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Creep Spread Mechanics - Page 4

Forum Index > SC2 General
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Bobster
Profile Joined January 2011
Germany3075 Posts
May 29 2011 11:28 GMT
#61
On May 29 2011 19:05 arbitrageur wrote:
Show nested quote +
On May 29 2011 19:03 RAGEKalin wrote:
people who play zerg are beyond the limits of greediness, on top - No it won't be good idea, creep tumors are annoying enough for the other races as they are, cba making it easy for zerg to creep over the map in less then a minute


Compelling and convincing argument from somebody who is no doubt above diamond.

Uh, actually...

(P)Kalin

Kalin @ SC2ranks.com
RockIronrod
Profile Joined May 2011
Australia1369 Posts
May 29 2011 11:28 GMT
#62
On May 29 2011 20:24 MindRush wrote:
Show nested quote +
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.

I actually don't think too strongly of this. It's annoying if I plant multiple ones in close proximity, but it's not usually an issue. It just annoys the hell out of me when people claim that adding a damned INDICATOR OF RANGE would break the game and make Zerg too easy and OP, and that they think their argument of "I think it works like this (but it doesn't really) so you shouldn't change it because lol wait i have add what did op say again?" is valid.
Hatefiend
Profile Joined August 2010
United States127 Posts
May 29 2011 11:28 GMT
#63
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.

EXACTLY! We share the exact same opinion.

Was I the only one who laughed when I reached the 'stimming each marine individually'? hahahah :D
zul
Profile Blog Joined February 2010
Germany5427 Posts
May 29 2011 11:29 GMT
#64
personnally I dont think the creep mechanics needs to be reworked right now.
keep it deep! @zulison
FrostFire626
Profile Joined April 2010
United States79 Posts
May 29 2011 11:34 GMT
#65
This is a good idea. I'm surprised it wasn't included with the game by default as it's a pretty obvious feature to have.
Rylaji
Profile Joined January 2011
Sweden580 Posts
May 29 2011 11:36 GMT
#66
Zergs... Always have something to whine about..
Official Fan of; Obama oGs.MC // God of War ST.JulyZerg // d.Naniwa // ST.Squirtle // SlayerS_Alicia // Emperor SlayerS_BoxeR // EG.HuK // White-Ra // MarineKing.Prime.WE // oGs.NaDa's Body // SlayerS.MMA // MvP.DongRaeGu
legatus legionis
Profile Joined October 2010
Netherlands559 Posts
May 29 2011 11:36 GMT
#67
I don't actually understand the OP or what the question is. But I did read what someone thought was his intention. To make the range of the tumor visible, so that you know where to place it. We all know when you select multiple ones and just spam it doesn't always work, sometimes you try to place it a hex too far and nothing will happen. That would obviously be really good to be able to see how far you can place the tumor when you have one selected.
It would be like taking away building placements or the coloring. You don't know if you can place your building here, just try, oh no you can't reselect all and try it again etc.
If it's like that, I think that's good. But if he means you can "unsiege" your tumors, move them somewhere else and then "siege" them again to start spreading, I don't think thats good, it would be too much change and probably has unforseen consequences.
fireproofazn
Profile Blog Joined September 2010
United States231 Posts
May 29 2011 11:36 GMT
#68
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.


lol all those do not compare to creep tumor radius.
dont worry i play random
Terran<Protoss<Zerg
MandoRelease
Profile Joined October 2010
France374 Posts
May 29 2011 11:37 GMT
#69
I like the idea, I always wondered why pylons and tank show radius when creep tumors don't.

Apparently a lot of people here misunderstood the OP and went crazy on him without even a second thought :')
When you play the game of drones, you win or you die. There is no middle ground. Huge IMLosirA fan.
MindRush
Profile Joined April 2010
Romania916 Posts
May 29 2011 11:41 GMT
#70
Isn't the creep itself an indication of the radius ?
As far as the creep spreads from one tumor, the edge of the creep is the farthest place you can place another.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
Kelberot
Profile Joined July 2010
Brazil364 Posts
May 29 2011 11:43 GMT
#71
This thread shows the average level of the SC2 player that joined TL recently, the OP isn't asking for ANYTHING that's gonna make the game easier, it's just weird how if you select more than one creep tumor you can only see the range of one of them.

Having what the OP suggested doesn't even make it easier, it just shows you something that should be visible anyway.
Cosmos
Profile Joined March 2010
Belgium1077 Posts
May 29 2011 11:43 GMT
#72
I feel like to balance the game you could even remove creep tumors so I realy don't see your point.
http://www.twitch.tv/becosmos
Navillus
Profile Joined February 2011
United States1188 Posts
May 29 2011 11:44 GMT
#73
I play toss but I actually thought that this should be implemented the last few times that I played as Zerg, it really is annoying not knowing and you guys have hard enough mechanics as is.
"TL gives excellent advice 99% of the time. The problem is no one listens to it." -Plexa
ALPINA
Profile Joined May 2010
3791 Posts
May 29 2011 11:44 GMT
#74
On May 29 2011 20:41 MindRush wrote:
Isn't the creep itself an indication of the radius ?
As far as the creep spreads from one tumor, the edge of the creep is the farthest place you can place another.


When you have multiply tumors nearby it's not easy to see that.
You should never underestimate the predictability of stupidity
Probe1
Profile Blog Joined August 2010
United States17920 Posts
May 29 2011 11:45 GMT
#75
I think it would be a better compromise to just alter the AI to use the farthest possible creep tumor when placing one. Say you have 5 tumors, 2 of them behind 3 more. You place one at the range limit and one of the two tumors in the back are used instead of any of the the 5. That sucks. But having multiple selected and having a clean UI for each of them might be just a little too easy. Zerg could make the whole map home field within 10 minutes of the game and lose very little time doing it. As of now you have to be dedicated to achieving this.

But all and all, creep tumors are fine as they are.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Kelberot
Profile Joined July 2010
Brazil364 Posts
Last Edited: 2011-05-29 11:50:42
May 29 2011 11:47 GMT
#76
On May 29 2011 20:45 Probe1 wrote:
I think it would be a better compromise to just alter the AI to use the farthest possible creep tumor when placing one. Say you have 5 tumors, 2 of them behind 3 more. You place one at the range limit and one of the two tumors in the back are used instead of any of the the 5. That sucks. But having multiple selected and having a clean UI for each of them might be just a little too easy. Zerg could make the whole map home field within 10 minutes of the game and lose very little time doing it. As of now you have to be dedicated to achieving this.

But all and all, creep tumors are fine as they are.

Come on man, do you honestly believe what keeps zerg from overtaking the map with creep in 10 minutes is the faulty UI?

I can't believe some of this stuff. Creep tumor has a cooldown, it's the only thing (well that and player mechanics) that stops the creep from advacing too fast. It also takes awhile for the creep tumor to reach its full size, unless there's an overlord or another tumor around, which then becomes a mess because you dont know how far you can go, so you just try to spam them as spread as possible and as far away as possible... so if you could see the range of all the tumors, you'd spend less time figuring out where you can place them, and I guess save like 1-2 seconds everytime you tried to spread creep?

if anything it gives you slightly more time to macro/micro, it doesn't really do anything to spreading creep
Hatefiend
Profile Joined August 2010
United States127 Posts
May 29 2011 11:47 GMT
#77
I tried to make my point as clear as possible with both words and pictures. I do not think I can make it any more specific. I am sorry
type_d
Profile Joined January 2011
Australia20 Posts
May 29 2011 11:50 GMT
#78
On May 29 2011 20:44 Alpina wrote:
Show nested quote +
On May 29 2011 20:41 MindRush wrote:
Isn't the creep itself an indication of the radius ?
As far as the creep spreads from one tumor, the edge of the creep is the farthest place you can place another.


When you have multiply tumors nearby it's not easy to see that.


I also believe that creep tumors have a further range than the creep they spread. (i.e a single creep tumor can spawn a new one beyond the range of its creep spread if you were to use an overlord to drop creep at the edge)
TigerKarl
Profile Joined November 2010
1757 Posts
May 29 2011 11:50 GMT
#79
Creep Spread is fine as it is. It's actually one of the most fun parts of the game to see how quickly the map turns purple.
You just have to develop 2 timings in your head: one for injects and one for your tumor timings.
Perseverance
Profile Joined February 2010
Japan2800 Posts
May 29 2011 11:51 GMT
#80
On May 29 2011 19:12 Megaliskuu wrote:
Nothing in sc2 should be made easier at this point.



This is how I feel
<3 Moonbattles
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