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New game clock feature - Page 6

Forum Index > SC2 General
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Prev 1 4 5 6 7 8 19 Next All
charlie420247
Profile Joined November 2009
United States692 Posts
September 21 2010 18:45 GMT
#101
it will be phenominal in testing builds and timings.
there are 10 types of people in this world, those who understand binary and those who dont.
bulge
Profile Joined July 2010
161 Posts
September 21 2010 18:51 GMT
#102
i think its a great addition. you can test yourself against the clock, and have a better idea of when timing attacks might happen if your internal clock gets messed up by harassment, or whatnot.

there was already a nice program to do it, so either way it was available.
deadbutmoving
Profile Joined May 2010
United States66 Posts
September 21 2010 18:53 GMT
#103
This is a great buff for zerg players as we have to deal with timing pushes and fast tech builds. It will definately help weaker zerg players with their build orders and drone pumps.

This will benefit all three races but it will benefit zerg the most. This is the buff that zerg newbs needed.

As for myself, I can discern alot about what another player is doing just based on his timings so this will help me alot.

At the higher levels, I'm sure protoss and terran players will now try to get creative with their build orders to keep zerg players guessing. Using unusual timings and weird build orders can make the clock work against Zerg. Strategy and Counter Strategy makes starcraft soo fun.
"When in doubt, ATTACK!" George S. Patton
McFoo
Profile Joined April 2010
United Kingdom180 Posts
September 21 2010 19:00 GMT
#104
On September 22 2010 02:18 MorroW wrote:
it sounds like fun for the casuals and good for the ppl who try to improve

top wont get helped or need this since they have other methods to see timing in the game than a silly clock with numbers on them ^^


Isn't that like saying "Always Health Bars On" is good for casuals but pros can hit 'alt' as fast and as much as they want so it doesn't matter anyway?

I know pros have learnt lots of different ways to know lots of different timings but wouldn't a clock make it MUCH easier for everyone including them?
Chronopolis
Profile Joined April 2009
Canada1484 Posts
September 21 2010 19:01 GMT
#105
I think this a good move by blizzard, adding the clock therefore giving equal opportunity to all users. Although at LAN's I still wouldn't mind no-timer rules.
Grond
Profile Blog Joined June 2010
599 Posts
September 21 2010 19:03 GMT
#106
Most RTS games have an ingame clock, it's a good thing. You can easily circumvent not having one by spending $10 on a stopwatch so might as well add it.
Kryptonite
Profile Joined June 2010
United States155 Posts
September 21 2010 19:03 GMT
#107
how can people say this is not useful? First 10 minutes of the game, there are alot of timing attacks or unit rushes that can be expected at a certain time. This is going to help a lot to know when it's going to come or even when YOU should attack.
http://www.sc2ranks.com/us/299590/fLcKrypt
Quepp42
Profile Joined May 2010
United States96 Posts
September 21 2010 19:07 GMT
#108
I feel like this is actually a big buff for zerg. First of all, larvae injects can be done almost perfectly now if you can keep track of when you injected. Secondly, you can balance your droning a lot more efficiently if you can predict when an attack is coming based on what you scouted.

And to the people complaining about how it diminishes pro's skills, get real. The pros use every advantage and trick that they can to do amazing things. If anything, this clock will allow players to do even more spectacular and risky builds because they can now hone their timings down to the second.
All it takes to fly is to throw yourself at the ground and miss.
Kazang
Profile Joined August 2010
578 Posts
September 21 2010 19:08 GMT
#109
Useful change.
Saves having to look at my watch to see how long I've been playing for.


Anyone saying this will effect competitive play is total moron, they going to ban players from having watches to stop you doing the exact same less conveniently?
Or maybe playing in windowed mode so you can see the windows clock is illegal?

I really do despair at this community sometimes.
Na_Dann_Ma_GoGo
Profile Joined March 2010
Germany2959 Posts
Last Edited: 2010-09-21 19:14:09
September 21 2010 19:10 GMT
#110
I don't see how this helps any at all. It may be a good way to discover little issues while watching a replay.

In order to defend early timing pushes you need to scout them thoroughly and have your build order in charge.
I for example now that about 7 minutes into the game the 4 Warp Gate push arrives at my expansion. Just 7 Minutes, I do know what to do exactly anyways during that period and I have a lot timing indicators such as training units, teching to air, building a hatch etc.

And why the fuck would you need this feature 30mins into the game. To say "oh 30mins he now probably has this and probably perhaps that or maybe just I dunno what is this even?".

I like this feature, it is simple "interesting" to know how long you're playing already and improves replay analyzing. Seems just fine for me.
WrathBringerReturns said: No no no. Sarcasm is detected in the voice. When this forum is riddled with stupidity, you think I can tell every post apart? Fair enough it was intended sarcastically, was it obvious? Of course not.
Alexstrasas
Profile Joined August 2010
302 Posts
September 21 2010 19:11 GMT
#111
what the fuck are you people talking about?

so before this being implemented people somehow had no ability to tell what time it is ?

ever heard of this?

[image loading]



User was warned for this post
UberThing
Profile Joined April 2010
Great Britain410 Posts
September 21 2010 19:11 GMT
#112
This is totally awesome!!
I will use
Wag1
Gudeldar
Profile Joined August 2010
United States1200 Posts
September 21 2010 19:11 GMT
#113
It probably won't effect either Bronze players or pros but for someone like me who is low diamond and doesn't have all the timings down by heart this will probably help at least a little.

Either way there is no reason NOT to have it, like a lot of other people have pointed out you can just use a stopwatch/phone.
Floophead_III
Profile Joined September 2009
United States1832 Posts
September 21 2010 19:12 GMT
#114
Good idea. Even if most people don't use it, the few that do benefit while it doesn't hurt anyone.
Half man, half bear, half pig.
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
September 21 2010 19:14 GMT
#115
On September 22 2010 04:07 Quepp42 wrote:
I feel like this is actually a big buff for zerg. First of all, larvae injects can be done almost perfectly now if you can keep track of when you injected. Secondly, you can balance your droning a lot more efficiently if you can predict when an attack is coming based on what you scouted.

And to the people complaining about how it diminishes pro's skills, get real. The pros use every advantage and trick that they can to do amazing things. If anything, this clock will allow players to do even more spectacular and risky builds because they can now hone their timings down to the second.


WOW. I never even thought of the applications on inject + creep tumor timings.

I feel this is like remembering Mega and Big shield timings in Quake live. I like it =).
pieisamazing
Profile Joined May 2009
United States1234 Posts
September 21 2010 19:15 GMT
#116
I don't think it will influence the competitive scene at all. No reason not to have it in there; some people might like the extra information.
connoisseur
Jimb0v
Profile Joined September 2010
11 Posts
September 21 2010 19:17 GMT
#117
This will be really useful for endless forcefields with sentry. Sure you could do the timing in your head, but when you just lose the game because you missed the timing, I was reluctant to really try shoestring sentry strategies. If I have a clock to use for timing the forcefields, I may be able to pull these strategies off easier.
latan
Profile Joined July 2010
740 Posts
September 21 2010 19:18 GMT
#118
it is just a clock. it will be useful for some, ignored by others, skilled players will still have skill, developed sense will still be there, now with aid.

as a tool, it helps EVERYONE the same. clever people will of course take advantage of it better than others.
DOMINOSC
Profile Blog Joined August 2010
Canada345 Posts
September 21 2010 19:19 GMT
#119
i like the idea although it wll make timing pushes easy to execute it will also make them easy to stop since you will know the time there coming which is going to help alot now timing pushes will have to be constantly changed or delayed which will make more interesting games and change the metagame alot.
Sen Fighting!!! / JulyZerg Fighting!!! / Ret Fighting!!! / Reach Fighting!!! / well intentioned people of average intelligence
RyLZx034
Profile Joined July 2010
United States1 Post
September 21 2010 19:22 GMT
#120
I flipped through a few pages of arguments here for and against the clock. Both sides make valid points. Personally, I think that some of the arguments for (training, helping newer players) kind of coincide with the arguments of those against (takes away the notion of "game sense") in the sense that learning times by actually seeing the clock will develop game sense in future games. It may not be immediately, but after a couple months it would become something that is developed into game sense. I think it is a nice option to throw out there and since it is optional it really doesn't hurt anyone's playing style. If someone is feels they are good enough to play without a clock, they should feel confident that they can beat someone who does.
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