• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:39
CET 05:39
KST 13:39
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down20ISSL (IntoTheTV x SOOP SC2 League): Premier6Weekly Cups (October 12-18): 5.0.17 era begins1[$1250] International ShieldBattery League92
StarCraft 2
General
SC2 Power Rank: epic29 No more SC2 streamers on team liquid? Weekly Cups (October 19-25): Clem triples first in 5.0.17 How do you feel about the mass reverts in the 5.0.17 PTR? Evil Geniuses - shutting down
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20) RSL 2026 Offline Finals LCQ Sign-Ups Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Simple Questions/Answers [G] How to playtest arcade maps [A] Nemrods 1/4 players
External Content
Mutation # 549 Endless Sparkles The PondCast: SC2 News & Results Mutation # 548 Shining Bright Mutation # 547 Temple Of Terror
Brood War
General
Bot on ladder SCHNAIL now supports Remastered Rollback Netcode in Brood War BW General Discussion [Megathread] Daily Funny Videos
Tourneys
[Megathread] Daily Proleagues [Women's StarCraft] MonstarZ vs BA 2026-10-30 Star Con San Diego 2026 Small VOD Thread 2.0
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Mobile Legends: Bang Bang Armies of Exigo - YesYes? General RTS Discussion Thread
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Russo-Ukrainian War Thread Trading/Investing Thread European Politico-economics QA Mega-thread US Politics Mega-thread R I P Patrick Stewart
Fan Clubs
Reynor Fan Club The Flash Fan Club Serral Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
TeamLiquid Health and Fitness Initiative For 2023 Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9870 users

New game clock feature - Page 9

Forum Index > SC2 General
Post a Reply
Prev 1 7 8 9 10 11 19 Next All
Wihl
Profile Blog Joined June 2010
Sweden472 Posts
September 21 2010 20:50 GMT
#161
This reminds me of threat meters in vanilla-WoW. People always talked about how only "noobs" needed threat meters and how no good players would have a use for them. Anyone who has played WoW knows how that turned out.

Personally I feel this is really useful, especially since I play zerg.
CheezDip
Profile Joined June 2010
126 Posts
September 21 2010 20:52 GMT
#162
This feature is a huge asset to "nr15" games. Remember back in sc1 you would join a "nr15" on BGH but your opponent sucked at timekeeping, or maybe he got up to grab a soda and lost track of how long he was in the game, and would rush you on 12 or 13, completely ruining your build order? That'll be a thing of the past; nobody will have a legitimate excuse for rushing before the designated time.
Viruuus
Profile Joined February 2010
Germany451 Posts
September 21 2010 20:52 GMT
#163
In a alot of first person shooters people had to use clocks or use the scoreboard to be able to get timings before the developers implemented a clock like they did in SC2 now. It does not really matter if you use your alarm clock, the food supply or any other timings (like: when my 2nd marine spawns etc). This just is a little more comfortable and will allow people to adjust their builds maybe a little bit more and make finetuning a bit easier. It will also show some map imbalances faster (e.g. how fast do i mine 200 minerals on this map or that map..).
I think it is a good thing, many improvements in the depature of making the game easier have proven to make the game better so far, and not at all skillfree as many suspected.
Lee Jae Dong fighting!!!
Moita
Profile Joined July 2010
Brazil30 Posts
Last Edited: 2010-09-21 21:01:32
September 21 2010 20:59 GMT
#164
Hmmm, i don't know if this clock feature is a good thing... I don't like that because cheese players in low levels will abuse this, making perfect timing cheeses againt low level players that doesn't know sometimes how scout correctly the cheese to counter it in the same perfect time.

But, to improve my own game, I think this a good feature
Kambing
Profile Joined May 2010
United States1176 Posts
September 21 2010 21:13 GMT
#165
On September 22 2010 05:50 Wihl wrote:
This reminds me of threat meters in vanilla-WoW. People always talked about how only "noobs" needed threat meters and how no good players would have a use for them. Anyone who has played WoW knows how that turned out.

Personally I feel this is really useful, especially since I play zerg.


Echoing this. The clock can only help you be more precise in your timings, so I can't see why anyone would disable this feature other than to try maintain a (very false) sense of superiority over their peers. At worst, you use it maybe 5% of the time (or less) to establish important timing windows in the early game and then ignore it the other 95% of the time.
zYoh
Profile Joined March 2010
United States4 Posts
September 21 2010 21:18 GMT
#166
For the rest of the playerbase that's still trying to improve this is basically a godsend. Many competitive FPSes have this (namely Quake) and i think alot of people dont realize how important this really is. Players who are progressing will only see more and more success after learning how to utilize this tool. I think too many people are stuck in the mindset of the game having to have primitive/outdated UI elements for it to require 'skill'.
butter
Profile Blog Joined July 2009
United States785 Posts
September 21 2010 21:22 GMT
#167
It's interesting how it's in-game time and not real wallclock time, so a nexus takes 100 "seconds" to warp in on the in-game clock.
TL should have a minigame where you have to destroy some rocks before you can make a new post – DentalFloss
PoP
Profile Blog Joined October 2002
France15446 Posts
Last Edited: 2010-09-21 21:35:21
September 21 2010 21:31 GMT
#168
I think it's absolutely terrible, and wasn't needed at all in the first place.

Did anyone see the two Day[9] dailies about learning ZvT? Day was actually trying to predict the timing of 5 rax reapers using simple techniques such as supply count, lair progress and stuff like that. This was the same in BW: you needed both experience and careful analysis of your games to be able to figure out the timing of things.

It's as if in BW any D+ newb could just make turrets at the exact perfect timing Flash-like against Z depending on whether the guy went for 2 or 3-hatch, every single time, no matter what his own build order was.

This thing will become more and more ridiculous when 2-3 standard builds will be figured out for each matchup, since basically anyone will be able to know the timings of everything exactly before even encountering any of the opposing builds. No need to watch replays anymore and try to be clever, no need to "sense" any timings by yourself anymore, either. Just go to Liquipedia and learn the timings of everything, by heart. Add/substract a couple seconds depending on what you saw (lower worker count, stuff like that) and you probably won't be taken by surprise anymore 80% of the time.

I'm probably making it sound way bigger a deal than it actually is. But the point is that it was completely useless to add such a feature in the first place, and will most likely help diminish the game's already not-so-good-looking skill ceiling.

Just my two cents.
Administrator
TheAngelofDeath
Profile Blog Joined May 2010
United States2033 Posts
September 21 2010 21:33 GMT
#169
Just helps people learn timings. Its good for both newbies and experienced players alike imo.
"Infestors are the suck" - LzGamer
Day[9]
Profile Blog Joined April 2003
United States7366 Posts
Last Edited: 2010-09-21 21:35:39
September 21 2010 21:34 GMT
#170
This seems like a completely reasonable change and I see absolutely no reason to be upset about this. You can already be really exact with the time by checking the remaining mineral/gas count on your resources. Most broodwar progamers don't do timing attacks based on food. Instead they check the mineral count at their expo or main and do "a timing push when I have 900 minerals at a mineral patch at my expo."

Despite the fact that, for years, progamers talked about doing this, 99% of players still relied on food timings (ie I do a push at 77/85 food). This isn't a bad thing, but it bothers me that such players ignore the mineral/gas timings, a timing effectively equivalent to having an in-game clock. As far as I'm concerned, an in-game clock a good thing! At the very least, I don't have to do any of my goofy conversions anymore
Whenever I encounter some little hitch, or some of my orbs get out of orbit, nothing pleases me so much as to make the crooked straight and crush down uneven places. www.day9.tv
Dental Floss
Profile Joined September 2009
United States1015 Posts
September 21 2010 21:37 GMT
#171
Actually wouldn't a timing based on gas count be more accurate for pushing? It seems like you would want your push timing to be based on the game situation rather than the game time. If you get harassed a bunch and push out at the same clock-time you could get crushed, but if the pressure delays your gas and you push at like 800 vespene left you'd have the same power of push.
Kim Tae Gyun.... never forget Perfectman RIP
PoP
Profile Blog Joined October 2002
France15446 Posts
September 21 2010 21:38 GMT
#172
On September 22 2010 06:34 Day[9] wrote:
This seems like a completely reasonable change and I see absolutely no reason to be upset about this. You can already be really exact with the time by checking the remaining mineral/gas count on your resources. Most broodwar progamers don't do timing attacks based on food. Instead they check the mineral count at their expo or main and do "a timing push when I have 900 minerals at a mineral patch at my expo."

Despite the fact that, for years, progamers talked about doing this, 99% of players still relied on food timings (ie I do a push at 77/85 food). This isn't a bad thing, but it bothers me that such players ignore the mineral/gas timings, a timing effectively equivalent to having an in-game clock. As far as I'm concerned, an in-game clock a good thing! At the very least, I don't have to do any of my goofy conversions anymore


Must be the first time ever I disagree with you, dear Day.
Administrator
Day[9]
Profile Blog Joined April 2003
United States7366 Posts
September 21 2010 21:41 GMT
#173
Hahaha my apologies @Pop <3.

But, considering that using your gas geyser to time things is just as accurate as using a clock, do you still think the in-game clock is an issue?
Whenever I encounter some little hitch, or some of my orbs get out of orbit, nothing pleases me so much as to make the crooked straight and crush down uneven places. www.day9.tv
Ketara
Profile Blog Joined August 2010
United States15065 Posts
September 21 2010 21:41 GMT
#174
On September 22 2010 06:34 Day[9] wrote:
This seems like a completely reasonable change and I see absolutely no reason to be upset about this. You can already be really exact with the time by checking the remaining mineral/gas count on your resources. Most broodwar progamers don't do timing attacks based on food. Instead they check the mineral count at their expo or main and do "a timing push when I have 900 minerals at a mineral patch at my expo."

Despite the fact that, for years, progamers talked about doing this, 99% of players still relied on food timings (ie I do a push at 77/85 food). This isn't a bad thing, but it bothers me that such players ignore the mineral/gas timings, a timing effectively equivalent to having an in-game clock. As far as I'm concerned, an in-game clock a good thing! At the very least, I don't have to do any of my goofy conversions anymore


It is also nice to be able to tell when your TvT ladder game has been going on for an hour and you need to leave because you have a meeting.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
HeadhunteR
Profile Blog Joined October 2009
Argentina1258 Posts
September 21 2010 21:41 GMT
#175
On September 22 2010 06:34 Day[9] wrote:
This seems like a completely reasonable change and I see absolutely no reason to be upset about this. You can already be really exact with the time by checking the remaining mineral/gas count on your resources. Most broodwar progamers don't do timing attacks based on food. Instead they check the mineral count at their expo or main and do "a timing push when I have 900 minerals at a mineral patch at my expo."

Despite the fact that, for years, progamers talked about doing this, 99% of players still relied on food timings (ie I do a push at 77/85 food). This isn't a bad thing, but it bothers me that such players ignore the mineral/gas timings, a timing effectively equivalent to having an in-game clock. As far as I'm concerned, an in-game clock a good thing! At the very least, I don't have to do any of my goofy conversions anymore


day9 hit the nail on the head on this one there are many ways you could count how much time you were in game.. but this new tool will make builds and the metagame change radically faster. The skill level of low level players will be better if they have a better idea of time...
in The Kong line forever
StRyKeR
Profile Blog Joined January 2006
United States1756 Posts
September 21 2010 21:42 GMT
#176
A long time ago, ChaosLauncher used to have a timer thing for SC1. I used that extensively.

The timer allowed me to realize whether I was behind or not. For example, in ZvT, if I'm not hurt early game, 3 hatch mutas will always pop before 7:00. If I got hurt, they would hatch after, and I would know exactly how behind I was.

It also helped me analyze rush timings greatly. Against Terran cheese, I would know, down to the second, when certain rushes would start (fast factory Vulture speed cheese before 5:00, siege tank rush at 5:30, etc) so it helped me control drone timings.
Ars longa, vita brevis, principia aeturna.
Dance.
Profile Blog Joined July 2010
United States389 Posts
September 21 2010 21:44 GMT
#177
Should people begin using this? Is it something a tournament would allow? If tournaments allow this, then might as well use it.
It is what it is...
Kambing
Profile Joined May 2010
United States1176 Posts
September 21 2010 21:45 GMT
#178
On September 22 2010 06:37 Dental Floss wrote:
Actually wouldn't a timing based on gas count be more accurate for pushing? It seems like you would want your push timing to be based on the game situation rather than the game time. If you get harassed a bunch and push out at the same clock-time you could get crushed, but if the pressure delays your gas and you push at like 800 vespene left you'd have the same power of push.


With any timing system, you need to take into account what actually happens during the game. In this sense, absolute "accuracy" is less important to measure than simply knowing how your timing mechanisms will change over the course of the game. Simple examples:

+ If during an early harass you lose a drone in your geyser or forget to make units, your food/gas counts will be off from what you expect.
+ Likewise, if you expect a banshee rush at time t but then your opponent commits strongly with early hellions while teching to banshees, you need to factor in the time it probably took your opponent to get the hellions into your banshee timing.
Hendeca
Profile Joined September 2010
United States23 Posts
September 21 2010 21:46 GMT
#179
I'm curious why you all think it shouldn't be allowed in tournaments? Just doesn't seem like it really changes that much to me in terms of how innate your sense of timing must be. I still think that someone who could perform their timing attacks well without the timer will still beat someone who uses the timer for their timing attacks. I just don't think it will hurt the good players.

Anyone care to list your reasons behind banning the timer from tourneys?

Also, are the map grid, hit point bar, and building progress options allowed in tourneys atm?
PoP
Profile Blog Joined October 2002
France15446 Posts
Last Edited: 2010-09-21 21:58:48
September 21 2010 21:55 GMT
#180
On September 22 2010 06:41 Day[9] wrote:
Hahaha my apologies @Pop <3.


<3!

But, considering that using your gas geyser to time things is just as accurate as using a clock, do you still think the in-game clock is an issue?


Again I'm probably making it sound way bigger of a deal than it really is. But I do think this is quite a bit different for several reasons, the main one being that a clock is such a straightforward stat that most sites like Liquipedia will probably write down the timings of everything, meaning no one will need to figure out anything for themselves.

The reason why gas geyser counts will never be given on such sites/forums/whatever is mostly because they are completely dependant on the build you're using yourself. It's like in BW, the amount of gas you'll have at your geyser when 2 or 3 hatch mutas come will obviously depend on whether you went for mech or bio, whether you let all 3 SCVs and gas all the time or not, etc etc etc.

Times are absolute values that in most cases aren't dependant on anything on your part and are so easy to learn that every newbie in the world will be able to learn them in a minute, instead of having to study their replays and find out "tricks" like geyser/mineral patch things by themselves.

It's basically making life a lot easier for rookie players and could effectively remove most of the "wow, he got the roaches at the perfect timing to stop these reapers" moments. I don't see the point, really.
Administrator
Prev 1 7 8 9 10 11 19 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
08:00
GSL CK 6
CranKy Ducklings112
Liquipedia
OSC
07:00
Masters Cup #151: Group D
Liquipedia
The PiG Daily
05:30
Best Games of SC
herO vs Rogue
GuMiho vs ShoWTimE
Clem vs herO
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 205
StarCraft: Brood War
Rain 4028
ProTech184
scan(afreeca) 157
Sexy 72
Icarus 8
Dota 2
PGG 235
NeuroSwarm117
League of Legends
JimRising 713
Counter-Strike
taco 442
Super Smash Bros
C9.Mang0284
Other Games
summit1g11627
XaKoH 327
WinterStarcraft299
Organizations
Other Games
gamesdonequick914
[ Show 9 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Scarra960
Upcoming Events
Sparkling Tuna Cup
5h 22m
WardiTV Invitational
7h 22m
Epic.LAN
8h 22m
IPSL
11h 22m
eOnzErG vs McRibbed
LancerX vs StRyKeR
AI Arena Tournament
12h 22m
OSC
1d 9h
Yamato Cup
1d 10h
IPSL
1d 12h
Artosis vs RiceHat
Kyrie vs Sony
Map Test Tournament
1d 18h
WardiTV Weekly
2 days
[ Show More ]
Ultimate Battle
2 days
Rush vs BeSt
Replay Cast
2 days
Rogue vs Classic
Patches Events
3 days
PiGosaur Cup
3 days
Kung Fu Cup
4 days
The PondCast
5 days
KCM Race Survival
5 days
Liquipedia Results

Completed

Proleague 2026-10-30
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

1xBet Invitational
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.