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Autorepair discussion - Page 3

Forum Index > SC2 General
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Mercury-
Profile Joined December 2010
Great Britain804 Posts
May 10 2011 09:43 GMT
#41
autorepair is pretty much useless except in lategame situations where you pull a majority of your SCVs and have a mech heavy army (only TvZ really)
stevarius
Profile Joined August 2010
United States1394 Posts
Last Edited: 2011-05-10 09:46:46
May 10 2011 09:46 GMT
#42

Could you scatter a thousand zerglings manually in the same time frame that an auto command could? No, you cannot, and neither can you manually inject one thousand hatcheries or one thousand scvs in the same time frame as autocast....


Lol is all I have to say.

Auto-repair. A terran racial mechanic due to the lack of regen of terran structures and presence of FIRE. Let's leave it to that as there is no inherent problem with the mechanic.
¯\_(ツ)_/¯
AtlasGrip
Profile Joined April 2011
45 Posts
May 10 2011 09:46 GMT
#43
On May 10 2011 18:43 Mercury- wrote:
autorepair is pretty much useless except in lategame situations where you pull a majority of your SCVs and have a mech heavy army (only TvZ really)

So according to your own logic wouldn't it have some use then?
AtlasGrip
Profile Joined April 2011
45 Posts
May 10 2011 09:50 GMT
#44
On May 10 2011 18:46 stevarius wrote:
Show nested quote +

Could you scatter a thousand zerglings manually in the same time frame that an auto command could? No, you cannot, and neither can you manually inject one thousand hatcheries or one thousand scvs in the same time frame as autocast....


Lol is all I have to say.

Auto-repair. A terran racial mechanic due to the lack of regen of terran structures and presence of FIRE. Let's leave it to that as there is no inherent problem with the mechanic.

Repair, not autorepair, is the terran racial mechanic due to the lack of regen of terran structures and fire.... and there's nothing wrong with repair inherently. Repair would be this way with or without autorepair. Autorepair is an interface feature that I would argue had no effect on the balance considerations of repair or the terran game overall.
stevarius
Profile Joined August 2010
United States1394 Posts
Last Edited: 2011-05-10 09:57:27
May 10 2011 09:56 GMT
#45
On May 10 2011 18:50 AtlasGrip wrote:
Show nested quote +
On May 10 2011 18:46 stevarius wrote:

Could you scatter a thousand zerglings manually in the same time frame that an auto command could? No, you cannot, and neither can you manually inject one thousand hatcheries or one thousand scvs in the same time frame as autocast....


Lol is all I have to say.

Auto-repair. A terran racial mechanic due to the lack of regen of terran structures and presence of FIRE. Let's leave it to that as there is no inherent problem with the mechanic.

Repair, not autorepair, is the terran racial mechanic due to the lack of regen of terran structures and fire.... and there's nothing wrong with repair inherently. Repair would be this way with or without autorepair. Autorepair is an interface feature that I would argue had no effect on the balance considerations of repair or the terran game overall.


Now my response is just going to be:

Who cares? It has little to no actual effect on the outcomes of games especially since the priority change on repairing SCVs. Pointless thread and discussion has no further course to take place.
¯\_(ツ)_/¯
froyolol
Profile Joined October 2010
20 Posts
May 10 2011 09:56 GMT
#46
im trying to do the follow current selection inject fix but it's still not working, it doesnt follow the queens when i tab through my hatcheries, any help? i binded follow current selection to `, and base camera to spacebar. so i press 4(queens), `, v, hold shift and spacebar click for how many hatcheries i have but it's not working like in the video.
AtlasGrip
Profile Joined April 2011
45 Posts
May 10 2011 09:57 GMT
#47
I'm going to update the OP and remove the part about SCVs surviving fungals indefintely. It's truly irrelevant to my main point and I'm having mixed results in unit testers. In a vacuum, it looks like the SCVs will eventually die. In real games, I've seen SCVs survive no matter how many fungals were thrown at them. But in real games it's hard to get a perfect back to back fungal. Often you're using more than one infestor and you "summon" the second one to approach for the second fungal and there's a small delay in him getting there. Sometimes you have to approach, withdraw, etc. and it makes it difficult to get perfect back to back fungals. Also, it's interesting because the more scvs you have clustered, the longer they survive fungal waves, even if they're all hit. I can't explain that one too well.

One things for sure though, clustered SCVs can survive more than 2 fungals because of autorepair. Anyway, there are lots of other exmaples we could theorize where autorepair can do it and you can't. That's the point I'm making.
stevarius
Profile Joined August 2010
United States1394 Posts
May 10 2011 09:58 GMT
#48
On May 10 2011 18:56 froyolol wrote:
im trying to do the follow current selection inject fix but it's still not working, it doesnt follow the queens when i tab through my hatcheries, any help? i binded follow current selection to `, and base camera to spacebar. so i press 4(queens), `, v, hold shift and spacebar click for how many hatcheries i have but it's not working like in the video.


The inject fix works as instructed, but it's rather clumsy and does not feel very natural. A good alternative would be to separate queens to different hotkeys... or even hatcheries.
¯\_(ツ)_/¯
AtlasGrip
Profile Joined April 2011
45 Posts
May 10 2011 10:00 GMT
#49
On May 10 2011 18:56 stevarius wrote:
Show nested quote +
On May 10 2011 18:50 AtlasGrip wrote:
On May 10 2011 18:46 stevarius wrote:

Could you scatter a thousand zerglings manually in the same time frame that an auto command could? No, you cannot, and neither can you manually inject one thousand hatcheries or one thousand scvs in the same time frame as autocast....


Lol is all I have to say.

Auto-repair. A terran racial mechanic due to the lack of regen of terran structures and presence of FIRE. Let's leave it to that as there is no inherent problem with the mechanic.

Repair, not autorepair, is the terran racial mechanic due to the lack of regen of terran structures and fire.... and there's nothing wrong with repair inherently. Repair would be this way with or without autorepair. Autorepair is an interface feature that I would argue had no effect on the balance considerations of repair or the terran game overall.


Now my response is just going to be:

Who cares? It has little to no actual effect on the outcomes of games especially since the priority change on repairing SCVs. Pointless thread and discussion has no further course to take place.

If you don't feel like this is worth discussing, you certainly didn't have to come here and discuss it...

I believe it's important enough to talk about. It's not the #1 priority of the game by any means, but it has the potential to break some games. Some, even if they're rare. But it doesn't even need to be game breaking to be an issue. It's automated micro and that philosophy doesn't groove with starcraft, IMO. That was the strongest point I tried to bring home and that's why it was the conclusion of my OP.
mr_tolkien
Profile Blog Joined June 2010
France8631 Posts
May 10 2011 10:01 GMT
#50
I love people saying «It's useless, let it in».

If it's useless, why not removing it instead ?
The legend of Darien lives on
stevarius
Profile Joined August 2010
United States1394 Posts
May 10 2011 10:03 GMT
#51
On May 10 2011 19:00 AtlasGrip wrote:
Show nested quote +
On May 10 2011 18:56 stevarius wrote:
On May 10 2011 18:50 AtlasGrip wrote:
On May 10 2011 18:46 stevarius wrote:

Could you scatter a thousand zerglings manually in the same time frame that an auto command could? No, you cannot, and neither can you manually inject one thousand hatcheries or one thousand scvs in the same time frame as autocast....


Lol is all I have to say.

Auto-repair. A terran racial mechanic due to the lack of regen of terran structures and presence of FIRE. Let's leave it to that as there is no inherent problem with the mechanic.

Repair, not autorepair, is the terran racial mechanic due to the lack of regen of terran structures and fire.... and there's nothing wrong with repair inherently. Repair would be this way with or without autorepair. Autorepair is an interface feature that I would argue had no effect on the balance considerations of repair or the terran game overall.


Now my response is just going to be:

Who cares? It has little to no actual effect on the outcomes of games especially since the priority change on repairing SCVs. Pointless thread and discussion has no further course to take place.

If you don't feel like this is worth discussing, you certainly didn't have to come here and discuss it...

I believe it's important enough to talk about. It's not the #1 priority of the game by any means, but it has the potential to break some games. Some, even if they're rare. But it doesn't even need to be game breaking to be an issue. It's automated micro and that philosophy doesn't groove with starcraft, IMO. That was the strongest point I tried to bring home and that's why it was the conclusion of my OP.


And I will end my posting in this thread with this philosophical question:

Who are you to decide whether auto repair belongs or not(doesn't fit the 'groove', man) given Blizzard implemented it into the game and has left it virtually untouched in recents patches, if not all since release? I think my point and the point in everyone else disagreeing with you is that, it's fine and that Blizzard intends for it to be in the game. We may not know their justification, but feel free to ask them yourselves on the cesspool forum that is battle.net.
¯\_(ツ)_/¯
froyolol
Profile Joined October 2010
20 Posts
May 10 2011 10:06 GMT
#52
can you write out exactly your commands when doing the fixed inject please :D
escruting
Profile Joined June 2010
Spain229 Posts
May 10 2011 10:08 GMT
#53
Anyone has ever wondered why scv`s can be repaired AND medivac healed? i don't think it should be this way,but...using the same logic, why isnt the same with hellions? tanks? thors? banshees,etc?

I really think scv's have to be repaired OR healed,not both.
My Life for Aiur
Infenwe
Profile Joined September 2009
Denmark170 Posts
Last Edited: 2011-05-10 10:09:52
May 10 2011 10:08 GMT
#54
On May 10 2011 18:39 Bliznako wrote:
OP's posts remind me only of one thing. Let me quote Adam Savage from Mythbusters:
"I reject your reality and substitute my own."

OT Fun fact: Adam Savage got that from a terrible movie called "The Dungeonmaster". Reviewed/recapped by The Spoony One (as Doctor Insano) here: http://spoonyexperiment.com/2011/01/11/the-dungeonmaster/
close the world - txen eht nepo
ryan1894
Profile Joined October 2010
Australia264 Posts
May 10 2011 10:11 GMT
#55
I have no problem with repair.

I have a problem with repair being linear, and not exponential like in War3.

It leaves buildings/units with a large surface area to be repaired at an insane rate i.e. PF and Thor making them invincible except to banelings...maybe.

In War3, if humans built a building with 2 workers, it would take around 1.2x resources, with 3 it would take 2x the structure cost, and with 10 it would take an insane amount of resources i.e. around 30x the building cost i.e. making it impractical.

stevarius
Profile Joined August 2010
United States1394 Posts
Last Edited: 2011-05-10 10:12:00
May 10 2011 10:11 GMT
#56
On May 10 2011 19:08 escruting wrote:
Anyone has ever wondered why scv`s can be repaired AND medivac healed? i don't think it should be this way,but...using the same logic, why isnt the same with hellions? tanks? thors? banshees,etc?

I really think scv's have to be repaired OR healed,not both.


Worker rushes bro + the ability of probes to have shield regen and drone HP to regen as well. Makes it fair, but it costs money and time. D:
¯\_(ツ)_/¯
AtlasGrip
Profile Joined April 2011
45 Posts
May 10 2011 10:11 GMT
#57
On May 10 2011 19:03 stevarius wrote:
Show nested quote +
On May 10 2011 19:00 AtlasGrip wrote:
On May 10 2011 18:56 stevarius wrote:
On May 10 2011 18:50 AtlasGrip wrote:
On May 10 2011 18:46 stevarius wrote:

Could you scatter a thousand zerglings manually in the same time frame that an auto command could? No, you cannot, and neither can you manually inject one thousand hatcheries or one thousand scvs in the same time frame as autocast....


Lol is all I have to say.

Auto-repair. A terran racial mechanic due to the lack of regen of terran structures and presence of FIRE. Let's leave it to that as there is no inherent problem with the mechanic.

Repair, not autorepair, is the terran racial mechanic due to the lack of regen of terran structures and fire.... and there's nothing wrong with repair inherently. Repair would be this way with or without autorepair. Autorepair is an interface feature that I would argue had no effect on the balance considerations of repair or the terran game overall.


Now my response is just going to be:

Who cares? It has little to no actual effect on the outcomes of games especially since the priority change on repairing SCVs. Pointless thread and discussion has no further course to take place.

If you don't feel like this is worth discussing, you certainly didn't have to come here and discuss it...

I believe it's important enough to talk about. It's not the #1 priority of the game by any means, but it has the potential to break some games. Some, even if they're rare. But it doesn't even need to be game breaking to be an issue. It's automated micro and that philosophy doesn't groove with starcraft, IMO. That was the strongest point I tried to bring home and that's why it was the conclusion of my OP.


And I will end my posting in this thread with this philosophical question:

Who are you to decide whether auto repair belongs or not(doesn't fit the 'groove', man) given Blizzard implemented it into the game and has left it virtually untouched in recents patches, if not all since release? I think my point and the point in everyone else disagreeing with you is that, it's fine and that Blizzard intends for it to be in the game. We may not know their justification, but feel free to ask them yourselves on the cesspool forum that is battle.net.
I have the right to have my interpretation of what fits into Starcraft... and I think Blizzard is very interested in the player base's interpretation of what should be in Starcraft and what shouldn't. Now whether my interpretation is in line with the majority's interpretation is a completely different story
stevarius
Profile Joined August 2010
United States1394 Posts
May 10 2011 10:13 GMT
#58
On May 10 2011 19:11 AtlasGrip wrote:
Show nested quote +
On May 10 2011 19:03 stevarius wrote:
On May 10 2011 19:00 AtlasGrip wrote:
On May 10 2011 18:56 stevarius wrote:
On May 10 2011 18:50 AtlasGrip wrote:
On May 10 2011 18:46 stevarius wrote:

Could you scatter a thousand zerglings manually in the same time frame that an auto command could? No, you cannot, and neither can you manually inject one thousand hatcheries or one thousand scvs in the same time frame as autocast....


Lol is all I have to say.

Auto-repair. A terran racial mechanic due to the lack of regen of terran structures and presence of FIRE. Let's leave it to that as there is no inherent problem with the mechanic.

Repair, not autorepair, is the terran racial mechanic due to the lack of regen of terran structures and fire.... and there's nothing wrong with repair inherently. Repair would be this way with or without autorepair. Autorepair is an interface feature that I would argue had no effect on the balance considerations of repair or the terran game overall.


Now my response is just going to be:

Who cares? It has little to no actual effect on the outcomes of games especially since the priority change on repairing SCVs. Pointless thread and discussion has no further course to take place.

If you don't feel like this is worth discussing, you certainly didn't have to come here and discuss it...

I believe it's important enough to talk about. It's not the #1 priority of the game by any means, but it has the potential to break some games. Some, even if they're rare. But it doesn't even need to be game breaking to be an issue. It's automated micro and that philosophy doesn't groove with starcraft, IMO. That was the strongest point I tried to bring home and that's why it was the conclusion of my OP.


And I will end my posting in this thread with this philosophical question:

Who are you to decide whether auto repair belongs or not(doesn't fit the 'groove', man) given Blizzard implemented it into the game and has left it virtually untouched in recents patches, if not all since release? I think my point and the point in everyone else disagreeing with you is that, it's fine and that Blizzard intends for it to be in the game. We may not know their justification, but feel free to ask them yourselves on the cesspool forum that is battle.net.
I have the right to have my interpretation of what fits into Starcraft... and I think Blizzard is very interested in the player base's interpretation of what should be in Starcraft and what shouldn't. Now whether my interpretation is in line with the majority's interpretation is a completely different story


Feel free to poll every pro and see.
¯\_(ツ)_/¯
Juanald
Profile Joined February 2011
United States354 Posts
May 10 2011 10:14 GMT
#59
very nice analasis thnks for the contribution a lot of us are greatful its shame some thought it would be a good idea to turn this thread into balance wining. any chance you could do an indebt review of the siege tank splash radius i think thats something thats being overlooked in current metegame
"hey it could happen!" ~ angels n the outfield
escruting
Profile Joined June 2010
Spain229 Posts
May 10 2011 10:17 GMT
#60
On May 10 2011 19:11 stevarius wrote:
Show nested quote +
On May 10 2011 19:08 escruting wrote:
Anyone has ever wondered why scv`s can be repaired AND medivac healed? i don't think it should be this way,but...using the same logic, why isnt the same with hellions? tanks? thors? banshees,etc?

I really think scv's have to be repaired OR healed,not both.


Worker rushes bro + the ability of probes to have shield regen and drone HP to regen as well. Makes it fair, but it costs money and time. D:


ok, but why can they be medivac healed? they have a mechanical thing around them, just like hellions,thors,etc...
My Life for Aiur
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