competitive play issues - Page 18
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Aphelion
United States2720 Posts
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Liquid`Jinro
Sweden33719 Posts
On September 08 2007 05:21 Brutalisk wrote: "> 10" = more than 10. Yes I'm talking about the 1-0 keys in SC. Oh I didn't see the >, I thought you meant it as an arrow not as a greater than. But where would you find more than 10? | ||
HunterGatherer
118 Posts
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Aphelion
United States2720 Posts
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KaasZerg
Netherlands927 Posts
Conclusion. My game will benefit from these features. Maybe more then mechanically skilled players. I like these features to be optional: decided before the start of the game if automing, multibuilding select, smartcasting is enabled. Disadvantage: there might be less influx of new players in the hard mode being accustummed to these easy features. I think players with supirior mechanical skills still have an advantage but it will level out the skilldifference somewhat. Clarification smart casting: Not autocasting. If you select a group of casters and cast a spell only 1 with sufficient mana casts the spell. No mana is wasted and you don't have to look for the caster with enough mana. You can cast for example 2/3 psistorm very fast consecutively. I think this is the reason psistorm got nerfed for now. Question is there a healthbar and manabar displayed above the units if you select them or press alt like in WC3. | ||
HunterGatherer
118 Posts
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fuglyfrog
United States521 Posts
On September 08 2007 06:03 FrozenArbiter wrote: Oh I didn't see the >, I thought you meant it as an arrow not as a greater than. But where would you find more than 10? I suggested this in another thread: There could be a key that when pressed it switches between "control group" and "subgroup" mode. When you have a control group set up, you can then press this key and the number keys now become available to make and use subgroups within this control group. For example: You make a control group of 12 Scourges at "3". While you have this group selected you press, let's say, "f5", switching to "subgroup" mode. Now you can assign your scourges to any number keys that you want. Then you press "f5" again and it switches back to "control group" mode and you can go back to controlling your other units and buildings with the keys that you assigned to them. Now whenever you need to "clone" the Scourges you press 3 then f5 and then 1 attack, 2 attack, 3 attack, etc... And you could do the same for Ghosts, High Templars, Science Vessels, etc, etc... edit: And it doesn't have to work exactly like this, it was just an example of how it could work. I'm sure Blizzard can make it a more refined system with interesting features. Though I posted it as an alternative to smart casting. | ||
Famehunter
Canada586 Posts
Taken from Karunes QA part 12 if you havent read it yet: http://www.battle.net/forums/thread.aspx?fn=sc2-general&t=23162&p=1&#post23162 Does that take too much skill out of the game or is it a good addition for e-sports? I think its great that blizz is making innovative moves like this to make the units more independant. But you never know what the diehard starcrafters might say about it. | ||
MyLostTemple
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United States2921 Posts
On September 08 2007 06:53 Famehunter wrote: Just curious to know what you guys think about blizz making medics "smarter". Taken from Karunes QA part 12 if you havent read it yet: http://www.battle.net/forums/thread.aspx?fn=sc2-general&t=23162&p=1&#post23162 Does that take too much skill out of the game or is it a good addition for e-sports? I think its great that blizz is making innovative moves like this to make the units more independant. But you never know what the diehard starcrafters might say about it. no not derail the subject of this thread. this is a thread about mbs and automining as a setting that will not be allowed for competitive play. go make a new thread if you wish to discuss something else. | ||
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NonY
8748 Posts
On September 08 2007 06:29 KaasZerg wrote: I have a low apm. Think of really low. Automining, multibuiding select, smartcasting (not autocasting) frees up alot of time for me. I played some games with a weird kind of lag. The lag was smooth it did not interrupt giving commands. I had alot more time to issue commands and I didn't spam. I analysed the replay and my apm had doubled in that game though in real time it was the same. The time played in the replayanalysis was half of the time spend playing. This thread doesn't pertain to a player like you. | ||
Brutalisk
794 Posts
On September 08 2007 06:03 FrozenArbiter wrote: But where would you find more than 10? That's where the customizeable hotkeys come into play. ![]() A reasonable choice would be to have QWERTY (or even more) as an addition. The home row (ASDF...) would be used to assign your most important units/buildings, and the 3rd row could be used for the lesser important stuff. But that would of course be totally up to the player. By default, it should be all preset just like in SC, but you should be able to assign more control groups if you want to, and where you want to. Maybe also rebind the original 1-0 keys if you're so inclined. | ||
HunterGatherer
118 Posts
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Unentschieden
Germany1471 Posts
Especially http://www.sirlin.net/ptw/advanced-players-guide/what-makes-the-best-player is interesting, both Min Rally and MBS can be categorized under "Technical skill" (clicking fast) wich is the 5th out of 9 traits of a "pro" independant of game. Mineral Rally removes one click per worker, there is no decision involved that was when the worker was ordered at the main building. MBS removes clicks depending on size of your base and expansion plans. It doesn´t tell you what to build when, that is still your decision. | ||
MyLostTemple
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United States2921 Posts
On September 08 2007 07:13 HunterGatherer wrote: Im in favor of making 1-0+qwertyuiop regular hotkeys while having asdfgh as unit/task hotkeys. Little did the person know who designed the keyboard that atack started with A and stop started with S and that they were both perfectly fitted for starcraft ^_^. Im actually pro auto-mine if this system is implemented because i like to cut workers at certain times to pay for counters. This mite just be because im envisioning a faster/better/stronger starcraft where no other RTS can arise because the genre will be conqured. But this is the developers choice not mine, they can iether choose to listen to the pro side or not. Say no to MBS/MUS, they only hurt whats so great about Starcraft. i really like this idea huntergatherer, adding a whole new row of keys that are bindable could actually increase the possibility of higher apm. i also like the location of the hotkeys. I'll make a picture and draw out exactly what your saying ![]() The green lines represent keys you can bind to units or buildings The red keys would correspond to units and upgrades. Notice you can still have the 'A' and 'S' key there for unit control. There also seem to be enough red keys to still have a specific hotkey for every single SC unit that your race has. i would probably end up hotkeying my attacking units at the top: 1a2a3a4a5a6a7a8a9a0a and then i'd hotkey my buildings to the second row so i could still macro while having a giant army: qzwzezrztzyzuzizozpz (assume that z is zealot and q thru p are buildings) What does everyone think about this as a possibility? This way you spend less time rebinding keys. I don't know if i'm 100 precent about it, i'd need to think about it more. But it seems like a very attractive idea. | ||
HunterGatherer
118 Posts
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jngngshk321
Korea (South)457 Posts
Why would you want progamers to be able to play perfect games? Isn't it more fun to watch a progamer make a mistake now and then, and having the opponent taking complete advantage of that mistake to drive himself to victory? | ||
LonelyMargarita
1845 Posts
On September 08 2007 08:41 MyLostTemple wrote: i really like this idea huntergatherer, adding a whole new row of keys that are bindable could actually increase the possibility of higher apm. i also like the location of the hotkeys. I'll make a picture and draw out exactly what your saying ![]() The green lines represent keys you can bind to units or buildings The red keys would correspond to units and upgrades. Notice you can still have the 'A' and 'S' key there for unit control. There also seem to be enough red keys to still have a specific hotkey for every single SC unit that your race has. i would probably end up hotkeying my attacking units at the top: 1a2a3a4a5a6a7a8a9a0a and then i'd hotkey my buildings to the second row so i could still macro while having a giant army: qzwzezrztzyzuzizozpz (assume that z is zealot and q thru p are buildings) What does everyone think about this as a possibility? This way you spend less time rebinding keys. I don't know if i'm 100 precent about it, i'd need to think about it more. But it seems like a very attractive idea. I'd like that as long as it were customizable. Not everyone types on QWERTY, and to have hotkeys in the middle and all over the keyboard would seriously disadvantage other layouts. For me, there'd be hotkeys where your X < D O K T F G S and R are (QWERTYUIOP's location on dvorak). Basically, I'd be fucked: ![]() | ||
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Plexa
Aotearoa39261 Posts
On September 07 2007 23:23 Aphelion wrote: 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. 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. I like both these solution, but i think the automining delay should be 3-5s which would make it significant - but not too significant. If say it was 10, then the idle probe thingy would come up no? And i suppose the noob could simple order the probe to work quite quickly... especially with a 10s delay. If it was a smaller time (e.g. 3) there would be significantly less chance the noob would use the idle worker function anyway... The MBS solution is perfect imo | ||
HunterGatherer
118 Posts
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JiggaJay
United States86 Posts
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