[BWWI] Nyo's SC2 review. (*WARNING INSANELY LONG*) - Page 5
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maybenexttime
Poland5411 Posts
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Tiamat
United States498 Posts
For example, units would ignore workers and go after the attacking units, due to some sort of priority. Also this is what made muta/ling work as well, since mutas were higher than zerglings. | ||
ocoini
648 Posts
i disagree, haveing loss of minerals only once the worker starts constructing, helps in endgame building where you have a strong economy going - and can build say, 10 turrets/cannons whatever, even though you can't afford it at the moment you ordered the construction, the money will be there once the scv reaches build location. I don't see how one can find this annoying.. | ||
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Liquid`Jinro
Sweden33719 Posts
I thought the same as you did until somuchbetter pointed this out to me. | ||
ocoini
648 Posts
On July 23 2008 08:02 FrozenArbiter wrote: But it pretty much has to be there, otherwise you can just queue up infinite supply depots without having to pay anything until they actually build :D I thought the same as you did until somuchbetter pointed this out to me. or, they can kill waypoint building.. :D where do i sign... :o Gogo - submit my question for june .. http://www.teamliquid.net/forum/viewmessage.php?topic_id=72607¤tpage=2 or dont, dont want to give them more gay ideas.. and i think the sarcasm of my ending had too much Camouflage on it. | ||
Kyuki
Sweden1867 Posts
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Invisible_Zergling
New Zealand4 Posts
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alffla
Hong Kong20321 Posts
On July 23 2008 08:02 FrozenArbiter wrote: But it pretty much has to be there, otherwise you can just queue up infinite supply depots without having to pay anything until they actually build :D I thought the same as you did until somuchbetter pointed this out to me. wait i dont really get this :x care to clarify? or quote somuchbetter's post o_O | ||
RinoZerg
Australia130 Posts
btw. Sheesh. Is it really that hard to read a long post? O_o. Its about SC2! Make it longer! ^^ | ||
Klockan3
Sweden2866 Posts
On July 23 2008 07:59 ocoini wrote: "Changes like resources being spent the moment you command a worker to build a building instead of when it actually starts the construction is just great and really smoothes out gameflow and removes little annoyances for alot of players." i disagree, haveing loss of minerals only once the worker starts constructing, helps in endgame building where you have a strong economy going - and can build say, 10 turrets/cannons whatever, even though you can't afford it at the moment you ordered the construction, the money will be there once the scv reaches build location. I don't see how one can find this annoying.. You read it wrong, in sc the resources it takes to build a building is not spent untill the construction starts so if you accidentally spend it on something else you get an error message instead of a building. Now that can't happen. Also at above, queing structures is no different than queing units. | ||
prOxi.swAMi
Australia3091 Posts
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GogoKodo
Canada1785 Posts
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Liquid`Jinro
Sweden33719 Posts
On July 23 2008 13:18 alffla wrote: wait i dont really get this :x care to clarify? or quote somuchbetter's post o_O It was on msn, but basically if you aren't charged the instant you place a building (in sc you are charged only when the worker actually reaches the construction site) then you can queue an infinite number of buildings. With the current system (insta charge as soon as you click place), you can only queue 10 supply depots if you have 1000 minerals. | ||
maybenexttime
Poland5411 Posts
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Ki_Do
Korea (South)981 Posts
this "building queue" means that you can order a worker to build (for example) one depot and then after finish, automatically build another building since you have the enough resources? | ||
yangstuh
United States120 Posts
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Ki_Do
Korea (South)981 Posts
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dmetheny
United States146 Posts
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beefhamburger
United States3962 Posts
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yangstuh
United States120 Posts
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