Page 2 of 6 FirstFirst 1234 ... LastLast
Results 11 to 20 of 57

Thread: Karune on Building placement

  1. #11

    Default Re: Karune on Building placement

    I usually agree with Spychi, but I cannot see why building rotation is good. First of all Red Alert 3 is made by EA....and it wasn't that good, didn't have pro level and has a weak community now.

    Rotating buildings would as said before destroy readability. It makes no sense and has no purpose therefore why complicate?
    Quote Originally Posted by DemolitionSquid View Post
    I want my name in bright yellow, to represent "Forum Douchebag."

  2. #12

    Default Re: Karune on Building placement

    (Well, I guess just because it was a bump doesn't mean we can't talk about it.)

    I don't see the tactical point in rotating square buildings, since the exit point is no longer fixed at the lower left side of the building (and instead depends on which direction the rally point is). However, I can see some tactical use in rotating rectangular buildings and being able to add add-ons in various places. Bunkers and Supply Depots in SC:BW always drove me nuts, since you could wall more easily horizontally than vertically.

    On a similar note, I have hopes that they will allow free terrain rotation -- or at least at 90° intervals -- so that one can see the field from his/her desired point of view. This will be especially important as demonstrated by an incident in Battle Report #1 where a small battle took place completely obscured by a piece of terrain.

  3. #13
    Pandonetho's Avatar SC:L Addict
    Join Date
    May 2009
    Posts
    5,214

    Default Re: Karune on Building placement

    Bunkers are the size of factories now I think, I could be wrong.
    And supply depots are no long 2x3, but 2x2. (Could be wrong here as well)

  4. #14

    Default Re: Karune on Building placement

    This will be especially important as demonstrated by an incident in Battle Report #1 where a small battle took place completely obscured by a piece of terrain.
    When was this? I don't remember that.
    "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. #15

    Default Re: Karune on Building placement

    Quote Originally Posted by Nicol Bolas View Post
    When was this? I don't remember that.
    During one of the Terran raids on the Protoss expo at the eastern high-yield minerals, a few hellions and some other units were fighting behind a double-stacked "temple" tileset tower. You could not see the fight going on at all. I'll see if I can get a link to the correct time signature.

    EDIT: Here it is http://www.youtube.com/watch?v=iDFp6ENWNVA#t=7m20s
    Last edited by n00bonicPlague; 05-14-2009 at 07:08 PM. Reason: adding video

  6. #16

    Default Re: Karune on Building placement

    Quote Originally Posted by n00bonicPlague View Post
    Umm, guys...



    ...that response was from 11/14/08

    A Bashiok impersonator bumped it.
    Meh, nothing else of relevance to discuss or argue about. We've pretty much exhausted all discussion topics and are just waiting for the beta.

  7. #17

    Default Re: Karune on Building placement

    Quote Originally Posted by Blazur View Post
    Meh, nothing else of relevance to discuss or argue about. We've pretty much exhausted all discussion topics and are just waiting for the beta.
    True......

    ......but I am about to post on a subject that I cannot recall getting a single blue post on -- EVER.

  8. #18

    Default Re: Karune on Building placement

    It would be useful imo. Easier to block your ramp with depot by having more efficient placement of your depot.

  9. #19

    Default Re: Karune on Building placement

    Realistically, no one will lose time by rotating it's buildings. If not being able to rotate them raises some problem (like: being difficult to wall-in in some situations), i think it's better to solve the problem by other way than allowing the building to be rotated, because it's a waste of time to do that.

  10. #20

    Default Re: Karune on Building placement

    This would really only be advantageous for Terrans, that in addition to the fact that Red Alert 3 was a failure.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •