Re: Assign Queen to Hatchery
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Originally Posted by
Nicol Bolas
Mutant larva were mobile; you could put them in Nydus Worms or Overlords. But they also cost food. So you could stockpile them, but you had to pay Overlord costs to do so.
Yeah, you could stockpile them like you can with spawn larvae, I mean I guess the idea is you have a variable army anywhere you chose. But that just doesn't strike me as particularly useful.
Though it'd be much more macro-heavy than spawn larvae is, actually... and if it just worked like spawn larvae, it'd be a lot more versatile than it... and it'd be a bit of a nerf, because you wouldn't be able to just make tons and tons of larvae and then mutate them...
Hrrmm... I'm kinda undecided now...
Re: Assign Queen to Hatchery
Quote:
Originally Posted by
Aldrius
I don't really understand how that would have worked now...
Unless the mutant larvae were REALLY fast... they'd just wind up serving the same purpose that spawn larvae does now.
Well they did drop the morphing time by a bit, and thet could be useful for forward positions where you might want to replenish your forces, but not have a hatchery on site to do so (8 Morphalisks, which is what they were called,could fit in an OL, yet provides 2 OL worth of units). And as Bolas said, they also cost Control.
Re: Assign Queen to Hatchery
Quote:
Originally Posted by
MattII
Well they did drop the morphing time by a bit, and thet could be useful for forward positions where you might want to replenish your forces, but not have a hatchery on site to do so (8 Morphalisks, which is what they were called,could fit in an OL, yet provides 2 OL worth of units). And as Bolas said, they also cost Control.
Yeah, but why not just build the units at the hatchery and move them into battle that way?
The only real advantage it provides over spawn larvae is variability. You can change them into anything you like instantly. Rather than spawn larvae which has all the normal build-times.
I kinda like it more now to be honest... it'd give spreading the creep another purpose. Getting your mutant larvae to the front lines so they can instantly morph into whatever units you need.
Ugh, I REALLY like this ability now. Damn it. Stupid APM sinks.
Re: Assign Queen to Hatchery
Quote:
Originally Posted by
Nicol Bolas
No, you won't.
Despite my general distaste for it, my macro has always been better than my micro. And in SC2, that's no different. I can keep SL going, not perfectly, but reasonably well.
This does not make it enjoyable. It does mean I get to win games, but the act of playing is not enjoyable.
And i can vouch that it is enjoyable
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Yeah, we wouldn't want strategy in our Real-Time Strategy game :rolleyes:
Spawn Larva adds strategy to the game even if its not "push button 1 OR button 2" variety.
You need to seperate action from decision. They are two different things in this game. They can can coincide at times but often dont. For instance your openent has many zealots so you decide to counter with hellions. Thats a decision. You go back to your base and hit the appropriate keys to make 4 hellions. Thats an action. They were not the same thing.
Re: Assign Queen to Hatchery
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For instance your openent has many zealots so you decide to counter with hellions. Thats a decision. You go back to your base and hit the appropriate keys to make 4 hellions. Thats a action.
No, it's a decision. How many Hellions to build to counter them? Why not 3 or 5; why did you choose 4? Do you invest in a Reactor to produce them, or are you willing to wait?
Re: Assign Queen to Hatchery
Quote:
Originally Posted by
Nicol Bolas
No, it's a decision. How many Hellions to build to counter them? Why not 3 or 5; why did you choose 4? Do you invest in a Reactor to produce them, or are you willing to wait?
How many hellions to make is a decision. Not four decisions. I can decide I want to make 4 hellions 30 seconds before doing the action. I can decide I want to make 4 hellions while moving a marine somewhere on the otherside of my map from my factory. I can decide I want to make 4 hellions before i even start the game.
One decision (made at any point in time before the actions)
Four actions (execution/mechanical skills of gameplay)
Every wonder why there is no Shift M = 1 marine for each select barracks?
Re: Assign Queen to Hatchery
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Every wonder why there is no Shift M = 1 marine for each select barracks?
They didn't bother to put it in? At least not yet.
There's no reason not to include it otherwise. I mean they obviously aren't against building multiple units at once with the click of a button. That's how it worked for the Zerg in SC1.
They should make it as easy as possible to translate that decision into the game. They should not create FALSE impediments to building hellions. The impediments to building hellions are that you need resources, you need time, you need to build factories. Not that you need to click more. The clicking is just telling the game what you want to do when.
Re: Assign Queen to Hatchery
Quote:
Originally Posted by
Aldrius
They didn't bother to put it in?
You think they just forgot? Never occured to them?
Kind of like how they forget to let players hotkey more than one building SC1 :rolleyes:
Re: Assign Queen to Hatchery
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Originally Posted by
ArcherofAiur
You think they just forgot? Never occured to them?
I dunno about never occurred to them, but they probably just didn't think it was something that would get all that much use from people.
They're not excluding stuff solely to make it harder for people to macro...
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Kind of like how they forget to let players hotkey more than one building SC1 :rolleyes:
Again, they probably thought people wouldn't use it. Or it was a limitation of the technology.
Re: Assign Queen to Hatchery
Quote:
Originally Posted by
Aldrius
They're not excluding stuff solely to make it harder for people to macro...
There is this misconception that harder is a bad thing. That clicking when there could be a way that requires less clicking is bad.
That if Blizzard is making you click when you dont have to then they must have just forgot to "fix" it.