• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:22
CEST 20:22
KST 03:22
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy9uThermal's 2v2 Tour: $15,000 Main Event18
Community News
Weekly Cups (Aug 18-24): herO dethrones MaxPax6Maestros of The Game—$20k event w/ live finals in Paris31Weekly Cups (Aug 11-17): MaxPax triples again!13Weekly Cups (Aug 4-10): MaxPax wins a triple6SC2's Safe House 2 - October 18 & 195
StarCraft 2
General
Aligulac - Europe takes the podium A Eulogy for the Six Pool Geoff 'iNcontroL' Robinson has passed away Weekly Cups (Aug 18-24): herO dethrones MaxPax 2v2 & SC: Evo Complete: Weekend Double Feature
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Maestros of The Game—$20k event w/ live finals in Paris Esports World Cup 2025 WardiTV Mondays RSL: Revival, a new crowdfunded tournament series
Strategy
Custom Maps
External Content
Mutation # 488 What Goes Around Mutation # 487 Think Fast Mutation # 486 Watch the Skies Mutation # 485 Death from Below
Brood War
General
ASL20 - worst advertising ever... BGH Auto Balance -> http://bghmmr.eu/ ASL Season 20 Ro24 Groups Flash On His 2010 "God" Form, Mind Games, vs JD No Rain in ASL20?
Tourneys
[ASL20] Ro24 Group F [ASL20] Ro24 Group D [Megathread] Daily Proleagues [IPSL] CSLAN Review and CSLPRO Reimagined!
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates [G] Mineral Boosting Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread General RTS Discussion Thread Dawn of War IV Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The year 2050 European Politico-economics QA Mega-thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
High temperatures on bridge(s) Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment"
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Breaking the Meta: Non-Stand…
TrAiDoS
INDEPENDIENTE LA CTM
XenOsky
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1187 users

competitive play issues - Page 17

Forum Index > SC2 General
Post a Reply
Prev 1 15 16 17 18 19 22 Next All
Blacklizard
Profile Joined May 2007
United States1194 Posts
September 07 2007 15:02 GMT
#321
More things to do more perfectly with more time:

1. Siege your tanks in a formation, instead of just sieging where you stand b/c you don't have time to arrange them.
2. Drawing siege fire more carefully with immortals or zealots as opposed to attack move every other engagement. The more units you have, the more you need to do this.
3. Getting casters out of the fray after they cast instead of just letting them die. I see pros sacrifice high templar all the time.
4. Researching attack/armor upgrades at the exact right time instead of 30 seconds later.
5. Distracting with a zergling or two to unburrow and run away lurkers (or equivalent). I've seen so many pro games where they get 90% of their lurkers out and just give up on the 1 or 2 left over that they missed and are now under siege fire.
6. Repair the plagued (or equivalent) expensive terran units.
7. Scout expansions more, even if you first scout dies.


I dunno. I see almost every area get neglected at high level. I think it's obvious that even with 400 APM, you can't do everything close to perfect.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
Last Edited: 2007-09-07 15:09:51
September 07 2007 15:06 GMT
#322
There are so many people that refuse to play SC, WC3 or SCII competitively. They want an easier interface. They want to play money maps. They want to play against a few computers with friends. They don't want to put a lot of time in this game.

The community is already inherently split. I don't think two playing modes will artificially split the community. Some may wish that everyone plays 'pure Starcraft', but they won't.

Surely, Blizzard will be very pragmatic, whatever they end up deciding.

And if they go with auto-mine and MBS I am sure the first mod for SCII released will be one that allows competitive play. And everyone will use that.

Maybe kespa is worried about this too. If so they will also lobby with Blizzard. And does anyone know how much royalties kespa/OGN/MBC had to play Blizzard to broadcast live Starcraft?



Maybe one should read some of the reviews of Starcraft that were written just after it was released. Many negative points raised are now points we know are SC best features.

Same will happen with SCII. If they put in a competitive interface, game magazines and sites will smack SCII for it, lowering the gameplay score.

Blizzard is in a difficult spot.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
Last Edited: 2007-09-07 15:21:33
September 07 2007 15:16 GMT
#323
Just an example from gamespot:


The solo player also has the option of skirmish missions, though the computer opponents have the annoying ability to see everything you are doing and defend accordingly, making the dreaded "rush" tactic one of the only viable means of emerging victorious.

[...]

Only a heavily defended base will survive an early rush of Terran Marines or Protoss Zealots. Starcraft has a built-in safeguard to discourage rushing, but it's one of the game's most problematic areas.

This safeguard is in the interface, which only allows you to select 12 units at a time. This isn't especially effective, considering six Zealots will smoke a base early in the game. The selectable unit cap does make rushing more difficult, but it also becomes frustrating at times, especially for those used to the ability to select unlimited units at once. Often, selecting the chosen units from a large group becomes a time-consuming effort. During battle, it can be an exercise in frustration. You can assign groups to hotkeys quite easily, however, lessening the frustration of the selectable unit cap - but this system isn't nearly as good as in Total Annihilation or Dark Reign, and units aren't marked by their group number like in said games. Multiplayer battles can often be decided by who has the best manual dexterity and can overcome the built-in limitations of the interface the most quickly.

Recent real-time innovations regarding unit control are included, with mixed results. Each production facility can have up to five units queued at once. There's a waypoint system, patrolling, and the like - but many of these options aren't particularly well implemented, and some of the options seem tacked on. On the other hand, pathing is great, with only occasional glitches (where a unit will run around in cute little circles). Starcraft most notably lacks the ability to define unit behavior (as in Dark Reign or Total Annihilation), leading to much micromanagement.



As a result Starcraft only scored an 8 for gameplay. And that's by a professional game journalist.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2007-09-07 16:58:34
September 07 2007 15:37 GMT
#324
On September 07 2007 21:29 Brutalisk wrote:
I actually wouldn't care so much if MBS is in or out if the following is at least guaranteed:
- > 10 group hotkeys
- customizeable hotkeys for building units and so on
This would make macro less tedious (for those players who think it is. If you like it, then you can set up your hotkeys on the most awkward positions ), and with decent speed it's easy enough to macro then.

@LonelyMargarita: I guess you meant something different than you wrote. You should clarify what you mean then. Learn to express yourself better.
I didn't lie. Why should I? I just replied to what I've read.

What does 10 group hotkeys mean? 1 to 0? Isn't that like in BW already? Maybe I'm confused.

Anyway, I'm obv. in 100% support of customizeable hotkeys.

On September 07 2007 23:52 Blacklizard wrote:
I agree, the game should not be split. The game should be as similar as possible for everyone who plays, and let the maps be there to split serious vs non-serious gamers.

I can empathize with a fair bit of the anti-MBS arguments, but after I started to hear and think on the long term arguments for MBS, I side more heavily for pro MBS. The gist of my feelings are:

Yes, I will miss some of the hectic macro aspects... just like I'm going to miss certain units and micro that is going away.

No, I will not miss not having enough time to do half of my actions very accurately. The argument for "having to choose what to do" is fine, but not to the point when someone with 200 APM can't do half of his attacks or micro perfectly. This is where MBS is going to clean up the game, I think.

I think the 'mess' is an important part of SC :[


But yes, despite things going away I plan to enjoy this game... and I think there are tons of areas to improve on that MBS will allow room for. The game will be more EXACT and less forgiving, because you will have more time to do things more closely to perfect than before. It is well accepted that pro-gamers don't have time to put workers on minerals or perfectly macro and micro at the same time. Ok, so we ease up some of those headaches. Now what? Now the gamer who psi storms Perfectly will beat the guy who psi storms OK. Now the guy who expands at the exact perfect time has a greater advantage over the guy who is trying for the same thing but expanded 1 minute later. Now the guy who throws away his MnM force without doing damage at the zerg expansion may actually regret it because suddenly the game is "tighter" and you just have to be more exact.

Obviously there will still be room for throwing away units, but probably not to the extent of BW. There will still be an advantage to macroing better than the other guy, but it will just feel a little different. You still will have to do something like 5z6z7d8t, but you will obviously have more leeway for keeping 1-4 for army and special units. I think that is GREAT! I hate not ever having enough hotkeys to make units and keep my army organized as I want it. I still will go back to base when I'm not busy to queue units perfectly and to perfect ratios.

Honestly, MBS looks devilishly evil, but I really think in the long run it's going to be fine. I've said it before... as long as building all of two units isn't the answer to winning the game, MBS isn't as bad as it first sounds.


Well, first of all, all of this is already true. Second, if mistakes are punished harder, I think it will lead to a less exciting game as people will be overly careful..

On September 08 2007 00:02 Blacklizard wrote:
More things to do more perfectly with more time:

1. Siege your tanks in a formation, instead of just sieging where you stand b/c you don't have time to arrange them.

I already do this except when ambushed :x

2. Drawing siege fire more carefully with immortals or zealots as opposed to attack move every other engagement. The more units you have, the more you need to do this.
Again already do this.

3. Getting casters out of the fray after they cast instead of just letting them die. I see pros sacrifice high templar all the time.

Meh, usually they get targetted by enemy units as soon as they come to the front.

4. Researching attack/armor upgrades at the exact right time instead of 30 seconds later.

Don't see the point of making this easier to achieve.

5. Distracting with a zergling or two to unburrow and run away lurkers (or equivalent). I've seen so many pro games where they get 90% of their lurkers out and just give up on the 1 or 2 left over that they missed and are now under siege fire.

People use zerglings to distract all the time, but using them to distract when unburrowing sounds hopeless, if you get 2 of them stuck they are goners + it means he can't just run his marines after you.

6. Repair the plagued (or equivalent) expensive terran units.
7. Scout expansions more, even if you first scout dies.

They do somtimes repair, it's just that it means not moving anywhere with their army which they often can't afford (that's my guess at least).

And the new generation of terrans have sick scouting, they never miss anything, ever -.-

I dunno. I see almost every area get neglected at high level. I think it's obvious that even with 400 APM, you can't do everything close to perfect.

I think the fact that you can't do everything perfectly is part of what makes it cool :[

On September 08 2007 00:16 BlackStar wrote:
Just an example from gamespot:


The solo player also has the option of skirmish missions, though the computer opponents have the annoying ability to see everything you are doing and defend accordingly, making the dreaded "rush" tactic one of the only viable means of emerging victorious.

[...]

Only a heavily defended base will survive an early rush of Terran Marines or Protoss Zealots. Starcraft has a built-in safeguard to discourage rushing, but it's one of the game's most problematic areas.

This safeguard is in the interface, which only allows you to select 12 units at a time. This isn't especially effective, considering six Zealots will smoke a base early in the game. The selectable unit cap does make rushing more difficult, but it also becomes frustrating at times, especially for those used to the ability to select unlimited units at once. Often, selecting the chosen units from a large group becomes a time-consuming effort. During battle, it can be an exercise in frustration. You can assign groups to hotkeys quite easily, however, lessening the frustration of the selectable unit cap - but this system isn't nearly as good as in Total Annihilation or Dark Reign, and units aren't marked by their group number like in said games. Multiplayer battles can often be decided by who has the best manual dexterity and can overcome the built-in limitations of the interface the most quickly.

Recent real-time innovations regarding unit control are included, with mixed results. Each production facility can have up to five units queued at once. There's a waypoint system, patrolling, and the like - but many of these options aren't particularly well implemented, and some of the options seem tacked on. On the other hand, pathing is great, with only occasional glitches (where a unit will run around in cute little circles). Starcraft most notably lacks the ability to define unit behavior (as in Dark Reign or Total Annihilation), leading to much micromanagement.



As a result Starcraft only scored an 8 for gameplay. And that's by a professional game journalist.

A professional moron. (and I'm gonna add in a no offense claus here, cause he's probably not a moron, he just didn't know any better)

Anyway, the overall game still scored like 9.X IIRC?
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
IntoTheWow
Profile Blog Joined May 2004
is awesome32274 Posts
September 07 2007 16:24 GMT
#325
"leading to much micromanagement" as if it was a bad thing. LOL...

All those gaming sites deserve nothing but death.
Moderator<:3-/-<
QuanticHawk
Profile Blog Joined May 2007
United States32071 Posts
September 07 2007 16:33 GMT
#326
On September 08 2007 01:24 IntoTheWow wrote:
"leading to much micromanagement" as if it was a bad thing. LOL...

All those gaming sites deserve nothing but death.


Yeah, they cover games, nto rts-games. they know shit about each individual genre
PROFESSIONAL GAMER - SEND ME OFFERS TO JOIN YOUR TEAM - USA USA USA
Aphelion
Profile Blog Joined December 2005
United States2720 Posts
September 07 2007 17:35 GMT
#327
So what does everyone think about my ideas?
But Garimto was always more than just a Protoss...
mahnini
Profile Blog Joined October 2005
United States6862 Posts
Last Edited: 2007-09-07 17:45:01
September 07 2007 17:41 GMT
#328
On September 08 2007 00:16 BlackStar wrote:
Just an example from gamespot:

[useless article here]

As a result Starcraft only scored an 8 for gameplay. And that's by a professional game journalist.

Why did you even quote that? That was horrendous.

Also, many people consider BWs success to be a fluke, I happen to agree partly because a lot of the things that balance the game were discovered along the way and probably weren't meant to be.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Blacklizard
Profile Joined May 2007
United States1194 Posts
September 07 2007 18:00 GMT
#329
@ FA,

You know I respect your opinion very much, so I do hear you loud and clear. I think you explain the reaons against MBS better than most.

Obviously, good players do most of those things I list that are useful (my lurker example probably bad example...)... but I don't know if they do them in a super exact way consistently. It's the line between "very good placement and micro" vs "almost exact" that I guess we are disagreeing on.

I do disagree on one particular other point... I don't think making the game more exact doesn't have to promote cautious (as in turtling or non-aggressive) play. It could, if the balance was bad, but I don't think it will if it's balanced similarly to BW.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
September 07 2007 18:02 GMT
#330
On September 08 2007 02:41 mahnini wrote:
Why did you even quote that? That was horrendous.



Because it is.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
September 07 2007 18:12 GMT
#331
On September 08 2007 03:00 Blacklizard wrote:
@ FA,

You know I respect your opinion very much, so I do hear you loud and clear. I think you explain the reaons against MBS better than most.

Obviously, good players do most of those things I list that are useful (my lurker example probably bad example...)... but I don't know if they do them in a super exact way consistently. It's the line between "very good placement and micro" vs "almost exact" that I guess we are disagreeing on.

I do disagree on one particular other point... I don't think making the game more exact doesn't have to promote cautious (as in turtling or non-aggressive) play. It could, if the balance was bad, but I don't think it will if it's balanced similarly to BW.

I guess you might be right, but if everything is done so perfectly how will we avoid making comebacks almost impossible?
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
HunterGatherer
Profile Joined September 2007
118 Posts
September 07 2007 18:59 GMT
#332
This is who Blizzard is making SC2 for
mdainoob
Profile Joined June 2007
United States51 Posts
September 07 2007 19:10 GMT
#333
On September 07 2007 23:23 Aphelion wrote:

So whats the solution? It seems apparent to me that MBS and automining need to be implemented in some form, yet there also must be a huge incentive to master non-MBS and automining playing to be decent at the game. Here's my suggestion: make it such that MBS and automining are possible, but with drawbacks. So a player being able to go 5d6d7d8d9d0d would have a huge advantage over those who just go mass-blind-5-d. I have the following suggestions:

-For automining, let the probe idle for 5-10s before going directly to the patch. So in early game manual control is almost essential, and it is still quite a huge advantage until the absolute late game. Yet noobs can still rely on them to at least mine eventually when overwhelmed by the amount of actions past early game.

-I have 2 different ideas for MBS:

1.) Allow unlimited MBS, but the gates will only build if ALL of them have money for it. So 20gates will only produce zealots if you have 2000 minerals. Obviously, the player who doesn't bind / binds very small amount of gates to one hotkey would still have much better macro. But noobs who will have mass resource counts anyways would reduce their required actions by a huge amount without any increase in skill. It can even be used by weak medium players as a crutch in late game. But to improve in skill, you would still need to macro in the conventional manner.

2.)If you select 20 gates to build a zealot each and only have say, 1000 minerals, ALL your gates get the cooldown. So the 10 idle gates are forced to idle for the entire duration of the zealot build. This also means you have to lower to amount of gates binded, and that you would have easier macro but an enforced penalty for doing so. You would need to wait until you have a decent amount of money to efficiently use your gates, but you can get your units now if you absolutely need them. The drawback is that a misclick could be disastrous, say accidentally asking 20 gates to build when you have only money for 1 zealot.

The basic premise is that you can still use MBS and automining if you had to, but thats like the difference between a-click and microing. The later is still needed if you are going to play at a passable level, yet noobs can enjoy the game without it. If anyone has any better ideas, please let me know. I've been racking my brains and these are the only solutions I came up with.


Hey I really like this idea a lot. Allows super noob players to have their interface (their macro probably so bad they probably don't even realize the penalties) and essentailly force good players to play without mbs and automine a lot of the time. Of course the penalties can be refined as necessary, but I think this is a pretty good solution.
HunterGatherer
Profile Joined September 2007
118 Posts
September 07 2007 19:15 GMT
#334
On September 08 2007 02:35 Aphelion wrote:
So what does everyone think about my ideas?

Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2007-09-07 19:28:41
September 07 2007 19:27 GMT
#335
..........................
Nice song at least, if anyone has Kempi - Ik Heb Mun Vrouw please send it my way =]!

On September 08 2007 04:10 mdainoob wrote:
Show nested quote +
On September 07 2007 23:23 Aphelion wrote:

So whats the solution? It seems apparent to me that MBS and automining need to be implemented in some form, yet there also must be a huge incentive to master non-MBS and automining playing to be decent at the game. Here's my suggestion: make it such that MBS and automining are possible, but with drawbacks. So a player being able to go 5d6d7d8d9d0d would have a huge advantage over those who just go mass-blind-5-d. I have the following suggestions:

-For automining, let the probe idle for 5-10s before going directly to the patch. So in early game manual control is almost essential, and it is still quite a huge advantage until the absolute late game. Yet noobs can still rely on them to at least mine eventually when overwhelmed by the amount of actions past early game.

-I have 2 different ideas for MBS:

1.) Allow unlimited MBS, but the gates will only build if ALL of them have money for it. So 20gates will only produce zealots if you have 2000 minerals. Obviously, the player who doesn't bind / binds very small amount of gates to one hotkey would still have much better macro. But noobs who will have mass resource counts anyways would reduce their required actions by a huge amount without any increase in skill. It can even be used by weak medium players as a crutch in late game. But to improve in skill, you would still need to macro in the conventional manner.

2.)If you select 20 gates to build a zealot each and only have say, 1000 minerals, ALL your gates get the cooldown. So the 10 idle gates are forced to idle for the entire duration of the zealot build. This also means you have to lower to amount of gates binded, and that you would have easier macro but an enforced penalty for doing so. You would need to wait until you have a decent amount of money to efficiently use your gates, but you can get your units now if you absolutely need them. The drawback is that a misclick could be disastrous, say accidentally asking 20 gates to build when you have only money for 1 zealot.

The basic premise is that you can still use MBS and automining if you had to, but thats like the difference between a-click and microing. The later is still needed if you are going to play at a passable level, yet noobs can enjoy the game without it. If anyone has any better ideas, please let me know. I've been racking my brains and these are the only solutions I came up with.


Hey I really like this idea a lot. Allows super noob players to have their interface (their macro probably so bad they probably don't even realize the penalties) and essentailly force good players to play without mbs and automine a lot of the time. Of course the penalties can be refined as necessary, but I think this is a pretty good solution.


I think the problem with this is that the penalty is way too harsh compared to the mistake, sort of like how the penalty for accidently ordering 12 ghosts to lockdown 1 bc is too high (which is one reason I'm not complaining much about smart casting, even though I still wish you had to clone ;p).
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Aphelion
Profile Blog Joined December 2005
United States2720 Posts
September 07 2007 19:32 GMT
#336
On September 08 2007 04:15 HunterGatherer wrote:
Show nested quote +
On September 08 2007 02:35 Aphelion wrote:
So what does everyone think about my ideas?



I think thats my line.
But Garimto was always more than just a Protoss...
HunterGatherer
Profile Joined September 2007
118 Posts
Last Edited: 2007-09-07 19:36:03
September 07 2007 19:35 GMT
#337
On September 08 2007 04:32 Aphelion wrote:
Show nested quote +
On September 08 2007 04:15 HunterGatherer wrote:
On September 08 2007 02:35 Aphelion wrote:
So what does everyone think about my ideas?



I think thats my line.


face hasnt been posted in a while
Aphelion
Profile Blog Joined December 2005
United States2720 Posts
Last Edited: 2007-09-07 19:46:39
September 07 2007 19:41 GMT
#338
On September 08 2007 04:27 FrozenArbiter wrote:
..........................
Nice song at least, if anyone has Kempi - Ik Heb Mun Vrouw please send it my way =]!

Show nested quote +
On September 08 2007 04:10 mdainoob wrote:
On September 07 2007 23:23 Aphelion wrote:

So whats the solution? It seems apparent to me that MBS and automining need to be implemented in some form, yet there also must be a huge incentive to master non-MBS and automining playing to be decent at the game. Here's my suggestion: make it such that MBS and automining are possible, but with drawbacks. So a player being able to go 5d6d7d8d9d0d would have a huge advantage over those who just go mass-blind-5-d. I have the following suggestions:

-For automining, let the probe idle for 5-10s before going directly to the patch. So in early game manual control is almost essential, and it is still quite a huge advantage until the absolute late game. Yet noobs can still rely on them to at least mine eventually when overwhelmed by the amount of actions past early game.

-I have 2 different ideas for MBS:

1.) Allow unlimited MBS, but the gates will only build if ALL of them have money for it. So 20gates will only produce zealots if you have 2000 minerals. Obviously, the player who doesn't bind / binds very small amount of gates to one hotkey would still have much better macro. But noobs who will have mass resource counts anyways would reduce their required actions by a huge amount without any increase in skill. It can even be used by weak medium players as a crutch in late game. But to improve in skill, you would still need to macro in the conventional manner.

2.)If you select 20 gates to build a zealot each and only have say, 1000 minerals, ALL your gates get the cooldown. So the 10 idle gates are forced to idle for the entire duration of the zealot build. This also means you have to lower to amount of gates binded, and that you would have easier macro but an enforced penalty for doing so. You would need to wait until you have a decent amount of money to efficiently use your gates, but you can get your units now if you absolutely need them. The drawback is that a misclick could be disastrous, say accidentally asking 20 gates to build when you have only money for 1 zealot.

The basic premise is that you can still use MBS and automining if you had to, but thats like the difference between a-click and microing. The later is still needed if you are going to play at a passable level, yet noobs can enjoy the game without it. If anyone has any better ideas, please let me know. I've been racking my brains and these are the only solutions I came up with.


Hey I really like this idea a lot. Allows super noob players to have their interface (their macro probably so bad they probably don't even realize the penalties) and essentailly force good players to play without mbs and automine a lot of the time. Of course the penalties can be refined as necessary, but I think this is a pretty good solution.


I think the problem with this is that the penalty is way too harsh compared to the mistake, sort of like how the penalty for accidently ordering 12 ghosts to lockdown 1 bc is too high (which is one reason I'm not complaining much about smart casting, even though I still wish you had to clone ;p).


Well 1) has no penalties at all, it just means you have to bind less buildings to one hotkey. Or you have to wait until you have 2000min. Or you could do a combination of the two, say, if you have 20 gates building 1 zealot, then it won't build unless you have 1000mins, half the required amount. Then if you do the gates with insufficient mins will simply not build. Either way its the same idea, MBS, but with penalties for using it, so good play can only be achieved by non-MBS style.

Edit: HunterGatherer, I have a huge issue with someone with about 10 one-liners in your 20 or so posts posting that about me.
But Garimto was always more than just a Protoss...
Brutalisk
Profile Joined February 2007
794 Posts
Last Edited: 2007-09-07 20:22:28
September 07 2007 20:21 GMT
#339
On September 08 2007 00:37 FrozenArbiter wrote:
Show nested quote +
On September 07 2007 21:29 Brutalisk wrote:
I actually wouldn't care so much if MBS is in or out if the following is at least guaranteed:
- > 10 group hotkeys
- customizeable hotkeys for building units and so on
This would make macro less tedious (for those players who think it is. If you like it, then you can set up your hotkeys on the most awkward positions ), and with decent speed it's easy enough to macro then.

@LonelyMargarita: I guess you meant something different than you wrote. You should clarify what you mean then. Learn to express yourself better.
I didn't lie. Why should I? I just replied to what I've read.

What does 10 group hotkeys mean? 1 to 0? Isn't that like in BW already? Maybe I'm confused.

Anyway, I'm obv. in 100% support of customizeable hotkeys.


"> 10" = more than 10. Yes I'm talking about the 1-0 keys in SC.
HunterGatherer
Profile Joined September 2007
118 Posts
Last Edited: 2007-09-07 20:39:43
September 07 2007 20:29 GMT
#340
lol aphelion im just kidding, everyone is free to be free, even someone with 23 posts (with most of them in this thread).
I think these polls mirror the pro-MBS/MBS haters side
http://www.teamliquid.net/poll/index.php?poll_id=47
http://www.teamliquid.net/poll/index.php?poll_id=144
Prev 1 15 16 17 18 19 22 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 5h 38m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 447
UpATreeSC 106
ProTech102
goblin 60
BRAT_OK 33
MindelVK 14
StarCraft: Brood War
Britney 26926
Calm 3622
Horang2 1005
Bisu 770
EffOrt 572
Larva 306
ggaemo 189
Shuttle 156
Mong 125
Soulkey 102
[ Show more ]
Hyuk 88
Dewaltoss 81
JYJ72
Sharp 37
Aegong 30
soO 26
ajuk12(nOOB) 25
Killer 23
Rock 21
scan(afreeca) 14
HiyA 14
Sacsri 13
NaDa 10
Beast 0
Yoon 0
Dota 2
Fuzer 270
LuMiX1
Counter-Strike
fl0m4728
flusha210
Heroes of the Storm
Liquid`Hasu66
Other Games
Grubby1057
FrodaN930
Lowko352
RotterdaM340
IndyStarCraft 103
Trikslyr55
QueenE50
markeloff37
fpsfer 1
trigger1
Organizations
StarCraft 2
angryscii 24
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Reevou 1
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• TFBlade935
Counter-Strike
• imaqtpie672
• Shiphtur165
Other Games
• WagamamaTV423
Upcoming Events
Replay Cast
5h 38m
The PondCast
15h 38m
WardiTV Summer Champion…
16h 38m
herO vs MaxPax
Clem vs Classic
Replay Cast
1d 5h
LiuLi Cup
1d 16h
MaxPax vs TriGGeR
ByuN vs herO
Cure vs Rogue
Classic vs HeRoMaRinE
Cosmonarchy
1d 21h
OyAji vs Sziky
Sziky vs WolFix
WolFix vs OyAji
BSL Team Wars
2 days
Team Hawk vs Team Dewalt
BSL Team Wars
2 days
Team Hawk vs Team Bonyth
SC Evo League
2 days
TaeJa vs Cure
Rogue vs threepoint
ByuN vs Creator
MaNa vs Classic
Maestros of the Game
2 days
ShoWTimE vs Cham
GuMiho vs Ryung
Zoun vs Spirit
Rogue vs MaNa
[ Show More ]
[BSL 2025] Weekly
2 days
SC Evo League
3 days
Maestros of the Game
3 days
SHIN vs Creator
Astrea vs Lambo
Bunny vs SKillous
HeRoMaRinE vs TriGGeR
BSL Team Wars
4 days
Team Bonyth vs Team Sziky
BSL Team Wars
4 days
Team Dewalt vs Team Sziky
Monday Night Weeklies
4 days
Replay Cast
5 days
Sparkling Tuna Cup
5 days
Liquipedia Results

Completed

CSLAN 3
uThermal 2v2 Main Event
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
CSL Season 18: Qualifier 1
Acropolis #4 - TS1
CSL Season 18: Qualifier 2
SEL Season 2 Championship
WardiTV Summer 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

CSL 2025 AUTUMN (S18)
LASL Season 20
BSL Season 21
BSL 21 Team A
Chzzk MurlocKing SC1 vs SC2 Cup #2
RSL Revival: Season 2
Maestros of the Game
EC S1
Sisters' Call Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.