"Select all army units" - do you use that button? - Page 8
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Grobyc
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asdfOu
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packrat386
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Faust852
Luxembourg4004 Posts
So, for me, the only problem is managing medivacs (only when they're not unloaded). | ||
skaffaNL
Netherlands55 Posts
So lately I have been using drones/scv's at watchtower, so bad :D | ||
growlizing
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packrat386
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LordYama
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NSGrendel
United Kingdom235 Posts
I like strategy games because of the strategy. But it seems like most Starcraft players like it because of the mechanical demands of pressing buttons. Yet they complain when there isn't enough strategy in professional games. I have to admit to being confused. Personally, I think that anything that makes control and decision making easier, without reducing the amount of decisions to be made, to be a positive thing. But I would imagine that if you're a skilled player with some crisp builds, then the idea of making the game easier to control pretty much undermines everything you've worked towards. Ultimately, until you are at the top of Masters/GM or indeed any RTS, the game is about clicking stuff, not having an IQ above room temperature. Which is a shame, since it makes the bar to entry so high. | ||
Mecto
Canada41 Posts
You know how terran has to select unit ALL the time back into their control group ? Zergs get to add eggs to their control groups, making it way easier to hotkey units, less unit selections required do to. Well my trick is based on this principle using the "Select All Units" feature. Alright this is how it works: Ghost(or Raven) are number 1 priority on the unit selected board. (Terran's unit priority for the select units board: http://imgur.com/FTKw0Yf ) Knowing this fact, one can: 1. Use the select all units hotkey to quickly gather all of his ghosts on the unit selected board; 2. then control click on the ghost, (just like zerg's control click eggs into a control a group); 3. then add to control group desired. (* I basically trained myself to do these 3 steps every time I hear "Ghost reporting !" or when I rearrange my 1,2,3 unit control group) | ||
Excelion
Bulgaria59 Posts
On August 26 2013 07:49 NSGrendel wrote: I find this whole debate fascinating. I like strategy games because of the strategy. But it seems like most Starcraft players like it because of the mechanical demands of pressing buttons. Yet they complain when there isn't enough strategy in professional games. I have to admit to being confused. Personally, I think that anything that makes control and decision making easier, without reducing the amount of decisions to be made, to be a positive thing. But I would imagine that if you're a skilled player with some crisp builds, then the idea of making the game easier to control pretty much undermines everything you've worked towards. Ultimately, until you are at the top of Masters/GM or indeed any RTS, the game is about clicking stuff, not having an IQ above room temperature. Which is a shame, since it makes the bar to entry so high. The more developed and figured out the game becomes the strategies become all known and only mechanics (and balance and luck(not only random countering but also players mental and physical condition, enviroment and ect.) decides who wins. Strategies become important when new units and balance patches come so the old stuff doesn't work anymore and people must start using their brains again :D and those are the moments that are most fun to watch. | ||
Nirel
Israel1526 Posts
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zhurai
United States5660 Posts
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Qwyn
United States2779 Posts
On August 26 2013 07:49 NSGrendel wrote: I find this whole debate fascinating. I like strategy games because of the strategy. But it seems like most Starcraft players like it because of the mechanical demands of pressing buttons. Yet they complain when there isn't enough strategy in professional games. I have to admit to being confused. Personally, I think that anything that makes control and decision making easier, without reducing the amount of decisions to be made, to be a positive thing. But I would imagine that if you're a skilled player with some crisp builds, then the idea of making the game easier to control pretty much undermines everything you've worked towards. Ultimately, until you are at the top of Masters/GM or indeed any RTS, the game is about clicking stuff, not having an IQ above room temperature. Which is a shame, since it makes the bar to entry so high. "Clicking on stuff..." is what makes StarCraft the game it is. If you want a purely cerebral game go play chess...the mechanical aspect of the game is one which not only places limitations on player competition but enhances it. There are feats within the game which when seen, even someone who is not a player can recognize as being difficult. Decreasingly few, sadly...all brought about by people who do not recognize or appreciate the mechanical component of the game. Following your line of reasoning, we would end up with a game much like Command and Conquer, where workers are built for us, production built and managed for us beyond what type we choose...units which split for us, since you know, that is just another "control" sort of thing. On top of that...no more micro! That's a mechanical aspect of the game. Got to take that away - it's mindless clicking and not cerebral enough. Injecting really fast? No, it takes away from choosing whether to build ultras or broodlords. Better make injects automatic. If you fail to appreciate why mechanics matter and why they are integral to making this game what it is then you are either a very low level player or, truly, one of the rare, rare few who might have chosen the wrong game. | ||
roym899
Germany426 Posts
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eusoc
Italy82 Posts
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