What do you think about suggested changes to macro mechani…
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Heyoka
Katowice25012 Posts
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Thouhastmail
Korea (North)876 Posts
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-NegativeZero-
United States2140 Posts
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Yiome
China1687 Posts
Slower economy, lower difficulties and give a more enjoyable experience to new/causal/low level players, (combined with other changes, for example increase both effect and cost of chrono/ larva injects) make macro more strategy and less mechanics requiring | ||
phantomfive
Korea (South)404 Posts
The implementation would be: the queen has a button you can right-click to turn on autocast of larval inject. This is similar to how SCVs have auto-repair right now. | ||
Aocowns
Norway6070 Posts
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Aocowns
Norway6070 Posts
On August 02 2015 04:15 phantomfive wrote: Automating something like larval inject could be a good thing. Why? Because pros do it perfectly already, so it's not an issue for them (I don't think I've seen a game where it mattered since 2013 or something). Making larval inject automatic would only help noobs have more time for fun stuff, like strategy. The implementation would be: the queen has a button you can right-click to turn on autocast of larval inject. This is similar to how SCVs have auto-repair right now. pros absolutely do not do it perfectly, like at all. It is, and pretty much always has been, one of the specific strenghts of players like Soo no matter if you feel like you've seen it or not, as far as i know | ||
VGhost
United States3605 Posts
On the other hand, a macro mechanic really would be useful if it were rarer and had a real strategic value instead of there being a clear "right" way and it being just something fiddly to take care of. E.g. if a Mule were 200 energy there's more of a choice "minerals now and do without scan, or have scan available for the next 5 minutes" or whatever. Automation is clearly the worst option. | ||
shin ken
Germany612 Posts
If I want more action and micro I would be playing warcraft 3 which is a much better game for that style of rts and awesome in its own right. Maybe toning it down a bit is ok if it's a better experience for the majority of people, but at least keep it as a viable option for players who actually like to do that and don't punish players who like to look to their base and optimise their macro even in the middle of great pressure. Also auto-inject sounds lame. That's just like regular larva spawning but accelerated. If you really had to simplifie the mechanic, I would rather suggest being able to inject bases multiple times, and tweak queen mana and queen starting mana accordingly. | ||
TheDougler
Canada8298 Posts
Larva inject is almost none of those things. You know when you fuck up, but it's not as obvious to spectators. If you miss injects you lose, at any point in the game. If you accidentally bank energy, hopefully you spent money on macro hatches. Or else you can't inject again, might as well spend that energy on creep. Macro hatch is fine for one base, but newer players won't see pros building macro hatches for every expansion so they might not realize why they're losing. Chrono and Mules share more with creep spread (in my opinion) than they do with larva inject. I know that sounds crazy, but hear me out. 1. If they're banked, it's not the end of the world, you can fire off a few of them (moreso for mules, but there's always things to Chrono). 2. If you miss them, it's not the end of the world. You can still make guys and get them where they need to go, it just takes a bit longer. K, fine, maybe they do have more in common with larva inject now that I type it out. I still think overall they're far superior mechanics. Tho while we're talking about macro mechanics... It seems like supply drop could use a buff. | ||
Cyanocyst
2222 Posts
But Then i thought ...i wonder how the pros would spend the extra apm they have to spare. Could this lead to more tactical play of units, get rid of 1a syndrome? Make more small skirmishes all over the map more, where were just left in awe as each player keeps up and micros every fight? Or would it lead to simply a lower skill cap? Either way a decision on this shouldn't be made to appease casuals (myself included), it should be made because it makes for a better esport on the pro level. In order to steer it towards the former, the economy might need to be looked at. Edit: And Automation is the laziest option. Tweaking or getting rid of the mechanics will require some rebalancing. Automation seems like it just serves to make things easier for lesser players. | ||
imJealous
United States1382 Posts
The macro mechanics feel like something that increases skill and difficulty while also hitting the fantasy aspect just right. If you take a step back away from the esports side of things and remember your 12 year old self playing starcraft for the first time again, it makes sense to imagine yourself as the insidious insectoid horror planting eggs in your hive. It makes sense as the human colonists to be calling down mechanical labor machines to help you develop your settlement. And as the super advanced, psionic, teleporting aliens, it feels right to have the ability to manage the flow of quantum energies throughout your base to super charge your powerful alien technologies. This was an aspect of the game that was right for the hardcore player because of what it meant for mechanics and skill differentiation, but was also right for the casual or first time player because it reinforced the fantasy of what this game is a simulation of: space exploration and conflict. It would suck to see it disappear or become marginalized. | ||
SuperHofmann
Italy1741 Posts
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swag_bro
Japan782 Posts
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Shield
Bulgaria4824 Posts
On August 02 2015 22:24 swag_bro wrote: Remove them totally. Brood War didn't have them and it was a successful game with tons of views Exactly. They're not fun as well. | ||
NyxNax
United States227 Posts
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Wrathsc2
United States2025 Posts
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Bastinian
Serbia177 Posts
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CycoDude
United States326 Posts
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BisuDagger
Bisutopia19137 Posts
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