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No unit selection cap?

Forum Index > SC2 General
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Meta
Profile Blog Joined June 2003
United States6228 Posts
May 20 2007 02:17 GMT
#1
How do you feel about being able to select as many units as you can? I think that this will make the game feel too much like C&C and not enough like starcraft. I'd be all for increasing the number of units you can select to something like 24, but eliminating the cap all together seems like it would cause balance issues. Imagine if zerg could swarm their whole army with one click!
Also the source is http://au.pc.ign.com/articles/790/790158p1.html
good vibes only
Capt. Moroni
Profile Joined December 2003
United States533 Posts
May 20 2007 02:20 GMT
#2
I don't see a problem with that. You'd still need smaller groups and be able to maneuver, otherwise the units will get torn up.
Oderint dum metuant
IntoTheWow
Profile Blog Joined May 2004
is awesome32278 Posts
May 20 2007 02:20 GMT
#3
I would rather have 15 or so as unit limit. But if they decide to leave it unlimited, dont let units use their powers when grouped with other type of units like with heroes in W3.
Moderator<:3-/-<
azndsh
Profile Blog Joined August 2006
United States4447 Posts
May 20 2007 02:25 GMT
#4
dude... 200 3/3 crackings gogogogogogogo. Imagine the awesomeness. It appears Blizzard is just getting rid of interface limitations as a whole.

Protoss and Terran users have it sooo much easier, especially protoss. WTF, you can move around your entire army with like... #1-5. I can't even get half my lings using that
Bully-Cdn
Profile Joined May 2007
Peru58 Posts
May 20 2007 02:26 GMT
#5
unlimited is great.. of course its gonna help noobs who are too lazy to make hotkeys, but who cares.. any skilled player is going to want much more specific control, and make smaller groups.. i think this feature opens alot for creative micro strats, everyone can have their own unique style of grouping now.
The Trap
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 20 2007 02:27 GMT
#6
I'd prefer a number like 12, 16, maybe 20 (seems a lot to me tho).

But most of all I'm concerned they'll let you hotkey all your gates at once AND build from them (if you could hotkey all your gates and rally point them that'd be fine I think).
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
Yogurt
Profile Blog Joined June 2005
United States4258 Posts
May 20 2007 02:40 GMT
#7
On May 20 2007 11:27 FrozenArbiter wrote:
I'd prefer a number like 12, 16, maybe 20 (seems a lot to me tho).

But most of all I'm concerned they'll let you hotkey all your gates at once AND build from them (if you could hotkey all your gates and rally point them that'd be fine I think).


i wouldnt mind so much if u could hotkey and cycle with tab. but definately not 2 button massing
ok dont not so good something is something ok ok ok gogogo
Zeenix
Profile Joined May 2007
United States47 Posts
May 20 2007 02:46 GMT
#8
Zerg would own if they could select all their larva at once and just hit "z."
I like pie.
dudel
Profile Joined December 2006
Germany188 Posts
May 20 2007 02:53 GMT
#9
I think it is good for the casual players who wondered why there is a cap in sc1 and they will use it. But also for the professionals who need to group their different unit types and this is one point of skill difference between casual and good players. So it is a win-win situation for both parties.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 20 2007 02:54 GMT
#10
On May 20 2007 11:40 Yogurt wrote:
Show nested quote +
On May 20 2007 11:27 FrozenArbiter wrote:
I'd prefer a number like 12, 16, maybe 20 (seems a lot to me tho).

But most of all I'm concerned they'll let you hotkey all your gates at once AND build from them (if you could hotkey all your gates and rally point them that'd be fine I think).


i wouldnt mind so much if u could hotkey and cycle with tab. but definately not 2 button massing

Yeah, I think I actually wrote the exact same thing in another thread, great minds think alike?
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
azndsh
Profile Blog Joined August 2006
United States4447 Posts
May 20 2007 03:03 GMT
#11
Just because you can make one large group for gateways and such doesn't make all that big of a difference, since everybody has the same advantage. Macro isn't just about forgetting to build; timing is more important at higher levels anyway. Again, for very large groups, it's still useful to group units separately and make sure they attack in a certain order and stuff.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
May 20 2007 03:08 GMT
#12
I'm for it. You can still select 12 units if you want to, it's not like they'll go OMG we will have massive unit selection now u cannot specialize units anymore! :D

But yeah what WOW said is very right, if you select all units you will only get atk/patrol/stop command instead of spellcasting ect
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 20 2007 03:10 GMT
#13
I'd much prefer something like.. 16 unit cap, but you can press tab to jump between unit types selected a la warcraft 3.

That is if anything has to be changed from the way starcraft works

I'd prefer that, over unlimited select.
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
Locked
Profile Joined September 2004
United States4182 Posts
May 20 2007 03:10 GMT
#14
i would also rather simply have a larger unit cap (16..20..24... w/e) rather than an unlimited one but i guess i'll need to see SC2 in play to make any real judgements =\\
UMS map pack http://teamliquid.net/forum/viewmessage.php?topic_id=50442
TheOvermind77
Profile Blog Joined March 2007
United States923 Posts
May 20 2007 03:12 GMT
#15
Zerg users should understand why this is a necesity...

It is rough to use groups to make your friggin' lings go when you already have 1-6 hotkeyed as hatcheries...
Awaken my child, and embrace the glory that is your birthright. Know that I am the Overmind; the eternal will of the Swarm, and that you have been created to serve me.
pooper-scooper
Profile Joined May 2003
United States3108 Posts
May 20 2007 03:15 GMT
#16
I agree with having a larger cap, say 20 units, but I think I'd have to play the game a bit to decide on the exact number.
Good...Bad... Im the guy with the gun
oneofthem
Profile Blog Joined November 2005
Cayman Islands24199 Posts
Last Edited: 2007-05-20 03:18:34
May 20 2007 03:17 GMT
#17
I agree this affects gameplay severely. Whether this is a good change or not, it is a huge change. I do not know why they did this, a 16 unit selection limit would be much better than limitless.

But, how reliable is this source?
We have fed the heart on fantasies, the heart's grown brutal from the fare, more substance in our enmities than in our love
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
May 20 2007 03:17 GMT
#18
I think large scaled and small skirmishes will be different but still be challenging. IE Hotkeying different unit groups so they are seperated to perform specific spells etc. And this idea improves large scale battles for many users. I think they did a good thing, though it may or may not have dumbed it down a bit.
Treatin' fools since '87
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
May 20 2007 03:19 GMT
#19
On May 20 2007 12:17 oneofthem wrote:
I agree this affects gameplay severely. Whether this is a good change or not, it is a huge change. I do not know why they did this, a 16 unit selection limit would be much better than limitless.


In the gameplay trailer, there were like 120 zerglings bursting out of nydus worms. Imagine trying to control that smoothly with a 16 unit selection limit. It seems likely that they've decreased the strength of zerglings and increased their numbers significantly (You see how pathetic they were against the ~12 zealots?) so it makes sense to have no selection limit.
DrainX
Profile Blog Joined December 2006
Sweden3187 Posts
Last Edited: 2007-05-20 03:20:20
May 20 2007 03:19 GMT
#20
If there was no selection cap in starcraft or if it was 24 istead of 12 then I think that that would affect terran the least. Terran still have to micro all their unit sand cant just attackmove their entire army in a general direction. Since it looks like the other races or atleast protoss are moving in that direction too with more units having special abilitys and more need to micro them individualy if you want more out of the units I dont think that this higher cap will affect starcraft 2 as much as it might have affected starcraft if it was introduced now.
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