However, it absolutely should have been nerfed to make up for the AI assistance you're receiving. A mid-game army should be able to take out a planetary fortress when the opposing army is nowhere nearby. SCVs should not be able to absorb fungal growths endlessly by turbo-repairing themselves and all nearby mech.
Autorepair discussion - Page 4
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Chocobo
United States1108 Posts
However, it absolutely should have been nerfed to make up for the AI assistance you're receiving. A mid-game army should be able to take out a planetary fortress when the opposing army is nowhere nearby. SCVs should not be able to absorb fungal growths endlessly by turbo-repairing themselves and all nearby mech. | ||
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AtlasGrip
45 Posts
On May 10 2011 19:14 Juanald wrote: 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 I'm glad you appreciated it and even flattered that you would like to see more analysis fro mme. I'm really no math wiz so I don't know what I could do about analyzing siege tank splash radius. That would require someone smarter than me tbh... lol. Maybe if the numbers were crunched and explained to me and translated into percentages and comparisons were fed to me as well... I could write up an analysis about it. Just going from my own analysis, I like siege tank splash where it is atm. It's extremely powerful, almost reaver-like sometimes. I feel like it's necessary though because terran really need it. Siege tanks were upped in cost and supply, and generally in SC2 there are more units around. So the splash is more powerful than in BW. And they've already appropriately given tanks a nerf to light. I think that was the right way to address your concern. err... I'm derailing my own topic. I'll stop here, lol. | ||
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Pulimuli
Sweden2766 Posts
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ZMDS
Poland13 Posts
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Rabiator
Germany3948 Posts
On May 10 2011 19:22 Pulimuli wrote: I must admit i dont even know how to activate autorepair, im always spammin right-click like a moron ![]() Spamming is stupid ... just right click ONCE and look at the button. Its the same for all usual "autocast on/off" buttons. | ||
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stevarius
United States1394 Posts
On May 10 2011 19:20 Chocobo wrote: However, it absolutely should have been nerfed to make up for the AI assistance you're receiving. A mid-game army should be able to take out a planetary fortress when the opposing army is nowhere nearby. SCVs should not be able to absorb fungal growths endlessly by turbo-repairing themselves and all nearby mech. 1. It was nerfed - priority 2. Mid game armies are likely to entertain siege tanks, colossus, air units etc. 3. Math proves that SCVs can not absorb fungal growths endlessly. If they survive more than 2, lucky. If they survive more than 3, you're terrible with casting units. | ||
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aksfjh
United States4853 Posts
On May 10 2011 19:11 AtlasGrip wrote: 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 ![]() The fact that you even put auto-repair and something as ridiculous as auto-inject in the same category already brings into question what you think SC2 should be. In no game, whatsoever, would there be even the closest comparison to the effectiveness of either of these features. While there WAS room for debate about the actual inclusion of auto-repair in the game, that discussion ended long ago. By bringing this discussion up, while initially complaining about the effectiveness fungal growth, which many players consider borderline OP as it is, against workers, you label yourself as either grossly ignorant or a blatant troll. | ||
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bigjenk
United States1543 Posts
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cristo1122
Australia505 Posts
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AtlasGrip
45 Posts
Priority wasn't really a "nerf", more like an AI fix. though I wonder if priority would have been implemented whether autorepair existed or not. Surrounding a Thor with SCVs and repairing is not all that difficult to do manually, and Thor+scv surrounds were really the impetus for this balance change. | ||
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lololol
5198 Posts
On May 10 2011 19:17 escruting wrote: ok, but why can they be medivac healed? they have a mechanical thing around them, just like hellions,thors,etc... Marines also have armor, they obviously aren't naked and they can still be healed. | ||
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Pulimuli
Sweden2766 Posts
On May 10 2011 19:25 Rabiator wrote: Spamming is stupid ... just right click ONCE and look at the button. Its the same for all usual "autocast on/off" buttons. I have no idea how those buttons work anyway, but thx i think i got it ^^ | ||
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AtlasGrip
45 Posts
On May 10 2011 19:27 aksfjh wrote: The fact that you even put auto-repair and something as ridiculous as auto-inject in the same category already brings into question what you think SC2 should be. In no game, whatsoever, would there be even the closest comparison to the effectiveness of either of these features. . They're analogous in the sense that they can do something you cannot, otherwise known as the automation category... I don't see why you disagree with me there. Can you ever inject as fast as autoinject could on a large scale? can you ever repair as fast as autorepair could on a large scale? the answer to both of these is a resounding no. That's where they are analogous. It doesn't matter the effectiveness of the abilities themselves. I've analogized both these abilties to autoscatter for instance. The analogy fits. There's nothing wrong with it. It's sound. And it's a useful analogy because it demonstrates that neither feature is appropriate for the game. | ||
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Rabiator
Germany3948 Posts
On May 10 2011 19:29 bigjenk wrote: Idk at what point scvs being perfectly clumped taking one extra fungal is any sort of gamebreaking. Yep - and before AtlasGrip gets his post count up again: we know you didnt mean only that scenario specifically. Dear AtlasGrip, can you "prove" somehow that this awesome ability is gamebreaking? Preferably through a video / replay which shows endless repairing in a real situation and not a simulation (but maybe simulating the Fungal Growth might be a start to see if it really works ... since Zerg usually cast TWO Fungals in succession to kill SCVs). We could also discuss the color of the Marauders boots to death as Chill suggested once, but that doesnt means these boots are imbalanced in any way. If you are bothered by Starcraft 2 perfection / automation you might complain about the perfect movement AI which makes tight balls possible. We didnt have that in BW and the game was awesome. All of these things have been discussed already during the beta IMO, just deal with it! | ||
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Kazeyonoma
United States2912 Posts
I don't know how else to put it to you since others have already tried, but comparing the two just simply don't match up. | ||
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goiflin
Canada1218 Posts
Medivacs are an example that was specifically brought up in the OP. He states that it's a requirement for medivacs to auto-cast their heals. Similarly, SCV's are basically medivacs for mechanical units, when used in the capacity to repair, so pretty much everything about medivacs applies to SCV's. Also, he brought up the point of building interceptors being auto-cast, and justified it by saying that it can be easily replicated by any player. Well, any player who's rebuilding interceptors as they get killed by marines, can repair a unit repeatedly as it reaches full health/begins to be damaged again. Oh, and play broodwar sometime. I bet you'd think that it requires ungodly micro to build out of 6 factories/4 CC's at the same time, while telling your SCV's to move to mineral lines manually, while setting rally points constantly. | ||
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zerglingsfolife
United States1694 Posts
It's the meme for Starcraft 2. If it exists in the game, people will complain it is imbalanced. Your whole argument boils down to it that it made micro easier for Terran, but not for protoss and zerg. Then you have weird analogies that don't really make any sense and you have one example of an "ingame" scenario that is obscure as hell and you're not even sure if that works. | ||
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-orb-
United States5770 Posts
There are many other things in SC2/bnet2.0 that desperately need to be changed, and while I agree that autorepair shouldn't be the way it is and should be removed, it's pretty far down on the priority list imho | ||
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Tonem
Australia91 Posts
2) Zerg and Protoss have auto-hp regen and auto-shield regen respectively. 3) There's no reason to be whine and qq about auto-repair. This is one of the stupidest balance qq threads I've seen in a while.. 4) Comparing auto repair to auto inject is absolutely stupid. Inject is a fundamental macro mechanic used throughout the whole course of the game. Auto-repair is used in small specific situations of the game, and in most of these cases players manually repair anyway to override the AI doing something stupid like having the scv's repair each other when you need them all to repair a bunker/turret, etc. I play Terran and the only time I use auto-repair is for when I'm pulling scvs to repair a wall/bunkers. And in this case I'll still allocate groups of SCV's to repair separate stuff. Please stop QQing, and I hope you've changed your mind about auto-repair. | ||
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Marooned
Norway161 Posts
On May 10 2011 18:04 AtlasGrip wrote: This would happen with manual repair too... It certainly does have its pros and cons, as was mentioned earlier in the thread. I agree with that. It doesn't have to be the perfect, be all end all solution to be considered a feature that doesn't belong with this game. Its potential to automate microing for you is just... a no no for starcraft 2 in general. I'd also like to point out that autoinject would have pros and cons, technically. if your queens are always injecting, then you'd never have a transfuse when you need it. maybe a flimsy example but you get my idea. automation isn't perfect, but there are some automation features we could simply do without in a game that emphasizes the skill of the player. If you suggest autorepair should be removed, then I suggest the same thing should happen to regen as zerg, and protoss shield regen. Then it would be ok. "Cause I feel the potential to automate microing for you is just.... a no no for starcraft 2 in general." xD and comparing it to that marine splitting bot. hillarious Shouldnt you feel the same way about workers automatically harvesting and delivering minerals? It doesnt really emphasizes the skill of the player I feel.. You should have to manually click on a mineral patch for it to mine, then order a return command with the cargo, and repeat the prosess for every 5 minerals you mine. That would require some skill. | ||
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