I wish people wouldn't confuse tactics learned to accommodate an uninformative UI with SupCom-style ease. Consider the fact that SC2 uses nearly the same UI as the original StarCraft, which was probably not originally designed to be used as a competitive tool with people pushing 300APM.
Trouble with Terran macro, cannot see progress bar - Page 2
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AndrewZorn
United States56 Posts
I wish people wouldn't confuse tactics learned to accommodate an uninformative UI with SupCom-style ease. Consider the fact that SC2 uses nearly the same UI as the original StarCraft, which was probably not originally designed to be used as a competitive tool with people pushing 300APM. | ||
Aldehyde
Sweden939 Posts
On June 06 2011 03:13 erisco wrote: Using the audio cue: a cool idea but are some cues skipped if other cues are happening simultaneously? I haven't paid enough attention to the audio to know if this occurs -- and paying attention to the audio that intently sounds difficult, as one missed cue and all of a sudden you could be missing a boat load of production time; perhaps this is a skill that could be mastered though. Double tapping to view production facilities on-screen: other than that there are a number of probably scattered progress parse to visually parse, if your production facilities ever span more than one screen -- and judging by the games I've seen, they often enough do come the late game -- this solution becomes a bit inflexible. I would much rather use map bookmarks, as they can easily adjusted on the fly and account for multiple production facility locations. This seems like the most sound solution in my eyes. Don't use audio cues. At least not mid-late game. They are delayed and sometimes skipped. It's just bad. Instead, as has been said before, just check if your buildings are producing. If not, produce some more, if it is, go back to what you were doing. After a while you'll just know when you have to build more. To make the process easier, just make sure to start everything up as close to each other as possible so that all units pop out at once. Makes macroing so, so much easier. | ||
GoldenH
1115 Posts
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Kashll
United States1117 Posts
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NB
Netherlands12045 Posts
if you cant, you are just not an RTS gamer | ||
TimeSpiral
United States1010 Posts
I've thought this many times, and I'm glad someone brought it up. Oh, and for those who think it will make things "easier" by rebuttal is: more information raises the skill ceiling. It certainly does not lower it. | ||
teaCher
Canada521 Posts
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TimeSpiral
United States1010 Posts
On June 06 2011 04:48 sad.wish wrote: get more APM, and skill and u will see when marines are finish building :\ Where you at, Mods? I thought we were cracking down on rubbish like this ^ | ||
Wesso
Netherlands1245 Posts
On June 06 2011 04:53 TimeSpiral wrote: Where you at, Mods? I thought we were cracking down on rubbish like this ^ have a bit of respect for the effort mods put in, that post has been there for 5 mins and there are much bigger and worse threads right now due to MLG. | ||
Chvol
United States200 Posts
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LuckyMacro
United States1482 Posts
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CptCutter
United Kingdom370 Posts
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NicoLoco
Norway159 Posts
On June 06 2011 05:07 CptCutter wrote: queing units will not lose you the game (of course more than two production cycles of qued units is bad). contrary to what people think, queing units does not drastically damage your game. agreed. when I get past my initial base I will often end up queuing a second marine even if my marine in production is at around 70%. As long as you are on a correct number of unit producing facilities according to number of bases you are fine. That being said, I never have more than 1 additional unit in queue, and never queue anything for gas intensive units like tanks and medivacs. | ||
RmoteCntrld
United States596 Posts
On June 05 2011 23:19 erisco wrote: Tapping the hotkey more frequently I do not feel is any solution. Say that I have a set of actions I need to do. For example say that I need to float a CC to an expansion, transfer workers, and drop two supply depos. This requires a lot of mouse work so it will take a few seconds. However, I know keeping up on production is the more important thing, so I tap my production hotkey before I start anything and I see that all the facilities are still working. Then, I click on my CC to lift it. At that exact moment, all my production facilities become idle again, but I am floating my CC somewhere, transferring workers, and dropping two depos, all the while my production is still idle. This problem would be mitigated if there was a progress bar. If it was 50% to 75% full, I would know that I could execute the actions before having to macro again. However, if it was 80% to 90% full, I would simply queue my next production cycle and then execute the actions. There is no way to make this judgement if all I can see is a binary "yes production is active" or "no production is idle". You can just tap in the time it takes to move your mouse its one key stroke to check | ||
TheMerryDwarf
United Kingdom12 Posts
All I have to do then is keep an eye out for any buildings without the white dots.. It has really helped me (don't get me wrong, i still suck) but i find this a really nice way to keep an eye on production while having my fingers close to my army control groups (on standard numbers 1-5) TMD | ||
Jtn
444 Posts
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Xsoild
United States121 Posts
On June 05 2011 23:19 erisco wrote: Tapping the hotkey more frequently I do not feel is any solution. Say that I have a set of actions I need to do. For example say that I need to float a CC to an expansion, transfer workers, and drop two supply depos. This requires a lot of mouse work so it will take a few seconds. However, I know keeping up on production is the more important thing, so I tap my production hotkey before I start anything and I see that all the facilities are still working. Then, I click on my CC to lift it. At that exact moment, all my production facilities become idle again, but I am floating my CC somewhere, transferring workers, and dropping two depos, all the while my production is still idle. This problem would be mitigated if there was a progress bar. If it was 50% to 75% full, I would know that I could execute the actions before having to macro again. However, if it was 80% to 90% full, I would simply queue my next production cycle and then execute the actions. There is no way to make this judgement if all I can see is a binary "yes production is active" or "no production is idle". this is what separates players from better players. you have to learn the timings on things and be able to do all those actions at the same time. seems like this is you hitting an apm wall and looking for a way around it. just practice and play a lot more and you'll get it. | ||
MechKing
United States3004 Posts
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cristo1122
Australia505 Posts
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Scila
Canada1849 Posts
On June 05 2011 23:15 Teim wrote: I just check each of them a lot. Constantly cycling through all my production structures. Eventually you start to get a feel for the timing and just do it naturally which is actually quite amazing to see when you watch one of your own replays. Pretty much this. | ||
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