Patch 1.2.0 on PTR - Page 138
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Silentness
United States2821 Posts
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Existor
Russian Federation4295 Posts
there are a few public channels such as 'general chat' 'protoss discussion' where people just join and you can start chatting with them. or you can make your own private channels where people need to type in the channel name to join Are official public channels with 100-players limit too? | ||
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papaz
Sweden4149 Posts
this feels like ro64 | ||
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papaz
Sweden4149 Posts
On December 06 2010 19:40 Silentness wrote: There's an "extreme" graphics option according to PTR? What exactly does this mean... does it mean that it takes advantage of 4 cores? Is it like an computer enthusiast graphic setting like for Crysis? single player becomes prettier. no difference in multiplayer afaik | ||
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ShyRamen
United States322 Posts
On December 06 2010 19:49 papaz wrote: sigh.. how did rain even make it this far? this feels like ro64 wrong topic ![]() | ||
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papaz
Sweden4149 Posts
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papaz
Sweden4149 Posts
omg, sorry... i just noticed.. LOL | ||
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fierywinds
22 Posts
On December 06 2010 15:31 Charlemagne wrote: One significant problem with the hotkeys, for zerg at least, is the timing of your army's hatching. Assuming that hitting a key 30 times takes 2-3 seconds, this means that your reinforcements will slowly waypoint single file-ish to the battle. If your opponent even threatens to move out, better forget drones and start spamming... I honestly don't understand the philosophy behind this change. Let's take the concept further, though. Instead of being able to stim MM all at once, how about one at a time? Because any "good" player (i.e., one with twice Foxer's APM) will easily adjust and be okay? Of course, we can make the same changes with burrow, etc., and every other group action. We can't forget control groups either, though...why allow such a "bug" when instead the player can just select and move/attack/etc. each unit individually? Going to have to get rid of rallied commands too.... Is the point of the game to be able to hit the keys fast enough, or allocate our limited attention and dexterity to positioning an army, collecting information and making decisions? It seems to me like in an "ideal" world the only limit on the player would be how fast (and well!) one can process information and make corresponding decisions. In this sense, the hotkey limit is ridiculous; if I've already intentionally saved 14 larva and the necessary resources (although this is usually an accident in reality , still pretty new to the game) and I want to start 28 zerglings now, I should be able to transmit my decision as quickly as possible. I thought this was supposed to be a key feature of zerg; weaker units, but quicker to mass up?Yes, i completely agre. Don't forget that 2-3 seconds is real time, hitting z 30 times in 2-3 seconds real time is already pretty damn fast but that translates to about 4-6 seconds in game time. Zerg already had the hardest macro so i do not understand why blizz would seek to punish them further. This change simultaneously made the game harder to play, more skill demanding and shallower at the same time. Are we competing to see who can make the better decisions, get the better position and play better mindgames or are we competing to see how fast pros can mash a button? This also decreases the spectator value of the game, if pros spend more time mashing buttons instead of microing their units in battle. Crowds gasp when incredible strategy is being displayed or awesome micro. They dunt go wild when they see 30 zerglings training in one second. Anyone arguing that this makes the game demand more apm and is thus good is missing the point. Blizzard could make every player have to type "whosyourdaddy" before placing every building or require players to click 10 times before a unit registers a command, but these kind of changes take away the fun of the game and results in more time wasted on retarded apm | ||
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Rosvall
Sweden122 Posts
On December 04 2010 18:23 Liquid`Jinro wrote: Jesus, you wont be able to run workers away from any harassing units now -- Fucking bullshit change. I'm pretty sure it means they will not run around units any more, but go through them. As it is now, if you have your scouting drone at their hatch their workers will run around your drone before they deliver. | ||
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Scoop
Finland482 Posts
On December 06 2010 20:22 Rosvall wrote: I'm pretty sure it means they will not run around units any more, but go through them. As it is now, if you have your scouting drone at their hatch their workers will run around your drone before they deliver. That sounds extremely stupid. | ||
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ksn
Italy34 Posts
I kinda dislike the infestor change, I agree that it was a little bit too powerful against drops, but it was the only thing the infestor was good against :| Probably i would rework the infestor completely, since now 2/3 spells are completely worthless and FG got a pretty big nerf. | ||
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Bondator
Finland120 Posts
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azzu
Germany141 Posts
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Rosvall
Sweden122 Posts
On December 06 2010 21:08 azzu wrote: Incase you didn't know, you can use external programs to change your "button holding down"-action to a "press button again and again"-action so you still can hold down your buttons to build if you want to :D You can also change it to "Force repeated keystroke while held" instead of "repeat while held" which will give it the same effect as it is now, just that it will be more of an advantage since less will use it. | ||
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Kyuki
Sweden1867 Posts
On December 06 2010 18:52 sp1XeL wrote: have you warped in 40 stalkers at once? if not then please shut up and dont ever comment on this matter ever again. Well at the time that you have 40 larvae laying around I will have atleast 15 warpgates and 4-5 bases and those wargates needs to be chronoboosted individually. Are you somehow claming that zerg macro will be hard when you have to click more? And yet you still dont have to move your camera at all besides when injecting larvae. I can't belive zergs crying about this, it's just fucking hilarious. Zerg and Terran always had it easy and zerg had it way too easy. This is how it should be, and I'm very happy about it. | ||
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sp1XeL
14 Posts
On December 06 2010 21:20 Kyuki wrote: Well at the time that you have 40 larvae laying around I will have atleast 15 warpgates and 4-5 bases and those wargates needs to be chronoboosted individually. Are you somehow claming that zerg macro will be hard when you have to click more? And yet you still dont have to move your camera at all besides when injecting larvae. I can't belive zergs crying about this, it's just fucking hilarious. Zerg and Terran always had it easy and zerg had it way too easy. This is how it should be, and I'm very happy about it. you chronoboost ur warpgates? lol ? | ||
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Yaqoob
Canada3337 Posts
Alot of people do that when they have 4-5 nexus and nothing to chronoboost. | ||
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SuperBigFoot
United States63 Posts
Yes, Chronoboost does work on warpgates. I'm guessing you didn't know this feature? | ||
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Grummler
Germany743 Posts
People do chronoboost their warpgates, yeah. I might play terran, not protoss, but i dont see whats wrong with chronoboosting warpgates. | ||
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CounteR
New Zealand103 Posts
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, still pretty new to the game) and I want to start 28 zerglings now, I should be able to transmit my decision as quickly as possible. I thought this was supposed to be a key feature of zerg; weaker units, but quicker to mass up?