On May 29 2007 19:14 Zanno wrote:
there is no sane reason you would want to 12 units to cast their spell on the same spot
just because we wouldn't Want to cast 12 overlapping psistorms doesn't mean it shouldn't be the result of casting with multiple templars selected. the point of having it that way obviously isn't so that we can cast it that way if we want to, it's because we never want to and should have to micro more in order to avoid it. although i wouldn't restrict the applicability of the argument to such a case, psistorm in particular is a really strong spell, and obviously the ability to cast so many of them so easily would have to be balanced out by making the spell do less damage or something; but not to mention that i like the way the game is where things are tough to consistantly make use of but very strong at a higher skill level, it would also wittle down the appretiability of good storms. you'd still have to interpret where to cast them and fast, but it would require half the mouse speed / commitment of hotkeys.there is no sane reason you would want to 12 units to cast their spell on the same spot
Everyone should know the argument that ui ease is equally useful for pros and casual players is bullshit. it doesn't increase their abilities proportionately. it makes it so that having the skill it takes to do the trick with a harder interface, is fruitless and unnecessary, absent and discouraged. forget that it takes away from the work any good player has invested, it makes the skill less of a part of the game. players can invest their apm in other things instead, but the need or potential usefulness of investing apm heavilly in one of several tasks adds strategy. prioritization, which is stylizable and situational.
Keep in mind that the reason starcraft is so frustrating starting out is because of the userbase it has, and its ladder system, not because of the design of the game and how hard it is to play it well. if newbs could find any easy competition without playing fastest, as well as i think more aware of the proscene before getting deep into the game, they wouldn't be so scared of the way things are annoying and clumsy sometimes, the way you feel like the game provides no control over your units because you don't know how. this wouldn't be nearly so bad if you could easily find games with people who have the same disadvantages, and see at the earliest of a starting level, pros handling the game engine like pimps.