Seemed like such risky play to me. All the time I'm thinking mvp doesn't have the units to hold any serious threat. But his opponents never get to attack him propperly due to constant aggression. dat multitasking.
After a while though you really start to watch the minimap to see what the casters are missing (a whole lot!). Who knew, watching vods is good for your minimap awareness.
Well, after casting for 4 days non stop while jetlagged I'd start missing shit as well though.
The PAX RedBull LAN event, Trial of the Xel'Naga tourney was fucking hilarious. Watching Day9 and a bunch of nerds fuck with pro players by dropping nukes, storms and baneling landmines all over the map was amazing.
Heart of the Lets Make This Game Even Easier.
God fucking damnit, Blizzard. I want you to raise the skill ceiling, not lower it some more.
LOL SIGNATURES.
@Tai Shit missed that, brb checken for VoDs on Day9.tv
@Sirrush What did I miss? Another showmatch?
watched some people streaming hots beta, wtf is it me or are the new helions insane
i had to check some streams to find out whats going on and
wtf
seriously next time they are gonna make marines auto split vs banelings and stalkars auto blink when out of shields
wtf
(workers auto mine and split at the start of the game and you can see how saturated your base is)
this is elitist bullshit
why not introduce some other arbitrary skill requirements then like making you dodge a zealot with a probe on the corner of the map for the whole game?
splitting the workers at the start of the match doesnt require "skill" its neither a matter of strategy or apm or multitasking its just a trick you learn;
more importantly it has such a negligible effect on timing and initial resources that if you are below masters league I bet you to post a reply were you won or lost over worker split
If you are below code S, you won't notice the difference. Even then, you won't notice the difference. Its a one-time bonus of 5-10 minerals 1 second faster over your opponent, oh baby. Plus, idle worker splitting is potentially even better than manual splits if you are fast enough (which is what I always did).
you're talking about auto mining
but i was thinking more about that saturation notice
actually after reading about some lag problems at the start of the game in cross region games i think auto mining is ok
but srsly counting your workers should be your problem, it's not bw where counting workers in mineral line is hard
Fighting against the UI is not "skill", its illusory difficulty. SCBW was full of that kind of crap because the game was ancient and the engine itself cludged. A feat for its time, but hardly a point to look to for game-design inspiration. You aren't going to suddenly be a better player because you don't need to put as much effort mentally counting workers as you did before, you're just going to be a less bad player. Arguing against little UI improvements like this is the same kind of whining that the elitists on TL raged about in the SC2 beta because you could have your units rally automatically!
Nobody but elitist BW players care about that kind of crap, and they are the exact kind of hyper-minority that all game studios need to dutifully ignore when creating a squeal.
if we are going in this direction i would like to point out one thing, and that's about unit selection
in bw you could select only 12, and in one interview from couple of years ago (i found it on TL, too bad I didn't bookmark it), one of blizzard's game designers said that back then bw engine easily allowed for max 255 units selected, they just opted for 12 because otherwise they felt like the game was too easy and beta testers just went for making deathballs and crushing them one after another
(surprisingly that's one of the key points bw elititsts have against sc2)
i'm no bw elitist, but why change something which was good and universally acclaimed, sure everyone will get used to it next week but was it really needed?
and yeah, it will help me, but it feels like i will lose small advantage over my opponents on my level where i could keep track on how many probes i have in my bases
I'm sure unit pathing played a larger part of that decision than they'd care to admit. Pathing in BW is hilariously bad (dragoon syndrome anyone?), and the more units moving together the worse those calculations get. Even if they decided 14 years ago that it was more "fun", pretty much the entire game industry decided differently. You simply cannot re-launch broodwar with broodwar's horribad UI and expect anyone to play it. There are far too many RTS games out there to compete with. Launch a product without a snappy, intuitive UI and it will fail oh so hard, regardless of what IP branding you've got.
Next you're going to complain about smartcasting, waypointing, or any of the dozens of UI changes from the original. What level are you playing at? If you are below top 25 masters, your econ control is not as good as it should be. At my peak I was mid-masters, and there was still a ton of tightening of timings and econ control I could have improved. Having to keep mental track of each bases probe counts is dumb, and it doesn't make you a better player. It just makes you not a bad player. SC2 is one of those games where even a minor difference in skill is going to get you flattened, and the game already has about 10 different individual "are you doing this EXACTLY RIGHT?" checks to make per second. This change isn't going to produce any observable change at all in players peak skills, its just going to eliminate a tiny bit of illusory difficulty that fighting with the game client is.
i'm no bw elitist, but why change something which was good and universally acclaimed, sure everyone will get used to it next week but was it really needed?
and yeah, it will help me, but it feels like i will lose small advantage over my opponents on my level where i could keep track on how many probes i have in my bases
Its the same kind of shit that happens when some old EVE bittervets argue against common-sense improvements to EVE's UI, because it removes "skill". Or the kneckbears on MWOMercs arguing that every player should have to memorize every weapons stats, with no hint to what they are in the client, because (and I shit you not), that's what a real "mechwarrior" would do. The game is to fight against your opponent, not play "count the probes" every minute for every base you have.
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