easier. Overall I don't really see a huge problem with it besides making it require a bit less effort.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Doko
Profile Joined May 2010
Argentina1737 Posts
Last Edited: 2010-09-21 17:46:29
September 21 2010 17:45 GMT
#43
Seems huge for timing stuff like robo bays for observers if something happens that throws you off a little bit.
I'm not a high enough caliber player to really say if its good or bad for the game.
Mikilatov
Profile Blog Joined May 2008
United States3897 Posts
Last Edited: 2010-09-21 17:48:46
September 21 2010 17:45 GMT
#44
On September 22 2010 02:42 bonifaceviii wrote:
I may be a bronze player, but I'd like to ask a question.

Why is an in-game feature with the potential to allow players to better refine their timing a bad thing?



I personally don't like it, but I'm not really hardcore for or against it either way.

Here's why:

Game sense comes with experience. When I'm playing against a Zerg, I can FEEL when I should scan to look for spire tech. That's something I've developed through lots of play. Soon enough, with the clock feature, players will simply be like "oh, just scan the zerg at 5:25 (made up time) and see if they are going mutas." That seems too easy for me. I think game sense and timings are tough to develop, and it kind of takes away from that.

Same can be said for games like Quake, where item spawn times are extremely important. Simply noting when you picked something up and having a timer on your screen makes it so easy to time out item spawns. It totally takes away from a player who can grow the skill to mentally sense when items are going to respawn.

I also like build orders being displayed via food counts, and not via clock time, not for any particular reason, but it's just what I'm used to for so many years.

But like I said, I'm not really hardcore for or against it either way.
♥ I used to lasso the shit out of your tournaments =( ♥ | Much is my hero. | zizi yO~ | Be Nice, TL.
MegaBUD
Profile Joined September 2010
Canada179 Posts
September 21 2010 17:46 GMT
#45
It will help, like, when to expect first push, expo...
Cofo
Profile Blog Joined June 2010
United States1388 Posts
September 21 2010 17:46 GMT
#46
On September 22 2010 02:37 SpaceYeti wrote:
Show nested quote +
On September 22 2010 02:19 Tabbris wrote:
I hate this....It makes Top players training more insignificant
....

Personally, I think it's a good idea. It can be a valuable tool when practicing new build orders on the ladder.

Top players will still be the top players. An in-game clock doesn't change the need to scout, expand, micro, macro, and execute your strategy with precision. These are all things that come from practice. Adding a clock doesn't make you inherently better at those things, increase your APM, make you Korean, and change you name to Gosu.


That's a silly argument. If you, for example, made spawn larvae autocast, top players would still be top players too. It doesn't change the fact that it took something away from the game.
+ Show Spoiler +
blabber
Profile Blog Joined June 2007
United States4449 Posts
September 21 2010 17:47 GMT
#47
I'm not a fan. It takes away from "sick timing" and "game sense." You see a Lair start to morph and you can easily calculate the exact time mutalisks will be at your base just by memorizing how long the lair/spire/mutalisks morph and looking at the clock.
blabberrrrr
Glasse
Profile Joined July 2010
Canada1237 Posts
September 21 2010 17:47 GMT
#48
On September 22 2010 02:31 fabiano wrote:
heh?

Now I wonder if BOs will be listed as following:

0:00 probe
0:17 probe
0:34 probe
0:56 pylon
1:10 probe
1:27 probe & chrono boost nexus
1:44 probe
2:03 probe
2:20 gateway
etc...

instead of the good old

9/10 pylon
14/19 gateway


ps: timings were made up.


i sure hope that if they add this you still have the choice to see the food count
NoUShutUp
Profile Joined January 2008
United States172 Posts
September 21 2010 17:47 GMT
#49
I always had trouble with timing in SC:BW. But, after a while it got better. I think it would be a really big help with this new timer although I am very divided on it. Having it definitely helps many players, but I hope it won't give players advantages for timing pushes...
Gescom
Profile Joined February 2010
Canada3521 Posts
September 21 2010 17:48 GMT
#50
Should be in practice league/custom games only. >_>
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
Kibibit
Profile Blog Joined July 2009
United States1551 Posts
September 21 2010 17:49 GMT
#51
I'm going to hold off on fully forming an opinion on it, but need I bring you to exhibit A on why we shouldn't lose our head over things like this:
R.I.P. 우정호 || Do probes dream of psionic sheep?
Mikilatov
Profile Blog Joined May 2008
United States3897 Posts
September 21 2010 17:49 GMT
#52
On September 22 2010 02:48 Gescom wrote:
Should be in practice league/custom games only. >_>


You are absolutely brilliant. I think this feature would be FANTASTIC for custom matches so you can learn/test builds, but I really don't think it should be use in ladder games and tournaments.
♥ I used to lasso the shit out of your tournaments =( ♥ | Much is my hero. | zizi yO~ | Be Nice, TL.
Dooba
Profile Blog Joined December 2009
Croatia588 Posts
September 21 2010 17:51 GMT
#53
Well, i think it's the most horrid idea they ever had. Sure, add in more crap so it's even easier... ugh. But we'll see how it pans out over time. Sure hope it's banned at tournaments.
"Zergs are really stronger. I use to win 60-70%, now it is 40-50. I am switching to civilization 5 for now until any terran can come up with a better tactics."
iamke55
Profile Blog Joined April 2004
United States2806 Posts
September 21 2010 17:51 GMT
#54
On September 22 2010 02:21 Plexa wrote:
I dont see it helping anyone to be honest. Some people might find it useful, great. Most people won't, that's fine too. Don't see why the option shouldn't exist!


It will help zergs fine tune their build orders against timing attacks without going through the hassle of rewatching replays on 8x just to write down attack timings. It also helps protosses survive timing attacks by terrans for the same reason. It doesn't really help terran. Overall it should speed up the evolution of the game toward fast expo/macro styles because refining build orders is now something everyone can do, and not just the people who have the patience to rewatch replays.
During practice session, I discovered very good build against zerg. -Bisu[Shield]
Vexx
Profile Blog Joined March 2010
United States462 Posts
September 21 2010 17:51 GMT
#55
Great tool that will help 99% of the population set in-game goals for themselves (take a third by 14:00) or have 150/200 by 13:00).

I find the QQ about any feature that makes the game more accessible to be completely ridiculous in this community.
I am not nice.
happyness
Profile Joined June 2010
United States2400 Posts
September 21 2010 17:52 GMT
#56
I like it. It's good for practice and when you're first trying out builds. It will accelerate the learning process for non-pro players.
bonifaceviii
Profile Joined May 2010
Canada2890 Posts
September 21 2010 17:53 GMT
#57
Prediction: Day[9] is going to love this feature and sing its praises in every daily from now on.
Stay a while and listen || http://www.teamliquid.net/forum/viewmessage.php?topic_id=354018
Merikh
Profile Blog Joined June 2010
United States918 Posts
September 21 2010 17:55 GMT
#58
On September 22 2010 02:44 Headshot wrote:
I don't see it being allowed in tournaments, and that's a good thing.


You won't be able to tell if a person used it or not unless they recorded their games. Simple as that.
G4MR | I mod day9, djwheat and GLHF's stream
Zodeak
Profile Joined September 2010
United States6 Posts
September 21 2010 17:55 GMT
#59
...I don't see the big deal. High level players already understand the various timing of their opponents builds through practice and experience. Several have already commented on how this feature won't really be useful to them.

A clock will help a player like me, who is newer and hasn't memorized all the various timing with my various builds. All the clock will provide is a universal metric between builds to understand my opponents timing.

*note* typically when I die to something that relies on timing anyways, I'm not thinking "OMG HOW DID HE GET THAT NOW!!", its more of a....wow I didn't expect that--though I understand how he did it, and what I could have done to remedy the problem was better scouting...not buy a watch.
comis
Profile Joined April 2010
United States333 Posts
September 21 2010 17:56 GMT
#60
I think the super pro kids in this thread will get more benefit from it than they admit. It will help you with stuff like "this is the exact time 2 cloaked banshees could be rolling into my base". I've seen plenty of pros lose to stuff that they could counter if they just had a firmer grasp of the timing.

I think it's a garbage change.
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