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New game clock feature - Page 5
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Skaff
United States240 Posts
User was warned for this post | ||
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regulator_mk
United States127 Posts
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Voyager I
United States260 Posts
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 think we should reach a compromise between the hardcore BW players and everyone else. Put the clock in the game (rather than on your desk), but then make it so you need to spam your APM up to 300 to see it. User was warned for this post | ||
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naveedx983
United States58 Posts
I am assuming using an outside device like this isn't allowed in tournaments, but tournament caliber players keep track of this stuff a lot better based off of other information (supply/resource/game sense) | ||
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xlep
Germany274 Posts
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Augury
United States758 Posts
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KillerPlague
United States1386 Posts
On September 22 2010 02:17 Piski wrote: Why make a completely new thread for this feature :o i think the OP has some very good questions. personally im a little concerned on this feature as an in game clock can definitely help lower skilled players on timings. however since it is widely available to everyone then perhaps it will be fine? | ||
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CaptainFwiffo
United States576 Posts
At the top diamond/pro level it won't make a difference; these players already have great timing sense. At the bronze/silver/gold level it won't make a difference because the players' mechanics are so bad that timings aren't ever precise anyway. For improving players it will be a great learning tool. Helping people learn the game will improve the quality of play, so this is obviously good. For low to mid diamond players, it will be harder to get away with well known timing attacks you learned off the Internet. Creative, innovative play that is unpredictable or exploits less well known timings will be rewarded. That's a good thing, IMO. | ||
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oZii
United States1198 Posts
Think of how many people out there actually want to help players and try to teach and coach at starcraft 2 and this can help them tremendously in explaining to a student that they should have X units by this time mark and push out at this time mark. If you are a purest turn it off and play that way don't be upset because someone else chooses to utilize a function blizzard added to the game. | ||
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QueueQueue
Canada1000 Posts
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viraltouch
United States299 Posts
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dudeman001
United States2412 Posts
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mishimaBeef
Canada2259 Posts
Adds more tension to the game esp. great for observers. Sure you could argue that players shouldn't be exposed to it but hey I say give them all the mechanics they need (within reason of course) and let us see the magic. I mean hey, great timing attacks will be even better now right? | ||
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Fa1nT
United States3423 Posts
On September 22 2010 03:25 viraltouch wrote: you know, if you really wanted a timer then you can use your own watch/phone too. so I don't see how this is a big deal. it is just convenient for people who want it, and if you think its a disadvantage for you then you can start using it too. chill out guys, this isnt blizzard's scheme to make it worse for bw machines /w internal clocks. A few days ago I was wondering if people who play in those pro korean matches inside the boxes were allowed to use wristwatches and stuff ( even googled and looked at the rules, couldn't find it though.), but now it won't matter ![]() | ||
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FabledIntegral
United States9232 Posts
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On_Slaught
United States12190 Posts
Knowing timings is (used to be) an essential part to high-level play. It helped weed out the serious gamers and those who just did random strats and tried to win by luck/a-moving. Now it won't be long before you see timing orders for each possible build/rush/attack which will enable even the worst players to be prepared for what used to be the unexpected. Also, it decreases the important of scouting, which is another hallmark of great players, since you can more easily prepare for different possibilities at different stages of the game with blanket-responses. Ultimately, it probably won't have a great effect on SC2. However, it is simply not necessary and serves only as another handicap on top of the many others, moving SC2 one step closer to being completely devoid of player skill, being mostly automated. Please don't put this in game. | ||
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kidcrash89
198 Posts
I don't agree that it devalues scouting. If you defend for a 6 pool every game, for example, you are going to fall behind a lot because you'll be sacrificing your economy for defending something that might not be coming. I think that this change will also lead to more macro-oriented mind games. | ||
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TheImmortal
Hong Kong84 Posts
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SaetZero
United States855 Posts
Let's say I know, playing 100% normally, I would be at 68-70 food 6 minutes in (just numbers, do not take as a real example) I notice my opponent tried some hard harass, killed some things, but I defended 6 minutes: I am at 57 food... 10 below normal I know I killed about 15-20 supply of units cuz I blocked a drop of something. I can blindly deduce I am probably a little ahead if I didnt jack up my worker count. Also, might use it to be like 'I will start trying to take a third at 9 minutes or beyond' so I have a gauge of how long I can 2 base again just examples, not real things I have done, but I can see uses for a timer.... not game breaking though | ||
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floor exercise
Canada5847 Posts
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