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Creep Spread Mechanics - Page 7

Forum Index > SC2 General
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vrok
Profile Joined August 2009
Sweden2541 Posts
Last Edited: 2011-05-29 13:57:10
May 29 2011 13:55 GMT
#121
On May 29 2011 22:51 Greatness wrote:
Show nested quote +
On May 29 2011 22:45 Mioraka wrote:
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.

If you select one creep tumor you will see a range indicator of how far away you can place it. If you select more than one, the range indicator disappears. Why the hell did you even post your first post in the first place (hurr durr creep spread is fine lol) if you can't even grasp what the OP and consecutive posts said?
"Starcraft 2 very easy game" - White-Ra
Mioraka
Profile Blog Joined October 2010
Canada1353 Posts
Last Edited: 2011-05-29 13:57:46
May 29 2011 13:56 GMT
#122
On May 29 2011 22:51 Greatness wrote:
Show nested quote +
On May 29 2011 22:45 Mioraka wrote:
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.


It is inconsistent with other mechanics in this game. A single creep tumor shows radiance while multiple ones don't.

While pylons and siege tanks that have similar nature don't have this problem.

Difficulty has nothing to do with it.

Read the OP before you post, in fact you don't even have to read it, there are some huge ass pictures that clearly shows the difference.
Arevall
Profile Joined February 2010
Sweden1133 Posts
May 29 2011 13:57 GMT
#123
Sorry for going a bit off-topic, but how about removing the circle around tanks?
Tomken
Profile Joined January 2010
Norway1144 Posts
May 29 2011 13:58 GMT
#124
On May 29 2011 22:57 Arevall wrote:
Sorry for going a bit off-topic, but how about removing the circle around tanks?

and turrets, sensor tower and so on yeah.
MBCGame HERO FIGHTING!!!~
Mioraka
Profile Blog Joined October 2010
Canada1353 Posts
Last Edited: 2011-05-29 14:13:05
May 29 2011 13:59 GMT
#125
On May 29 2011 22:44 StarStruck wrote:
Show nested quote +
On May 29 2011 22:26 Mioraka wrote:
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.


Maybe you can point out a rule in TL that says you cannot make a grammar mistake, regardless of where are you from?

Or maybe TL should ban white-ra because he doesn't speak perfect English.

Because creep tumors and their radii are ever-changing in themselves, then they shouldn't have been shown? What about siege tanks? They are more "ever-changing" than creep tumors, no?

You "good player" argument has nothing to do with anything. A good player can overcome it doesn't mean it's not a bug.

If a mechanic is inconsistent with everything else that show similar nature, it obviously a bug.

Blizzard has better things to do? What does that have to do with fixing an existing bug? If you want to point out something else that blizzard want to fix, you might want to open a new thread and at least put in as much effort as the OP did, because you are not adding anything to this one.


emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
May 29 2011 14:00 GMT
#126
The thing baout seige tanks is that you only get those radius circles once seiged, if you are trying to work out where to seige you have to do it by experience. I.e in tank vs tank battles you have to guess where the edge of your seige radius will be to perfectly seige up just in range of ur opponents tanks and thats takes alot of practice, just like getting your creep spread right does.

Creep tumors aren't an attacking unit, expecting their mechanics to work like seige tanks is just stupid.
When there is nothing left to lose but your dignity, it is already gone.
Sanguinarius
Profile Joined January 2010
United States3427 Posts
May 29 2011 14:05 GMT
#127
On May 29 2011 19:27 ReketSomething wrote:
Dotted circle makes perfect sense and I don't see why that shouldn't be added.



I agree, I have often wondered how far out my creep would go. I have a good guess, but you never know exactly
Your strength is just an accident arising from the weakness of others -Heart of Darkness
Sated
Profile Blog Joined March 2011
England4983 Posts
May 29 2011 14:07 GMT
#128
--- Nuked ---
Krampus
Profile Joined January 2011
United States14 Posts
May 29 2011 14:08 GMT
#129
Completely agree on the radius, always thought that was a bug. It can be very tedious and annoying sometimes with multiple creep tumors selected to find where i can place them. Select idle creep tumor would be a pretty good addition as well haha. I don't really see why people consider this imbalanced, as the other races don't have to do this mechanic, or one like it, and it doesn't really change the power of units, it just makes the zerg mechanic of creep spread more smooth. You still have to click and move every one, it can be a little painstaking to race around the map and move 6-10+ (TDA) of these around every other larva cycle. Even more time consuming when you have to figure out where the end point of every creep tumors range is simply by sight. Usually I don't have too much of a problem with this, but I can see where the OP is coming from. It simply would make sense to have the radius show up with multiple tumors selected. I think most importantly, it does not lower the APM required to spread creep, it only makes your APM more efficient. Hopefully this will get fixed at some point. Also: seems like a few people who have never played zerg posting in this thread criticizing the op, plz stop. k thnx.
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
May 29 2011 14:09 GMT
#130
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.


I know! It makes it gut-wrenching to see ppl complaining about a simple request for circles showing all the creep tumors' range. Alternitively, you could remove range indicators from siege tanks and pylons, but how in the world would that be a good thing.

I think the OP was purposely a little vague in order to bring out the trolls, though.
Bora Pain minha porra!
Supamang
Profile Joined June 2010
United States2298 Posts
May 29 2011 14:09 GMT
#131
On May 29 2011 22:44 StarStruck wrote:
Show nested quote +
On May 29 2011 22:26 Mioraka wrote:
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.

What is this blasphemous non-English word?

Get out
StarStruck
Profile Blog Joined April 2010
25339 Posts
May 29 2011 14:16 GMT
#132
On May 29 2011 22:59 Mioraka wrote:

Maybe you can point out a rule in TL that says you cannot make a grammar mistake, regardless of where are you from?

Because creep tumors and their radii are ever-changing in themselves, then they shouldn't have been shown? What about siege tanks? They are more "ever-changing" than creep tumors, no?

You "good player" argument has nothing to do with anything. A good player can overcome it doesn't mean it's not a bug.

If a mechanic is inconsistent with everything else that show similar nature, it obviously a bug.

Blizzard has better things to do? What does that have to do with fixing an existing bug? If you want to point out something else that blizzard want to fix, you might want to open a new thread and at least put in as much effort as the OP did, because you are not adding anything to this one.


Here we go again, I'm going to disregard any comments you make about s&g because that is irrelevant to the discussion at hand.

If you happen to be from the GTA area, by all means you can bring this up at the next TL meet up.

There is nothing inconsistent with the siege tanks range. How the heck do you plan on selling that? They have two modes.

As for your other suggestions, I'm not even going to bother because I already addressed them.

Adieu to you good sir.
Sated
Profile Blog Joined March 2011
England4983 Posts
May 29 2011 14:18 GMT
#133
--- Nuked ---
StarStruck
Profile Blog Joined April 2010
25339 Posts
May 29 2011 14:21 GMT
#134
Pylon range isn't inconsistent. It's consistent.

Lord, some of you guys. Yeah, I'm done with this thread.

If you have any more questions please refer back or PM Rabiator.
chenchen
Profile Joined November 2010
United States1136 Posts
May 29 2011 14:25 GMT
#135
Why don't we make the game play itself if we hold down one button, and whoever holds down the button for longer wins?
powerade = dragoon blood
Mioraka
Profile Blog Joined October 2010
Canada1353 Posts
Last Edited: 2011-05-29 14:29:12
May 29 2011 14:28 GMT
#136
On May 29 2011 23:21 StarStruck wrote:
Pylon range isn't inconsistent. It's consistent.

Lord, some of you guys. Yeah, I'm done with this thread.

If you have any more questions please refer back or PM Rabiator.


Uhuh, byebye.

I don't think anyone would refer back because your argument doesn't make any sense and clearly no one cares or thinks highly about it except yourself.

Come back if you want to contribute with something more useful than grammar education.
TheRPGAddict
Profile Joined October 2010
United States1403 Posts
Last Edited: 2011-05-29 14:31:36
May 29 2011 14:30 GMT
#137
This is a good idea, if you manage to get that many creep tumours and spread them actively (~ 4-5 cycles) you deserve it imo because it indicates that you have map control or your opponent is lazy clearing them which gives them reason for punishment. People whining seem to be thinking creep spread will be faster with this change, makes no sense.
Defrag
Profile Joined February 2010
Poland414 Posts
Last Edited: 2011-05-29 14:33:14
May 29 2011 14:32 GMT
#138
On May 29 2011 19:52 Sclol wrote:
Do you even understand his problem?
If you select one Creep Tumor you can see where you can place the next one
If you select two you wont get the range indicator.


All he wants is a range indicator for multiple creep tumors

How would you protoss/terrans feel if you had no Siegetank range indicator or pylon range indicator if you selected multiple of them... would be pretty dumb eh



Can any mod put this post on top of the original post?

This thread shows how many people should have no rights to post here, jesus. 75% of people didint even read shit before writing 'YEAH BUFF ZERG MORE'.
Let it Raine
Profile Joined August 2010
Canada1245 Posts
May 29 2011 14:34 GMT
#139
i agree with this topic, this should be added.
Grandmaster Zerg x14. Diamond 1 LoL. MLG 50, Halo 3. Raine.
FrogOfWar
Profile Joined March 2010
Germany1406 Posts
May 29 2011 14:42 GMT
#140
You're right insofar as it's kind of inconsistent to allow multiple selection of creep tumors (which is basically just mbs) and laying down multiple new ones but not showing the usual dotted circle. If they wanted to disallow it, they should disallow it, but just not showing the circles seems weird. But the analogy to units (siege tanks) doesn't necessarily hold since you can target fire multiple units to one target, but can't put multiple creep tumors on the same spot.

Does it show the circles with multiple spine crawlers selected?
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