So can nobody tell me how much of a difference does using the mechanics make in terms of resourcess? (10%,20%,30%, 50%)?
I mean some people say you are forced to use them or lose instantly, while some say you can just ignore them?
So which is it?
12-23-2009, 06:49 PM
#21
So can nobody tell me how much of a difference does using the mechanics make in terms of resourcess? (10%,20%,30%, 50%)?
I mean some people say you are forced to use them or lose instantly, while some say you can just ignore them?
So which is it?
12-23-2009, 06:52 PM
#22
I can tell you, but it will take some math and I dont have the time for that right now... Can you wait for a few days? I'll do the math and send it to you.
It will be a comparison of not using it at all and using the resource harvesting macro mechanics perfectly. (Zerg might be difficult to figure out)
Please stop the spread of Mass Effect!!!
12-23-2009, 06:52 PM
#23
12-23-2009, 06:53 PM
#24
It's interesting to look at the macro mechanics taking into account Blizzard's "easy to learn, difficult to master" philosophy with this. You can be unprecise or even forget about the Terran one (OCC?) since you're allowed to spend all your energy at once. You can also merely use the MULE and ignore the other abilities and you're still not doing too bad. If you do perfect your use of it however you can get a lot of mileage from casting your MULE on time, letting him return resources just before timing out, etc.
With the obelisk that's just not the case. You have to press the sequence of inputs every x seconds or you're unrecoverably behind. It's similar to the worst of starcraft's mechanics, as it's a simple task of which the execution is related mostly to a physical side of the gameplay -- remembering to return every 30 sec.
12-23-2009, 06:54 PM
#25
It's on the level of having high APM or not having high APM.
You will need it to stay competitive if you're a competitive player. If you play for fun, and aren't looking to top the ladders, you don't need to use the macro mechanics. Just like you don't need to make 4+ barracks/factory/starports to play the game and have fun.
12-23-2009, 06:56 PM
#26
I can make similar arguements that micro is an end to a mean. Any way you slice it games are built on task and reward. "Getting there" as you would.
You just consider different tasks more fun. Which is your opinion as a micro player. Macro players consider other tasks fun.
12-23-2009, 07:07 PM
#27
For once, could you try logical followthrough? I'm so sick of having to lead you along like a puppy, pointing out the obvious everyone else can infer.
Macro and micro are BOTH "getting there." What's fun is the outcome.
You have NO idea if I'm a macro or micro player. Don't try to make a point with baseless bullshit.
12-23-2009, 07:12 PM
#28
12-23-2009, 07:14 PM
#29
I'm wondering, why just not have an autocast posibility on the PC,if you look at autocast, it is meant for spells that repeat alot?
Since you said, that the point of the macro mechanics is not to increase the numbers of clicks.
12-23-2009, 07:14 PM
#30
Actually I disagree with that very much. As a player you are going to find much more variance with what you do in the process of "GETTING THERE". I mean, someone who's been playing starcraft for 6 years and still playing, is constantly working on the process of "GETTING THERE", but things like marine vs lurker battles really haven't changed much if at all during that time. The only thing that has changed the micro in starcraft after all this time is the glitches that people have discovered and learned to use.As usual you missed the point.
Yes, fun is having twice the army as the other guy and steam rolling him. But GETTING THERE is not what makes SC fun. And the macro mechanics are part of GETTING THERE. They are FUNCTION, not fun.
Now for spectators I agree, they enjoy the ooh's and aah's of the combat, but as a player, at least for me, the process is a big part of what makes SC a fun game.