What was shown at WWI was very much a work-in-progress Cavez. We will continue to work on different ideas for a new gas mechanic until we find something that meets our needs or until we discover that all possible solutions are worse than what we currently have. We have tried at least a dozen different gas systems in the last few months as we have explored what works and doesnt work inside StarCraft game play. ↑ Gas doesnt HAVE to be more interesting, but economy strategy and economy management must be an important part of the game.It is possible beat another player without using different macro mechanics, but it helps quite a lot to use them :)Ībout cooldown times: In the current build they are only limited to the amount of energy you have to spend. Inspired by the recent success of transformers in natural language processing and computer vision applications, we introduce a transformer-based neural architecture for two key StarCraft II (SC2. The purpose of using macro mechanics is to get an edge over your opponent. Basically, if it involves your 'base' or resources, its probably macro. Expanding, producing workers, mining or harvesting, building, etc. Basically, if you used it to kill things, its probably micro. Is it necessary to use them, to be competitive? Well this answer is a cliché, but it depends. Blinking stalkers, dancing units, harassing mineral lines, etc. You need to get used to it, as it is a big change compared to SC:BW, but it is extremely useful and being able to warp in units in close proximity to pylons gives you a lot of different strategic options. Talking about changes and updates: Which build are you referring to? ) As you already know everything is subject to change and the dev team is constantly changing things to make the game as balanced and fun as possible.įor me personally the coolest thing is the Warp Gate. We do not want them to become a chore, but rather be a certain extra something for the player to think about while playing. They are very useful and we try to make them as useful as possible, so players will want to use them, but also will enjoy using them. Concerning their purpose, it is to change the gameplay a little bit. You make workers, send to minerals or gas, and use them to make buildings when you need. Sc2 economic macro is relatively simpler than Aoe4. So in Sc2 you have 2 resources (minerals and vespene gas) while in aoe games you have 4 resources (Food, Wood, Gold, Stone). ↑ The Macro mechanics are still present in the current build. Economic Macro Comparison: Aoe vs Starcraft.do they auto cast? StarCraft II General Discussion Forum. Still when you have a couple of expansions, you can really see that you got to pick up on your game to really fully take advantage of these features, especially if you have battles or harassment going on at the same time. So using this ability to get extra resources should still be a choice.Īlso, as already mentioned, this is an option that advanced players can use to really get ahead in the game, it is not necessary to enjoy the game as a beginner. The thing is, these abilities can be used optionally and using the ability costs energy that you could also use for Scanner Sweep or the extra supplies on the Command Center for example or for the Obelisk loading your units with energy. ↑ 3.0 3.1 No auto cast for Mules or Obelisk (new name for Dark Pylons), or for the Queens ability to spawn Larva for that matter.
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