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Thread: TeamLiquid Macromanagement Article

  1. #41

    Default Re: TeamLiquid Macromanagement Article

    Quote Originally Posted by Kimera757 View Post
    Because some hardcore fans bitched about it.

    For them, the manic switching from base to combat to base to combat is exciting. However, newer fans and casual gamers tend to prefer engaging in combat rather than just watching it.

    The reports from Teamliquid seem to indicate that the new macro is boring and often overpowered, and in theory might force players to do nothing but spam the macro abilities (just like SCI forced you to spam "select worker and right click it on resources" every time you heard one being produced).?
    From Chills macro article
    "This being said, I really did like all three of the macro mechanics. A lot. They fit well and seem like they will eventually open up new timing choices when the game draws closer to balance. I really hope they are slightly tweaked and allowed to remain a fundamental part of the Starcraft II economy."





    Quote Originally Posted by Kimera757 View Post
    *This really needs an acronym. Any takers?
    "select worker and right click on resources"= manual mining

  2. #42
    deadlock's Avatar Junior Member
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    Default Re: TeamLiquid Macromanagement Article

    Quote Originally Posted by ArcherofAiur View Post
    I said it as a reference to WC3.
    not really the case in wc
    writing rhymes in my captain's log, Black Star date
    mcs fake like Egyptian gods in Stargate

  3. #43

    Default Re: TeamLiquid Macromanagement Article

    Quote Originally Posted by ArcherofAiur View Post
    I said it as a reference to WC3. Out of curiosity do you know how they got the idea for WC3? It started as an experiment with Starcraft to make it micro focused.
    Lol! Where did you got that?! WC3 started as a game with heavy RPG style influences, and much less RTS. I remember that. Then some huge shit happened, people got away, and they maked it an RTS game.

    Look: http://web.archive.org/web/200008170...zard.com/war3/

    It was had huge differences with the RTS model. Sadly, it seems like they couldn't make it a reality, and finally settled with a much more classical approach. A pity, i was very interested on their original idea.
    Last edited by Norfindel; 09-12-2009 at 09:40 PM.

  4. #44

    Default Re: TeamLiquid Macromanagement Article

    less time on spamming "select worker and right click on resources"*, which takes up a huge amount of time.
    Technically, it doesn't take very much time. What it takes is mindshare. You can't get too caught up in microing, or your macro will greatly lag behind. Or, at least theoretically, if the current battle is critical you can ignore macro in favor of making your army finish the game.

    Note that this is almost never a good idea in practice, which is one of the macro problems in SC1. If it really is a death blow, then a semi-death blow can still lead to your victory, just not right now. Whereas if you think it's a death blow and they stop it (Psi Storms being the biggest offender here), you're behind on your macro and just lost your army. In reality, there's no comparison; spend time on your macro if you have any macro tasks to do.

    Besides, the main time-taking task for macro wasn't putting workers on the minerals; it was building units. Click building, press key. Repeat up to 10 times per cycle (in the case of late-game).
    "When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis

    "You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics

    "We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder

    StarCraft 2 Beta Blog

  5. #45

    Default Re: TeamLiquid Macromanagement Article

    I think overall I wholeheartedly agree with Chill's article, especially with
    the four steps he described to make good resource macro mechanics:

    1 — Make 'em equal
    2 — Make 'em pay
    3 — Make 'em choose
    4 — Test for abuse

  6. #46

    Default Re: TeamLiquid Macromanagement Article

    Quote Originally Posted by Norfindel View Post
    Lol! Where did you got that?! WC3 started as a game with heavy RPG style influences, and much less RTS. I remember that. Then some huge shit happened, people got away, and they maked it an RTS game.
    I remember that. But the very begining of it was a test they did in Starcraft where they increased the unit HP by like 3X and did some other changes to make it micro focused. I would find the article on the internet but I have abosultly no clue what to search for.

  7. #47
    Jmac's Avatar Junior Member
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    Default Re: TeamLiquid Macromanagement Article

    I really enjoyed reading Chill's TeamLiquid article.

    Thanks for the heads-up, Archer!

  8. #48

    Default Re: TeamLiquid Macromanagement Article

    Well, I read half of what everybody has to say. I think the macro mechanics are positive additions. I am happy to see that spawn larva is strong at the moment, after most of us were getting a vibe that Zerg were behind balance-wise.

    I mostly played Terran at Blizzcon and I thought the supply drop and the Mule were cool. But of course, I'm sure Mule is definitely the best overall for competitive players. The fact that an average joe can have an "Oh crap!" option in a normal game when he realizes he forgot to build a supply depot is still a fun and positive addition.

  9. #49

    Default Re: TeamLiquid Macromanagement Article

    Quote Originally Posted by Asfastasican View Post
    Well, I read half of what everybody has to say. I think the macro mechanics are positive additions. I am happy to see that spawn larva is strong at the moment, after most of us were getting a vibe that Zerg were behind balance-wise.

    I mostly played Terran at Blizzcon and I thought the supply drop and the Mule were cool. But of course, I'm sure Mule is definitely the best overall for competitive players. The fact that an average joe can have an "Oh crap!" option in a normal game when he realizes he forgot to build a supply depot is still a fun and positive addition.
    The macro mechanics must not be used to balance out huge balance deficiencies. That would be pathetic, and remove any choice about their use. The game must be balanced with and without the macro mechanics. No race should depend on them to remain competitive.

  10. #50

    Default Re: TeamLiquid Macromanagement Article

    Quote Originally Posted by Norfindel View Post
    The macro mechanics must not be used to balance out huge balance deficiencies. That would be pathetic, and remove any choice about their use. The game must be balanced with and without the macro mechanics. No race should depend on them to remain competitive.

    Why does the game need to be balanced without the macro mechanics. Thats like saying the game should be balanced without workers or making production buildings. The macro mechanics are a fundamental part of playing the game just like making supply.

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