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Creep Spread Mechanics - Page 3

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 9 10 11 Next All
Defacer
Profile Blog Joined October 2010
Canada5052 Posts
May 29 2011 11:06 GMT
#41
I think the OP has a point.

It's an obvious GUI oversight by Blizzard. I doubt that Blizzard purposefully decided to design their interface poorly to make the game 'more challenging'.

Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
May 29 2011 11:06 GMT
#42
Why are so many people complaining about this making it easier? The fact Zerg are the only ones that have to do something like spread creep make them most demanding already, so a cosmetic change like that, which may help out, should be implemented
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
EternalSC
Profile Joined May 2011
Sweden313 Posts
May 29 2011 11:06 GMT
#43
I also think that the nexus should auto chronoboost workers if you tell it too.

all kidding aside, sc2 shouldnt be made any easier at this point.

User was warned for this post
SHIT'S ON LIKE DONKEY KONG!
Skamtet
Profile Joined July 2010
Canada634 Posts
May 29 2011 11:08 GMT
#44
I dont understand how this is making it easier? Who cares if it might help random newbie #3145 or not.
Railgan
Profile Joined August 2010
Switzerland1507 Posts
May 29 2011 11:08 GMT
#45
On May 29 2011 20:03 Tantaburs wrote:
Creep spread is fine as it is right now. If you want to spread creep in multiple direction easily then select tumors manually. Creep spread gives you free vision over half the map it should take apm to spress properly

Mules give you free money you should have to micro them them manually so that you reselect the mineral patch everytime they bring minerals home
Grandmaster Zerg from Switzerland!!! www.twitch.tv/railgan // www.twitter.com/railgansc // www.youtube.com/c/railgansc
nalgene
Profile Joined October 2010
Canada2153 Posts
May 29 2011 11:08 GMT
#46
On May 29 2011 19:15 Micket wrote:
Marines should also auto split vs Banelings, I just hate it when it takes 2 banelings to kill 10 marines. Clearly it should take 2 banelings to kill 1 marine.

If you read the Engrish, he's talking about adding more visual indicators, not about automated tasks done by the engine itself. Example: Pylon Light radius shown to players.
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
ALPINA
Profile Joined May 2010
3791 Posts
May 29 2011 11:09 GMT
#47
On May 29 2011 20:06 EternalSC wrote:
I also think that the nexus should auto chronoboost workers if you tell it too.

all kidding aside, sc2 shouldnt be made any easier at this point.


Read f*cking OP before posting nonsense.
You should never underestimate the predictability of stupidity
Railgan
Profile Joined August 2010
Switzerland1507 Posts
Last Edited: 2011-05-29 11:09:57
May 29 2011 11:09 GMT
#48
On May 29 2011 20:09 Alpina wrote:
Show nested quote +
On May 29 2011 20:06 EternalSC wrote:
I also think that the nexus should auto chronoboost workers if you tell it too.

all kidding aside, sc2 shouldnt be made any easier at this point.


Read f*cking OP before posting nonsense.

i think that was sarcasm <.<
Grandmaster Zerg from Switzerland!!! www.twitch.tv/railgan // www.twitter.com/railgansc // www.youtube.com/c/railgansc
taldarimAltar
Profile Blog Joined April 2011
973 Posts
May 29 2011 11:09 GMT
#49
Adding to this i think they should show the siege tank range when moving a bunch of tanks so u know where to siege them at max range
Skamtet
Profile Joined July 2010
Canada634 Posts
May 29 2011 11:11 GMT
#50
On May 29 2011 20:09 taldarimAltar wrote:
Adding to this i think they should show the siege tank range when moving a bunch of tanks so u know where to siege them at max range
Could we stay on topic please? .__.
Hatefiend
Profile Joined August 2010
United States127 Posts
May 29 2011 11:11 GMT
#51
Personally, I think the ones who are saying it is an oversight by Blizzard are correct. I highly doubt design teams decided to remain certain mechanics of the game less user-friendly in order to challenge APM. I would also hold that statement true for 100% of mechanics in Brood War.
TheButtonmen
Profile Joined December 2010
Canada1403 Posts
May 29 2011 11:13 GMT
#52
On May 29 2011 19:53 DarkPlasmaBall wrote:
Show nested quote +
On May 29 2011 19:46 Sclol wrote:
What is wrong with the community now adays
Somebody wants a range indicator and everybody gets mad because the game would get way to easy for zerg then.


There are green and red outlines denoting where you can and can't place creep tumors


No there isn't.
BthreeN
Profile Joined December 2010
United States48 Posts
May 29 2011 11:14 GMT
#53
OP makes a good point. Though I don't run into any position where this is ever an issue. At the start of the game I always have my next tumor put down before the creep spread is finished from the first. Also during the later stages when I do have multiple tumors to use, they'll be right next to each other and will most likely be set in the same direction.

The road to hell is paved with good intentions. I prefer creep.
MindRush
Profile Joined April 2010
Romania916 Posts
May 29 2011 11:19 GMT
#54
SC2 is easy enough
creep spread does not take a whole lot for players to do.
You could ask for auto-kiting, auto-producing SCVs and probes so you don't forget, and every game would be an auto-win or auto-loss depending on build order.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
RockIronrod
Profile Joined May 2011
Australia1369 Posts
May 29 2011 11:21 GMT
#55
And again, the Protoss and Terran players obviously know how to play Zerg better than Zerg players.
"I'm no Zerg player, but you're wrong and I'm right. I may not have experience, but..."
Actually I can't finish that sentence because I've got no clue what the hell they think there. I see no possible reasons for their thinking other than either a superiority complex, or a severe inferiority complex.

Here are some comparisons for other races.
Imagine if:
-Your dropped mule didn't start automining when dropped on a patch.
-Your nexus didn't display energy
-Your pylons didn't have a radius
-You had to stim each marine individually
-Your guardian shield wasn't visible
-You couldn't tell whether your banshee was cloaked or not

That is what it is like.
Crazyeyes
Profile Blog Joined March 2008
Canada1342 Posts
May 29 2011 11:22 GMT
#56
On May 29 2011 19:46 Sclol wrote:
What is wrong with the community now adays
Somebody wants a range indicator and everybody gets mad because the game would get way to easy for zerg then.

Seriously, what the fuck. Either most of these people are retarded or they flat out didn't read the OP.

Or I guess they dindt' undrestand it. I'll be honest, I had no idea waht the hell he was talking about until someone explained it a few posts down.

Still.

On May 29 2011 20:08 Sclol wrote:
Show nested quote +
On May 29 2011 20:03 Tantaburs wrote:
Creep spread is fine as it is right now. If you want to spread creep in multiple direction easily then select tumors manually. Creep spread gives you free vision over half the map it should take apm to spress properly

Mules give you free money you should have to micro them them manually so that you reselect the mineral patch everytime they bring minerals home


:D I like you, Sclol.
WeeEEeeEEEeeEEEeeeEEee!!
BthreeN
Profile Joined December 2010
United States48 Posts
May 29 2011 11:23 GMT
#57
MindRush, I must have missed the part in the OP where it says auto-ANYTHING
The road to hell is paved with good intentions. I prefer creep.
MonkSEA
Profile Blog Joined April 2011
Australia1227 Posts
May 29 2011 11:23 GMT
#58
Wow so many people who looked at the pictures and just presumed they wanted a larger range. You failures, I really do wish people would read.

And I find myself always having a tumor lagging behind or not even touched at all because I just presume that it's been planted. As many others have said, It's just oversight from Blizzard I feel, but I do feel like it takes valuable seconds late game that you have to focus on spreading creep because there are no visual signs, you don't have to focus on siegeing in range on the choke when you have multiple tanks do you? You don't have to focus on pylon placements overlapping because you have the pylon radius there. That's what I compare it too tbqh.
http://www.youtube.com/user/sirmonkeh Zerg Live Casts and Commentary!
MindRush
Profile Joined April 2010
Romania916 Posts
May 29 2011 11:24 GMT
#59
On May 29 2011 20:21 RockIronrod wrote:
And again, the Protoss and Terran players obviously know how to play Zerg better than Zerg players.
"I'm no Zerg player, but you're wrong and I'm right. I may not have experience, but..."
Actually I can't finish that sentence because I've got no clue what the hell they think there. I see no possible reasons for their thinking other than either a superiority complex, or a severe inferiority complex.

Here are some comparisons for other races.
Imagine if:
-Your dropped mule didn't start automining when dropped on a patch.
-Your nexus didn't display energy
-Your pylons didn't have a radius
-You had to stim each marine individually
-Your guardian shield wasn't visible
-You couldn't tell whether your banshee was cloaked or not

That is what it is like.


chill, man
don't play the victim here ..... i'm sure creep spread is not a reason to complain about
we never heard top zergs complain, and there are alot of complainers in that departament, believe me !!!
Trust me, if IdrA doesn't complain it's not an issue.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
Misanthrope
Profile Blog Joined May 2010
United States924 Posts
Last Edited: 2011-05-29 11:30:39
May 29 2011 11:26 GMT
#60
Misread the OP. There is no reason not to add projected creep spread in the manner the OP suggests.
Resolve to perform what you ought. Perform without fail what you resolve. - Benjamin Franklin
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