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Creep Spread Mechanics - Page 6

Forum Index > SC2 General
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Rabiator
Profile Joined March 2010
Germany3948 Posts
May 29 2011 13:01 GMT
#101
What the OP seems to forget is that it makes sense not to wait for the maximum radius of creep spread from a tumor before using that to expand again but rather to use it as soon as you can. More tumors = faster creep spread AND more backup tumors in case your opponent is smart enough to destroy them. So there really is no point in asking for a dotted line around the edge IMO.
If you cant say what you're meaning, you can never mean what you're saying.
Juddas
Profile Joined January 2011
768 Posts
May 29 2011 13:03 GMT
#102
I dont understand why the cont do this for all casters T.T i cant stand it whenever I have a group of HTs or something and I think they are in range but they really waddle around so I miss the perfect storm
hpTheGreat
Profile Joined August 2010
United States173 Posts
May 29 2011 13:06 GMT
#103
Yet another thread proving that people do not have basic reading comprehension skills.
When you select more than one creep tumor you no longer see the dotted circle that tells you how far you can place it. That's what he wants changed. Poeple are so quick to jump up and scream IMBA!!!! Learn to read.
Aelip
Profile Joined November 2010
Denmark321 Posts
May 29 2011 13:13 GMT
#104
On May 29 2011 22:06 hpTheGreat wrote:
Yet another thread proving that people do not have basic reading comprehension skills.
When you select more than one creep tumor you no longer see the dotted circle that tells you how far you can place it. That's what he wants changed. Poeple are so quick to jump up and scream IMBA!!!! Learn to read.

Though if you're on top of your game, you'll place it as soon as it's off cooldown, at which point you'll just place it as far away as possible. You can just aspire to this, boost that APM bro.
ROOTIllusion
Profile Blog Joined August 2010
United States1060 Posts
May 29 2011 13:15 GMT
#105
Seems unnecessary.. Do you really have trouble clicking them individually. If anything, creep should actually disappear when the tumor gets killed instead of being replaceable by another creep tumor within 40 seconds or so
www.twitter.com/rootillusion & www.facebook.com/illusionsc2
TheSubtleArt
Profile Joined May 2011
Canada2527 Posts
May 29 2011 13:18 GMT
#106
Won't make the slightest difference whatsoever imo.
Dodge arrows
Supamang
Profile Joined June 2010
United States2298 Posts
May 29 2011 13:19 GMT
#107
On May 29 2011 22:13 Aelip wrote:
Show nested quote +
On May 29 2011 22:06 hpTheGreat wrote:
Yet another thread proving that people do not have basic reading comprehension skills.
When you select more than one creep tumor you no longer see the dotted circle that tells you how far you can place it. That's what he wants changed. Poeple are so quick to jump up and scream IMBA!!!! Learn to read.

Though if you're on top of your game, you'll place it as soon as it's off cooldown, at which point you'll just place it as far away as possible. You can just aspire to this, boost that APM bro.

Yea, and if youre on top of your game, you wont need rally points or MBS or smart casting or anything that makes this game a modern RTS compared to BW. In fact, if youre on top of your game, you could beat oGsMC in a BO7!!!

...this isnt about if youre "on top of your game" or about APM or any of that. Its about a simple graphical issue with selecting multiple creep tumors. If youre protoss and you want to warp in some units, you get to see the pylon power radii. If youre terran and you select multiple siege tanks, you get to see their range circles. If youre zerg and you select multiple tumors to spread creep, suddenly that range circle just disappears. Its not a huge deal, just a graphical issue that Terran and Protoss dont run into but Zerg does.

I personally dont care either way, but I cant believe how much shit the OP is getting for such a harmless suggestion
Mioraka
Profile Blog Joined October 2010
Canada1353 Posts
Last Edited: 2011-05-29 13:28:47
May 29 2011 13:26 GMT
#108
On May 29 2011 21:51 StarStruck wrote:
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.


Sure, unnecessarily correcting grammar mistakes on forum is definitely a way to show your superior intelligence. Looks like you had no problem understanding what he wrote though, or if you did, then it's clearly your problem for failing to read rather than his problem for failing to write.


The OP is merely suggesting Blizzard to fix an inconsistent mechanic (or more likely, a bug/design failure).

And your counter argument is, because there are other things/bugs that you personally dislike more, blizzard should change those first before changing this one?

???

Where is the logical connection between your argument and conclusion?

That's right, there is none.

The only reason you can draw your conclusion from your argument is that, you seems to think your opinion and preference should be weighted heavier than OP's ( alone with those who also agree with him). Because they are obviously "new to zerg", or, noobs.


Looks like you might have passed that english course, but obviously failed basic logic 101.

miicah
Profile Joined February 2011
Australia2470 Posts
May 29 2011 13:28 GMT
#109
Seems fair to add something like this
@miicah88
Sated
Profile Blog Joined March 2011
England4983 Posts
May 29 2011 13:32 GMT
#110
--- Nuked ---
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
May 29 2011 13:36 GMT
#111
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.


Wow, nice try but that guy is in GM, not diamond. http://www.sc2ranks.com/eu/1754755/uniqueKalin

OP: I don't play zerg myself but I don't know either why most zergs doesn't do it like that. Maybe lack of apm/micro or perhaps just lazy?
Flying, sOs, free, Light, Soulkey & ZerO
Railgan
Profile Joined August 2010
Switzerland1507 Posts
May 29 2011 13:37 GMT
#112
On May 29 2011 22:32 Sated wrote:
Clearly, TeamLiquid can't read

I think the situation is pretty simple. You either think that tanks, pylons and tumors should have the indicator mechanic or you think that they shouldn't have that mechanic. If you think that a mix-and-match situation that makes sense then you're being silly.

As for those saying that making this change would make creep spread easier, it wouldn't. People would still forget about tumors and spread them late and people would still let their creep-poop queens get too high on energy. Saying this would make creep spread easier is like saying that Protoss players never get supply blocked because their pylon radius is always shown which... well, that's obviously retarded.

wait but wouldnt this change mean that i would lose to inferior players because the worse players might get better at spreading creep
Grandmaster Zerg from Switzerland!!! www.twitch.tv/railgan // www.twitter.com/railgansc // www.youtube.com/c/railgansc
Mioraka
Profile Blog Joined October 2010
Canada1353 Posts
May 29 2011 13:39 GMT
#113
On May 29 2011 22:36 eYeball wrote:
Show nested quote +
On May 29 2011 19:05 arbitrageur wrote:
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.


Wow, nice try but that guy is in GM, not diamond. http://www.sc2ranks.com/eu/1754755/uniqueKalin

OP: I don't play zerg myself but I don't know either why most zergs doesn't do it like that. Maybe lack of apm/micro or perhaps just lazy?


Looks like being in GM didn't stop him from being warned for making a taunting post against 1/3 of the liquid population.
Greatness
Profile Joined May 2011
United States450 Posts
May 29 2011 13:40 GMT
#114
Creep spread design is fine, don't see any problems to be honest...Coming from a mid-masters Zerg.
StarStruck
Profile Blog Joined April 2010
25339 Posts
May 29 2011 13:44 GMT
#115
On May 29 2011 22:26 Mioraka wrote:
Show nested quote +
On May 29 2011 21:51 StarStruck wrote:
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.


Sure, unnecessarily correcting grammar mistakes on forum is definitely a way to show your superior intelligence. Looks like you had no problem understanding what he wrote though, or if you did, then it's clearly your problem for failing to read rather than his problem for failing to write.


The OP is merely suggesting Blizzard to fix an inconsistent mechanic (or more likely, a bug/design failure).

And your counter argument is, because there are other things/bugs that you personally dislike more, blizzard should change those first before changing this one?

???

Where is the logical connection between your argument and conclusion?

That's right, there is none.

The only reason you can draw your conclusion from your argument is that, you seems to think your opinion and preference should be weighted heavier than OP's ( alone with those who also agree with him). Because they are obviously "new to zerg", or, noobs.


Looks like you might have passed that english course, but obviously failed basic logic 101.




TL is an English forum. If you don't want to abide by the rules then that is your own problem. Not mine. I was simply clarifying what he said, capiche? There are other places you may go if you don't want to post something coherent. From the looks of it, he put little to no thought in his post. Hence my comments.

As another guy mentioned at the top of the page, the only inconsistency is that creep spread is ever-changing in itself. It isn't just a sudden change when you add a new tumor or spew creep with an overlord. It takes time and the radii is always changing. Good players aren't always going to wait for the full duration it takes for an ovie let alone a tumor to stop creeping forward. That's why you see stacked tumors as they serve multiple purposes.

Don't put words in my mouth. Blizzard has better things to do. This is by no means a bug.
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2011-05-29 13:47:48
May 29 2011 13:45 GMT
#116
Or you train until you can shortgroup the new creeptumors within seconds and your creep goes wooosh. And everyone will be amazed by how fast your creep spreads. Anyway they are almost for free and i guess zerg base management needed some increase in difficult. Thats why its not a doubleclick and a few clicks to spread your tumors and thats why queens don't have autocast on inject larva. The missing circles are of course part of the difficult increase :3. (siege tanks don't have circles unsieged so you need to get a feel for them as well)
Mioraka
Profile Blog Joined October 2010
Canada1353 Posts
May 29 2011 13:45 GMT
#117
On May 29 2011 22:40 Greatness wrote:
Creep spread design is fine, don't see any problems to be honest...Coming from a mid-masters Zerg.


It's not a problem, but a mere annoyance/design failure/possible bug; which annoys some people more than others.

Personally I don't really feel like i need it either, but if it's a bug( which is what i see it as), then it should be fixed.

Yet it seems like many people think if a bug makes the game harder than it should be, then it's a good bug, we should leave it alone. :/
KimJongChill
Profile Joined January 2011
United States6429 Posts
May 29 2011 13:46 GMT
#118
I think this is a good idea, since it lets you mass spread tumors much more efficiently. Honestly with the current system I just spread creep one tumor at a time, and that can be so slow. Even if I have a queen for creep, there are just so many tumors all over the place and its annoying having to pick say 3 out of 7 tumors and shift spread if they are not all fairly close to one another.
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
Greatness
Profile Joined May 2011
United States450 Posts
May 29 2011 13:51 GMT
#119
On May 29 2011 22:45 Mioraka wrote:
Show nested quote +
On May 29 2011 22:40 Greatness wrote:
Creep spread design is fine, don't see any problems to be honest...Coming from a mid-masters Zerg.


It's not a problem, but a mere annoyance/design failure/possible bug; which annoys some people more than others.

Personally I don't really feel like i need it either, but if it's a bug( which is what i see it as), then it should be fixed.

Yet it seems like many people think if a bug makes the game harder than it should be, then it's a good bug, we should leave it alone. :/

What is the bug anyway? Tried looking for it in this thread, couldn't find a post.

If it's the difficulty of picking 3/7 creep tumors to spread 3 creep tumors, just double click them all, just press where you want the new creep tumors to go, don't understand the problem.
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2011-05-29 15:20:56
May 29 2011 13:52 GMT
#120
--- Nuked ---
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