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On May 29 2011 20:50 TigerKarl wrote: 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.
It's not that hard when opponents do not try to kill tumors, but if he scans, uses observers to kill them then it becomes very hard job to keep the creep everywhere.
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On May 29 2011 20:50 TigerKarl wrote: 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.
Does noone read threads anymore and just post based on the title?
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oh my god i feel bad for the OP
getting so much hate for asking for something that makes sense and people missunderstand what he wants and rages.
All he wants is to be able to see the radius on where he can spread creep tumors similiar to how you can see siege tanks fire range lol.
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The OP actually bumped into an inconsistency in MBS.
Here is another one:
Select a drone, order it to morph into an evo chamber. While the drone does this, put it under a control group. After morphing, the evo chamber automatically replaces the drone in the control group.
Now order another drone to do the same. Add it under the same control group using shift. The second evo chamber will NOT be added to the group.
This inconsistency even appears when you order two drones to morph into buildings. Only one building will be added to the control group.
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On May 29 2011 20:54 Morphs wrote: The OP actually bumped into an inconsistency in MBS.
Here is another one:
Select a drone, order it to morph into an evo chamber. While the drone does this, put it under a control group. After morphing, the evo chamber automatically replaces the drone in the control group.
Now order another drone to do the same. Add it under the same control group using shift. The second evo chamber will NOT be added to the group.
This inconsistency even appears when you order two drones to morph into buildings. Only one building will be added to the control group. man i know that one its so annoying but lets not derail the topic too much
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On May 29 2011 19:22 DarkPlasmaBall wrote: Besides, do you REALLY want fifty different radius-circles to show up when you select your creep tumors?
Didn't think so.
I main zerg at i totally agree with this,
I do wish that innactive ones didnt get double clicked with active oones
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It makes sense but it's not hard or annoying enough where I wouldn't mind it if it never changed.
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Making the game easier is not the way to go imo. The reason eSports is so competitive is because the games all have their little nuances that make them tricky or annoying, but if you are well practiced and have a methodical way of doing it, it becomes easy.
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Well the creep spread of the tumor comes slower than its cool down, so just spread less tumors per selection and always spread at the edge... that's how I do it.
Why do people keep saying this makes the game easier lol it just give you a bunch of radi around multiple tumors at once instead of one at a time. How is this suppose to accomplish except maybe save 2 apm and decrease tumor mistakes... tumors are so freaking cluttering already anyways, mechanics buff, but not gonna change the game at all.
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should siege tanks NOT have their radius shown when more than 1 tank is selected? then they will be the same a creep tumours
too many people aren't reading the OP, and the mods are chilling with their nearest 1000th post count
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I just want a "select all creep tumors" button just like protoss has "select all warpgates".
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It really isn't necessarily. If you play z a lot, it becomes second nature.
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On May 29 2011 21:13 Laurence wrote: Making the game easier is not the way to go imo. The reason eSports is so competitive is because the games all have their little nuances that make them tricky or annoying, but if you are well practiced and have a methodical way of doing it, it becomes easy.
im beginning to think people who say things like this should try maintaining a good creep spread first
and in what terms is this making the game easier anyway? its not like it will detract from the skill of maintaining creep spread
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On May 29 2011 21:23 StarStruck wrote: It really isn't necessarily. If you play z a lot, it becomes second nature.
Yeah and drone is bugged and can't hit anything, but it became second nature for zerg players so it is okey, right? How the hell do you even thinking lol?
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English. I think you mean, "how the hell can you think that?" For the record I play Zerg. So your snide remarks are in vain. Good job. Perhaps you didn't understand what I meant. I repeat, if you do something long enough, it becomes second nature. I have a good eye for where I can put a tumor and where I cannot. It really isn't that hard to understand. Hence the idea of showing the radii isn't necessary for me.
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This annoys me to no end!!! Want to pull my hair out every time I spread creep with my extra queens.
It's gotten to the point I don't even bother clicking to max range, just spam near to each other so I can get back to other stuff.
A visual guide would be nice instead of having to second guess which tumor can spread where.
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I think the OP has a good idea. Being able to see the radius when you have multiple tumors selected seems appropriate.
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I'm fine with how it is now - makes you click on each creep tumor individually - at least something reminding us of BW.
But if the improvements of OP are to be applied - multiple radius AND spread from multiple tumor selection - then another change is needed also. When you select multiple tumors and click spread to new location the action applies to the first tumor in the selection (first by internal ID); in order for the mechanic to work, this should become smart-casting, so that the selected tumor which is closest to the casting point is being used instead. Sounds easy, but is not that trivial to implement. Still, it could be done, if Blizzard really wants it, but I don't think it's that much needed.
To clarify what I mean - it's like with multiple queens, when you click a hatchery, only the closest queen performs the inject larva action. This smart-cast algorithm has not been applied to multiple tumor selection + spread tumor ; for that case the default applies, which is to perform the action with the first tumor by ID. So when you click in the radius of another tumor in the selection outside the radius of the first tumor, you get an error; and you don't even know for sure which one is the first. So for now it's best to just use them individually, or to move them in the beginning as an array, so that the radius is the same, and later to spread them sideways individually.
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On May 29 2011 21:30 StarStruck wrote: English. I think you mean, "how the hell can you think that?" For the record I play Zerg. So your snide remarks are in vain. Good job. Perhaps you didn't understand what I meant. I repeat, if you do something long enough, it becomes second nature. I have a good eye for where I can put a tumor and where I cannot. It really isn't that hard to understand. Hence the idea of showing the radii isn't necessary for me.
Really ? Correcting people on their grammar/syntax when they're not from an english speaking country ? And it could just as well has been a typo. What's wrong with you, you got what he meant, no need to be condescending.
For the record, the idea of the OP (at least what I understood of it) wasn't that it was necessary, but that it would make the game fairer. Why would Protoss and Terran have the radius displayed when selecting pylons and tanks (it isn't necessary either), but not zerg with creep tumors ?
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If he's going to take the time and effort to post, he might as well try to be clear, so others can understand. Not everyone will be able to decode his ramble.
Tumors showing radii would be one of the last things on my list as a Zerg player and I'm sure many other players who play the game long enough would agree. Your last point is good, but I can one up you on that as well:
Buildings are shown where and where they cannot go regardless of pylons. The same thing can be said for creep (if it isn't on the creep, gee you cannot put it there, likewise extractors have to be placed directly on geysers). Same with Terran. You cannot add an add-on if you are one pixel to a wall or on a doodad.
Siege tanks are a different beast and its the only decent point the OP made. I read the OPs and the countless pages of nonsense unlike most people, so by the time I do post. It's going to be blunt and right to the point.
To summarize, there are many other things I would like to see before they even think about making that change. The only people that patch would really help are people who are new to Zerg. That is all.
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