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Autorepair discussion - Page 4

Forum Index > SC2 General
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Chocobo
Profile Joined November 2006
United States1108 Posts
May 10 2011 10:20 GMT
#61
It's definitely debatable but I think autorepair does belong in SC2. Repairing would become too much of a hassle for most players, especially in situations where the SCVs repair something to full health while it's still being attacked. (The SCVs would see it's full, stop repairing, then seconds later the depot goes down because you didn't tell them to repair AGAIN.)

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.
AtlasGrip
Profile Joined April 2011
45 Posts
May 10 2011 10:21 GMT
#62
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.
Pulimuli
Profile Blog Joined February 2007
Sweden2766 Posts
May 10 2011 10:22 GMT
#63
I must admit i dont even know how to activate autorepair, im always spammin right-click like a moron
ZMDS
Profile Joined May 2011
Poland13 Posts
May 10 2011 10:22 GMT
#64
Auto Repair is usefull when you retreat to you main otherwise i never use ist becuase you cant repair the unit u want in the battle
Rabiator
Profile Joined March 2010
Germany3948 Posts
May 10 2011 10:25 GMT
#65
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.
If you cant say what you're meaning, you can never mean what you're saying.
stevarius
Profile Joined August 2010
United States1394 Posts
Last Edited: 2011-05-10 10:26:56
May 10 2011 10:26 GMT
#66
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.
¯\_(ツ)_/¯
aksfjh
Profile Joined November 2010
United States4853 Posts
May 10 2011 10:27 GMT
#67
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


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.
bigjenk
Profile Joined September 2010
United States1543 Posts
May 10 2011 10:29 GMT
#68
Idk at what point scvs being perfectly clumped taking one extra fungal is any sort of gamebreaking.
Ignore my opinions I am bad
cristo1122
Profile Blog Joined November 2010
Australia505 Posts
May 10 2011 10:29 GMT
#69
Auto repair is a rather useless mechanic its more economically efficenet to manually repair structures and it is to use the auto repair as it repairs things that do not need to be fully repaired and thus cause a bleed of resources that otherwise could be spent on units, workers expanding etc.
ZvP imbalanced blizzards solution nerf terran
AtlasGrip
Profile Joined April 2011
45 Posts
Last Edited: 2011-05-10 10:41:18
May 10 2011 10:29 GMT
#70
On May 10 2011 19:26 stevarius wrote:
Show nested quote +
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

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.
lololol
Profile Joined February 2006
5198 Posts
May 10 2011 10:31 GMT
#71
On May 10 2011 19:17 escruting wrote:
Show nested quote +
On May 10 2011 19:11 stevarius wrote:
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...

Marines also have armor, they obviously aren't naked and they can still be healed.
I'll call Nada.
Pulimuli
Profile Blog Joined February 2007
Sweden2766 Posts
May 10 2011 10:38 GMT
#72
On May 10 2011 19:25 Rabiator wrote:
Show nested quote +
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.


I have no idea how those buttons work anyway, but thx i think i got it ^^
AtlasGrip
Profile Joined April 2011
45 Posts
May 10 2011 10:39 GMT
#73
On May 10 2011 19:27 aksfjh wrote:
Show nested quote +
On May 10 2011 19:11 AtlasGrip wrote:
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


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.
Rabiator
Profile Joined March 2010
Germany3948 Posts
May 10 2011 10:41 GMT
#74
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!
If you cant say what you're meaning, you can never mean what you're saying.
Kazeyonoma
Profile Blog Joined April 2010
United States2912 Posts
May 10 2011 10:44 GMT
#75
There has always been historically abilities that auto cast to make certain levels of micro easier, like you mentioned healing from medics/medivacs, dispelling from warcraft 3, etc. auto inject is a macro mechanic, something that greatly changes the way you're able to keep up your larvae production, comparing the two is kind of silly because it'd be equivalent to auto muling (if we didn't need to save energy for scans). and there ARE mechanics that allow inject to be done in a more automated way using backspace or hotkeying and being able to inject from the minimap.

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.
I now have autographs of both BoxeR and NaDa. I can die happy. Lim Yo Hwan and Lee Yun Yeol FIGHTING forever!
goiflin
Profile Blog Joined November 2010
Canada1218 Posts
Last Edited: 2011-05-10 10:55:14
May 10 2011 10:51 GMT
#76
I don't think that auto repair needs to be changed any more, and here's why;

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.
zerglingsfolife
Profile Blog Joined August 2009
United States1694 Posts
May 10 2011 10:57 GMT
#77
Of all the things to bitch about, Auto Repair has to be somewhere at the bottom. It has such a small influence in such a super small subset of games.

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.
Night gathers, and now my watch begins. It shall not end until my death. I shall take no wife, hold no lands, father no children. I shall wear no crown and win no glory. I shall live and die at my post. I am the sword in the darkness.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
May 10 2011 10:58 GMT
#78
I agree but I don't think it's the highest priority.

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
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Tonem
Profile Joined January 2011
Australia91 Posts
Last Edited: 2011-05-10 11:09:11
May 10 2011 11:00 GMT
#79
1) You CAN get zerglings to attack workers when there's attacking units there, just use hold trick? I have no idea what you're talking about.

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.
Marooned
Profile Joined January 2011
Norway161 Posts
May 10 2011 11:04 GMT
#80
On May 10 2011 18:04 AtlasGrip wrote:
Show nested quote +
Commanding your scvs to repair a turret being attacked by mutas is a common event in a TvZ. But what happens when the turret reaches full health? Yep you got it, they idle if they dont have autorepair on.
This would happen with manual repair too...

Show nested quote +
On May 10 2011 17:51 Wyk wrote:
It has its pros and cons, deal with it.

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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