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[O] Q&A 49 - Page 14

Forum Index > SC2 General
275 CommentsPost a Reply
Prev 1 12 13 14 All
KungKras
Profile Joined August 2008
Sweden484 Posts
Last Edited: 2009-02-20 19:56:58
February 20 2009 19:50 GMT
#261
The people that call the new macro mechanics gimmicky and unintuitive really don't know what they are talking about. The new macro stuff does much more to the gameplay than to just affect macro. Like mentioned earlier, mule drops in a tank push will be sweet :D
"When life gives me lemons, I go look for oranges"
Strayline
Profile Blog Joined January 2009
United States330 Posts
Last Edited: 2009-02-20 21:43:02
February 20 2009 21:42 GMT
#262
I'm actually pleasantly surprised. Perhaps I shouldn't be, but at least all three mechanics require you to watching your army for a bit you attend to them. I was afraid it would be like "Summon Uber Worker" every thirty 3 minutes that would then go automine like the rest and all you would have to do it hit an extra key every once in a while when you spammed your normal workers. Now you have to do an AOE spell, cast on a building, etc.

Of course, the big question is how often you can use this stuff. If you have to MULE every 30 seconds, that's like almost like having to go back to your rax. If it's every 5 minutes I dunno how much of a difference it's actually going to make.

Hopefully the beta at least get something reasonable although I doubt it will really push a pro-gamer's macro.
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
Last Edited: 2009-02-21 01:18:38
February 21 2009 01:17 GMT
#263
On February 21 2009 06:42 Strayline wrote:
Of course, the big question is how often you can use this stuff. If you have to MULE every 30 seconds, that's like almost like having to go back to your rax. If it's every 5 minutes I dunno how much of a difference it's actually going to make.
The scan and the extra supply both cost 50 energy, the mule proly costs about that to compete. So if you have multiple command centers you could proly use it even more often than 1 ever 30sec.

edit: lol it's my birthday, if it wasn't for that icon by my name I would never remember ^^
Great people talk about ideas. Average people talk about things. Small people talk about other people.
dmetheny
Profile Joined July 2008
United States146 Posts
February 21 2009 08:54 GMT
#264
I really like the direction this is heading. It allows for even greater distinction between micro and macro players. Micro players will hardly ever have to look at their base's with mbs and automine, while macro players who babysit their dark pylons, mules and extra larva will be able to produce massive economies unheard of in BW.
stack
Profile Blog Joined March 2006
Canada348 Posts
February 21 2009 09:49 GMT
#265
overcomplicated bullshit

simpler is better.

life is short, dont F it up
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-02-21 14:33:47
February 21 2009 14:30 GMT
#266
On February 21 2009 18:49 stack wrote:
overcomplicated bullshit

simpler is better.


Good point. We should remove the mothership to balance it out.


OH and the thor and the night hawk and the nullifier and the infestor and the....
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
CongoJack
Profile Joined February 2009
Canada417 Posts
February 21 2009 15:01 GMT
#267
So far I'm liking these new mechanics they sound alright hopefully they turn out ok.
Error Ash
Profile Joined July 2008
Germany177 Posts
Last Edited: 2009-02-22 09:07:01
February 21 2009 17:39 GMT
#268
On February 20 2009 10:56 IdrA wrote:
i dont have a valid cd key so could someone reply to
Show nested quote +
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."

Mod edit: I'm not that big on spoilers, but when the event ended just a few hours ago I think you should at least spoiler this stuff.. - FrozenArbiter
+ Show Spoiler [Broodsport spoiler] +

Could someone also reply to that, that IdrA is only pro in talking big, which he proves again and again especially in TSLs, Liquibitions, and all other tournaments he ever attended?! Thanks.


Edit: Yea sry thats a little off topic :p Was in rage because IdrA lost again i with that i lost a bet...


Edit2: Yea you're right FA, didn't think about that, sry
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
February 21 2009 18:50 GMT
#269
pretty much info in this q&A

I like the new things, but the supply will be used to give it more hitpoints only if a few stalkers try to break the terran wall imho

not much used
https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
TL+ Member
lololol
Profile Joined February 2006
5198 Posts
February 21 2009 18:51 GMT
#270
How about splitting the CC upgrade, this way the terran will have to make to devote the CC to econ/maphack/defense. The supply calldown is pretty weak, so it can go to the defense upgrade, this way there won't be a superior energy requiring ability in the same upgrade and the calldown will actually be used.
I'll call Nada.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
February 22 2009 00:45 GMT
#271
Another thing to note is that with the Sensor towers terran are no longer so dependant on Scanner Sweep for intel.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
DoX.)
Profile Joined December 2008
Singapore6164 Posts
February 22 2009 08:19 GMT
#272
[image loading]


=

+ Show Spoiler +
[image loading]
+
[image loading]




ImgGartok
Profile Joined August 2007
United States216 Posts
March 06 2009 05:11 GMT
#273
On February 19 2009 04:28 Teejing wrote:

Everything is better than a wc3 hero for Zerg. =)


I didn't realize war3 heroes were non-unique, increased unit production and were fragile and easily killable. I also didn't know that queens got stronger and gained levels for killing enemies.

Wait a sec, how is the queen at all like a war3 hero again?
ImgGartok
Profile Joined August 2007
United States216 Posts
March 06 2009 05:29 GMT
#274
On February 19 2009 09:30 fusionsdf wrote:

I think its pretty obvious which is more intuitive. On one side you have the concept that selecting a single building will allow you to do something with that building. This has been in RTS since the early 90's (since the birth of rts) because its so intuitive.


Actually when I played StarCraft for the first time nearly a decade ago I remember thinking 'wtf I can't select multiple buildings.' Obviously that didn't stop me from playing the game back then, but when War 3 came out I remember thinking of how ironic that the game with no macro had MBS and SC didn't have it.

Are the new mechanics a bit clunky? Yes. They need a little bit of refinement. But I think you're being a bit presumptuous to think that 'Using an ability from dark pylon to make my probes mine faster' is a concept far beyond the capability of the average human being or something. There's a lot of things you wouldn't know in SC if you didn't first play a tutorial, read the manual or heck, just experimented by yourself.

Ultimately I think players should be rewarded for having good apm AND good judgment when it comes to macro (Should I use this energy for mules or save it for scan? Should I use this energy to cloak or power my probes?) Not to mention the options, strategies and build orders these new mechanics add. The thought of savior with several queens and hatcheries massing larvae... scary. Compared to SC:BW where players are simply rewarded more for APM than judgment in terms of macro.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
March 06 2009 06:57 GMT
#275
thats not really true, these mechanics may exaggerate the decision making process but significant thinking does go into having really good macro in sc1. oov's mechanics werent great, macrowise. he didnt constantly spend perfectly and he missed depots and whatnot, but he played so smart in terms of when to power and when he could fit in another expo and when to add production facilities that he always had more units than people who never went over 200 minerals.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
3clipse
Profile Blog Joined September 2008
Canada2555 Posts
March 06 2009 23:05 GMT
#276
Haven't played SC2 yet, but Zerg is really impressing me the most. It may very well be balanced, but Protoss and Terran have lost a lot of units and abilities that really defined the races to me and haven't been replaced with anything that cool. I was looking forward to the collosus, but hearing that it's garbage in the current build really dissapointed me.
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