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[O] Q&A 49 - Page 12

Forum Index > SC2 General
275 CommentsPost a Reply
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afg-warrior
Profile Joined June 2007
Afghanistan328 Posts
February 19 2009 20:28 GMT
#221
the next battle report better showcase the mule and the photon charges
"Yeah fuck multiplayer I'm only in this for the xel'naga" snowdrift86
NatsuTerran
Profile Blog Joined June 2007
United States364 Posts
February 19 2009 21:08 GMT
#222
Most definitely. These mechanics coupled with the faster "fastest" speed will hopefull make SC2 as hardcore or even more so than BW.
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
February 19 2009 21:36 GMT
#223
On February 19 2009 19:34 flabortaster wrote:
Also, in late game, wouldn't it be more efficient to have a DPylon dedicated for the probes set in autocast? I t suddenly becomes trivial. Unless they'll make the DPylon a lot more expensive. Alot of these mechanics becomes a must do in the late game. I mean, wouldn't you want one CC constantly supplying Depots, or another one dropping MULEs?
They cannot make these autocast because they all have drawbacks so they're all strategic decisions. Blizzard already said a long time ago that autocasts are reserved to repetitive skills that require no decision, just always use when it's up.

That is not the case here.
- If your dark pylons are set to always increase harvest speed, then you won't be using them to cloak units defending your base or to give energy to that HT defending your expansion.
- The choice between mule/supply depends on your scv/supply numbers and if you're planning for attacking right now or later on..
- Even then you cannot just spam supplies because then you'll have no scans.
- Zergs can't always spam spawn larvaes because you might always need to expand your creep or to use the queen's abilities to defend your main from a drop. Or even save energy and plan for an all-in attack including your queens.

It's a strategical decision to use it or not, it isn't always obvious to just use it when it's up. That's why they wouldn't make it an autocast. If you pay attention you'll notice that they put all these drawbacks on purpose so it cannot be automated, since this system is supposed to make up for another automation in the first place.
Great people talk about ideas. Average people talk about things. Small people talk about other people.
Doctorasul
Profile Blog Joined October 2004
Romania1145 Posts
February 19 2009 22:33 GMT
#224
Making dark pylons automated would be like shaving your head and then tattooing hair on it.
"I believe in Spinoza's god who reveals himself in the harmony of all that exists, but not in a god who concerns himself with the fate and actions of human beings." - Albert Einstein
Integra
Profile Blog Joined January 2008
Sweden5626 Posts
Last Edited: 2009-02-19 22:45:46
February 19 2009 22:45 GMT
#225
some updates on the DarkPylon, When activated each Probe will return +1 mineral.

Only +1 mineral you say? Considering one probe returns 5 minerals +1 mineral means a 20% increase.

Source:http://forums.battle.net/thread.html?topicId=15199332909
"Dark Pleasure" | | I survived the Locust war of May 3, 2014
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-02-19 22:51:08
February 19 2009 22:47 GMT
#226
I am sure someone must have brought this up before but how is autocasting proton charge different from autocasting psi storm?

The UI convention is that powerful AoE abilities that require skill to place are exempt from autocasting.


By the way, has it been noted that using proton charge will help improve players psi storming skills.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
ven
Profile Blog Joined December 2008
Germany332 Posts
February 19 2009 23:20 GMT
#227
I think no spell at all should be autocasted except for ones like Heal that are just humanly impossible to use otherwise. In broodwar even singletargeted spells like blindspot or irradiate weren't on autocast and those were a real bitch to use because of the lack of smart casting. The addition of smart casting should already be enough of a relief for the player.
You can reach the rainbow. I'll be there to help.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
Last Edited: 2009-02-20 00:38:33
February 20 2009 00:36 GMT
#228
On February 20 2009 03:21 InRaged wrote:
Show nested quote +
On February 19 2009 23:35 IdrA wrote:
i wasnt debating you calling it a gimmick, it most definitely is. im just pointing out theres absolute nothing wrong with using gimmicky features if they make the game better.

Nothing wrong with using gimmick when same effect could be achieved without using gimmick. Yeah, right. Makes sense as usual.

Show nested quote +
manual mining is far more significant than this is. if you choose not to use manual mining.... you dont get any money. if you choose not to use mules, you just mine slower. if manual mining wasnt 'game-deciding' this certainly isnt.

You can't choose not to use manual mining, hence "mundane". But whether you send workers to mine perfectly or sloppily has almost zero impact on the game (outside of early/low-eco game) because of the way resource gathering AI works. Besides, there is limit on how many workers you can have per base and when you're approaching this limit or climbed above it adding workers won't give additional income at all.
That's not true for new mechanics, especially not second statement. Therefore, these gimmicks are inevitably more game-deciding and player-demanding than manual-mining. Adding them when you don't even know whether there's need for one is absolutely dumb.
you're kidding right?
as long as you have a non-saturated base you have to go look at it every 20 seconds to do as well as possible. in the mid game when your main and natural arent even saturated this is a very, very big deal. if you dont understand how important it is to send scvs to mine efficiently.... i really dont know what to say. you're just clueless. its far less game deciding if you get a short mining speed boost than if you have half as many workers mining than me. and technically 'not using' manual mining would mean you dont mine at all.

some of us are not idiots. some of us can look at available information and draw conclusions. no time consuming macro mechanic->the game will be almost entirely micro oriented->starcraft players do not want that->call for macro mechanics. so yes, we know theres a call for one.

Show nested quote +
part of going head to head with your opponent in a real time strategy game is seeing who has better multitasking. if he is better at managing his time so that he can return to his base and oversee his economy and production more efficiently than you can he deserves an edge. if you dont like that you should not be playing a real time strategy game.

Manual-mining has nothing to do with multitasking. You can tell this tales to the blizzard, the noobs they are will believe this, since it's pretty difficult for novices to get in rhythm with this hassle. For any amateur who spend couple months, let alone about a year, to play, it requires zero effort to keep this task in mind and execute these stupid several clicks every time he hotkeys/produces reinforcement or builds additional supplies/defenses/gateways.
And it doesn't have any impact on players styles, since something without strict timing can be delayed with no harm for the player.
really?
lets play a game. 50 bucks says i have more workers than you after 15 minutes. hell fucking strelok, 2nd or 3rd best white terran, cant even manage his worker production properly.

macroing well doesnt have an effect on your micro? watch best play.
you can claim its easy all you want. its not.

And you're not the one who can tell me what I should play and what not. If anything, You shouldn't comment on game-developing process if you're eager to put frustrating shit into the game just to raise skill ceiling.

actually it makes me more qualified, for this specific game. theyve said they intend to make it an esport. an esport must have a sufficiently high skill ceiling. so it is necessary to look at the game design with skill level in mind.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
IdrA
Profile Blog Joined July 2004
United States11541 Posts
February 20 2009 01:06 GMT
#229
On February 20 2009 03:24 InRaged wrote:
Show nested quote +
On February 19 2009 23:39 IdrA wrote:
dont have to test something thats common sense. it requires skill in that it requires multitasking, which is a skill. from that it follows that it will create different playstyles, given that there is more to do in the game than can feasibly be done. players will be forced to prioritize. if the game is designed well players will be able to prioritize different parts of the game and still be competitive, leading to different play styles. this is what happened in bw, though it has mostly faded out in the macro era. therefore it can happen in sc2 if designed correctly, time-consuming macro tasks are one of the requirements for that correct design.

BW faded in the macro era because players get skilled enough. SC2 will start from this point. Not from 2004 year. And I demand proof for your claims, because I don't see logic in your "common sense" of how adding macro into sequel of the game that already had slipped in the macro era will help differentiate playstyles.
ya
since sc2 is exactly the same game as sc1
all the same units, the exact same economic setup, no new abilities or features. and they especially havent made it any easier to attack or harass your opponent.
seriously, the only real similarity is the word 'starcraft' in the name. you have absolutely no clue how the game will play. those of us who arent idiots only have a small idea.

is war3 a macro oriented game now? are the players somehow less skilled than starcraft players? if nada went over and played war3 would it become a macro oriented game? obviously not. player skill is not the only determining factor of game style. if the game design does not allow for it, its not gonna happen. hence if sc2 is designed properly, it can make both styles equally powerful. obviously thats not easy to do, but thats not a reason to not try.

Show nested quote +
ya
boxer
what a fag.
?

So, wait a second, micro-oriented playstyle is after all nothing else but cheesy/one-base/low-eco play? And that will dissapear from sc2 with auto-mining and mbs? If no, the point of this comment is?..

what? you made a dumb statement, that playing low econ style would get you called a cheesing newbie and blah blah blah. that quote is just a reply to that. the most beloved sc player of all time is also one of the cheesiest.
obviously micro oriented play is more than one basing. micro oriented play thrives in low econ situations, so it may be more common. but theres alot more to it than that. for instance, mid game you're dropping 2 zerg expos and you have a full econ running yourself. the macro oriented player stims his marines and puts them on hold position, leaving them to kill everything until 2 lurkers come up. by doing so he allows himself to go macro perfectly, thus having a bunch of new units to attack with when the drops are cleared. a micro oriented player spends his time controlling the units from the 2 drops, meaning hes probably gonna kill at least one base. however, because he focuses his attention on micro his production slips, because if you stop watching your marines for 5 seconds they could very well all die. this makes it very difficult to go back and make 10 more marines every 30 seconds. as such the micro oriented player has alot less new units, but his existing units did more damage. in sc it turned out that the macro oriented play style was easier to do and more effective, but ideally both could be equally as strong. thats what we should be aiming for with sc2.

Show nested quote +
you were just telling him he shouldnt be making assumptions without testing, and you're trying to tell us what playstyles will be viable in a game thats pre-beta?

The fuck is this. In sentence you quoted above I was referring to the "then thats your playstyle" which is clearly about BW. And while we're here, it's you who keep insisting that game won't support different playstyles unless there's some crappy gimmick or total step-back to the old UI. It's you who throws unsupported claims only to admit later that people indeed whine a lot about prevalence of macro and then you say there should be more macro-features anyway.
I'm for year saying that people should wait for beta before jumping to the assumptions and before reverting back to the bw-way by either dropping automining or by replacing it with some ugly gimmicks.

there is nothing about that series of quotes that references bw. and given that we're discussing sc2 theres no reason to make that assumption.

the game WILL NOT support a macro oriented play style if there is no time consuming macro task. this is not wild speculation. it is a fact. if it requires no time or effort to macro well... then everyones gonna have near perfect macro. theres not going to be anything to gain by focusing more of your attention on macro, because it wont give you any advantage over people who never move their screen from thir army.
please explain what is wrong with using a 'crappy gimmick'? you keep saying that because you have no real argument and the phrase has a negative connotation that you hope will make people dislike it for no rational reason. it is a decent solution that addresses a problem, a problem that everyone but you (even blizzard) agrees existed.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
omninmo
Profile Blog Joined April 2008
2349 Posts
February 20 2009 01:42 GMT
#230
/Makes Bisu jaw drop face
Spawkuring
Profile Joined July 2008
United States755 Posts
February 20 2009 01:52 GMT
#231
http://forums.battle.net/thread.html?topicId=15199333401&sid=3000

Blizzard is opening a poll for "Do you like the new mechanics?".

Heh, Blizzard just loves to spark macro debates don't they.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
Last Edited: 2009-02-20 01:57:35
February 20 2009 01:56 GMT
#232
i dont have a valid cd key so could someone reply to
Most Pro players that had concerns about the MBS, autocast and Auto mineral like the new mechanics now actually will be enough to replace the building clickfeast. See www.teamliquid.net's forum for more details, even progamers that live in SouthKorea like Idra (also posted on the forums )thinks the new mechanics are excellent. So it looks promising.
[ Post edited by Sallee ]
for me in that blizzard poll thread
with "i dont think theyre excellent. bringing back single building selection and manual macro would have been excellent. these are a passable solution to a problem that shouldnt even exist, but as is it seems its the best we're going to get."
http://www.splitreason.com/product/1152 release the gracken tshirt now available
JohnBall
Profile Joined December 2008
Brazil1272 Posts
February 20 2009 04:24 GMT
#233
Im afraid that SC2 will be very much like warcraft 3. Being able to hotkey all your producing buildings to one single key is really going to take the level of the game down. Bye bye 500 apm players that were awesome to me. Now I will be able to play as well as them with my poor 80 apm.
There is no depth on a game like that.
perfecting the art of five pool forever
furymonkey
Profile Joined December 2008
New Zealand1587 Posts
February 20 2009 04:37 GMT
#234
On February 19 2009 23:06 ven_ wrote:
Show nested quote +
Unfortunately the Mule is still in the prototype phase and has a limited battery supply (timed life).

All units magically have unlimited ammunition and fuel and now some stupid mining cart that gets dropped from outer space runs out of battery after a short amount of time? That's your explanation for them having timed life? Are you kidding me?

I'm all for macro mechanics that intensify and diversify the game but if they're like this I'd rather pass.


Reason why units have unlimited ammunitions and fuels are because of supply depot, MULE most likely won't count as supply user, so it make sense its battery will eventually runs out.
Leenock the Punisher
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
February 20 2009 04:41 GMT
#235
Oh please, show me an RTS game where people have played to the point of perfection that nothing could be done to improve the win chance.... Increasing the skill ceiling is trivial in a real time game: just make it faster. (which can be done by things as trivial as a patch) Its like requiring people to use a DDR pad to move in a FPS as opposed to wasd, since when there is a requirement to move the skill ceiling by that method?

The real issue is strategically degenerate game where every game and every player use the same strategy and mechanics and is thus boring. That is more a issue of balance and depth than mechanics, as classic board games that don't require the DDR have space for individualized styles even without a real time element. On the other hand, DDR don't really have styles since there is one most efficient way that people can move to complete the game.
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
February 20 2009 04:57 GMT
#236
in sc it turned out that the macro oriented play style was easier to do and more effective, but ideally both could be equally as strong. thats what we should be aiming for with sc2.

Well, the hardcore players of SC1 (like here) would certainly perfer this, but it hardly means that a micro game is "worthless" and "skill-less."

If that wasn't the case, every D- player can beat Jaedong in ZvZ and pull July and Boxers out of their ass. There is alot of space in low econ play that is unexplored and I doubt a perfect player of low econ SC exists.

For every point of APM that is removed from macro, one is added to something else, may it be the option to pull boxer lockdowns or dual muta harass. Whether those things work lies in the greater balance of the game and the focus on isolated elements don't mean much. There are more units, more spells and more terrain interactions in the new game for fast and skilled players to find things to do and differentiate themselves.

If you ask me, whats needed is a set of interesting and balanced things to build unique strategies and styles around, and what they are exactly isn't that important since it is a new game.
deathgod6
Profile Blog Joined January 2008
United States5064 Posts
February 20 2009 05:07 GMT
#237
Scanner Sweep: using a satellite in high-orbit, the Terrans reveal a large area anywhere on the map and detect all cloaked units within the target area.

Does that mean terran wasn't originally going to have scan?
4.0 GPA = A rank 5.0 GPA = Olympic --------- Bisu, Best, Fantasy. i ♥ oov. They can get in my BoxeR anyday.
VorcePA
Profile Blog Joined August 2008
United States1102 Posts
February 20 2009 05:32 GMT
#238
On February 20 2009 14:07 deathgod6 wrote:
Scanner Sweep: using a satellite in high-orbit, the Terrans reveal a large area anywhere on the map and detect all cloaked units within the target area.

Does that mean terran wasn't originally going to have scan?


No. The command center upgrade that previously had comsat used to be called something different. Both that old upgrade and the new name now both have comsat.
Shitposting
PH
Profile Blog Joined June 2008
United States6173 Posts
February 20 2009 05:50 GMT
#239
I figured the kinds of mining boosts they gave to toss and terran would more likely have been given to zerg...even with the queen larva thing, zerg is stiiiill boned economically...):
Hello
Ideas
Profile Blog Joined April 2008
United States8142 Posts
February 20 2009 06:48 GMT
#240
On February 20 2009 14:50 PH wrote:
I figured the kinds of mining boosts they gave to toss and terran would more likely have been given to zerg...even with the queen larva thing, zerg is stiiiill boned economically...):



I guess drones mine faster on creep lol

I think queens/creep tumors would be a lot more important if creep did more than just make your units move faster, i think it still needs an extra something (maybe regen health faster or something like that). I like the idea of constructing/controlling the Z base with the queen, I just want to see a little more added to it to make it more important.
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