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I believe in "new control" potential

Forum Index > StarCraft 2 HotS 1 2 Next All
 
 jadeo   Sweden. September 23 2012 05:48. Posts 18
Profile # 
Original posted on EU battlenet :
http://eu.battle.net/sc2/en/forum/topic/5453335547?page=1#0


suggestion to control improvements.
there meant to give ideas rather then bein perfect.

yes u can say better interface always destoys the accessability for all players who dosent know the work arounds of bad interface
but i for one never liked limited control groups or selected units
(like they had in warcraft1 max four broodwar 12).
and i belivee u can invent control improvements that help new skills to shine

- lock select from controll group - hold down the key for your controll group ("1" for controll group1) which locks selection from that controll group. and onley select units from within that controll group while box selecting
so u want to micro flying stuff over your main army just press down your controll group key for your flyers and make a box around those u want to move and whoola! BOOM!

- spot select -large single klick selection - press "z" to select a larger area, 2-4 units large (unit click is 1 single unit and select box-in box-out is two klicks. so while moving and microing small number of units u are not limited on small dubble klick boxes and single klick units but can take cuple just by a klick, just by pure controll. faster select 3 marines and let them go somewhere

- only select units in range of this location - press a key to select units in range of what u currently clicking. so u are doing some fancy stuff and needs to get hold on everything that currently is in range of this location in dethballs or sige lines and letting u do it without doing A-ball moves

- select all units on screen - ctrl + a to select all units on screen.. not all offensive units but all units on screen at this second. just a little bit A -ballish but with a diffrense of doing the dubble klicking for looking at the units and then klick twice to box it, rather just select wathever is here at this time. the panic controll, remeber that the corners of the screens moves u away from selecting must things on the screen at ones so this can pretty much help out sometimes

- reverse selection - shift+ctrl to revert select what is selected to unselected and whats not selected to selected.
so u running away some stuff and u letting some stuff move in and you simply add a control option to click to revert selection for some more controll options

- shoot ones command. press "z" or something and instead of stopping or start fiering the units onley shoot one single shoot off... a micro improvement so someone can que up move back shoot move back shoot. and go back of doing better things with there APM..
(...and yes i am not that impressed with move back a bit and then press attack and doing that again... rather just let ppl que that thing up the actions is there anyway... if thats all there doing. just let them be qued)

- protoss warping waypoints - able to set waypoints to units that is warping in, currently while u warp in a unit u cant give it a controll group or tell it to go do something its simply a different thing.. if u could tell warping in units what controll group they belong to what to do, that would be smooth, I would even trade that to a dubble long warp in animation
- zerg select all larva button.. just why not??
-terran all unused fighting units maybe.

- action minimap - klick a button to pupp up a central normal sized minimap at the location middle of the screen(or where your mouse is now) that minimap closes after being kicked at (or outside it).. maybe just a big overlay fullscreen minimap I dunno

- angle commands.. (like for console games u klick a button drag a angle to do something.. that for controll groups and.. camera locations)

- start balance stuff with +0.5 range refering to the units starting shooting animation at 0.5 before units left/enters range .. or maybe just 0.5 while escaping or 0.5 while moving toward u.. or u toward them. so some units can have a range advantage going into combat
-improve use for the units mini icons in controll groups. - currently there not all to usefull more then finding that building or units wich not supose to be there... maybe have ability to shift cklick stuff and delete them

- tabb unit "kill count bars"- hold down a key and see the number off kills of all units instead of healthbars! great for fundaymondays and esports. maybe onley for spectators but could be fun ingame aswell.
- /dance button in the general controll interface. so theres atleast one button of thoose u may be able to klick

-base font size - also incresse the size of the worker numbers in hots cause there hard to see on streams, u dont even need the text workers just big fat numbers

- self ingame benchmarching - a overaly ingame stats menu that shows like inormation about a unit rather this gives information for this game, damage delt and taken, minerals consumed. maybe some other improved statistics

---attack animation hydralisk invisble, shold atleast have trace marks close to the target unit
---attack animation fungeal groth, cold have a visible explotion on the ground and air previus to hitting, i hardly cant see it flying
--- dance animation buildings are missing!


and i might just suport modify movement not sure... its not for AUTO play my game(even if that would be kind of fun) its to play our game to its full potensial, more controll - the right controll - may give pro sport a new face (in this new dethball world we living in)


Maybe just something that can tell the AI to DONT GO HERE cklick drag invisible wall for that control group...
Last edit: 2012-09-23 05:55:45
Old Post

 
 Kingsky   Singapore. September 23 2012 06:03. Posts 55
Profile Blog # 
reminds me of the Total war series
Old Post

 
 Lightswarm   Canada. September 23 2012 06:04. Posts 785
Profile Blog # 
new control is in control of incontrol
TeamAoV
Old Post

  wcr.4fun   Belgium. September 23 2012 06:55. Posts 685Profile # 
meh we really don't need any of this. I'm all about simplicity.
Old Post

  Seigifried   United States. September 23 2012 07:45. Posts 59Profile # 
Warhound OP!!!!!!!
Old Post

 
 jadeo   Sweden. September 23 2012 22:24. Posts 18
Profile # 
but control improvements may make things better used
Old Post

 
 Harbinger631   United States. September 23 2012 22:35. Posts 375
Profile # 
I want a control option that locks my units spacing so they don't clump.
Old Post

 
 NukeD   Croatia. September 23 2012 22:55. Posts 498
Profile # 
I want command to not get stuck in corner.
AND NO CRAPS.
I check.
(ง ͡ö ͜ʖ ͡ö)ง
Old Post

 
 Tenebra   Germany. September 23 2012 23:03. Posts 19
Profile # 
The only thing i would like to have is a lock Formation button... in c&c1 you could press the f button and the selected units were marked with an f
Those units always tried to keep the formation when moving. And c&c1 had a split Button. (X) wich splitted units in an small area.
TACH StarCraft TACH TACH
Old Post

 
 Cabinet Sanchez   Australia. September 24 2012 00:56. Posts 1086
Profile # 
I agree with a lot of this post. I've always been a proponent of better controls in the game, being a War 3 fan made me frankly detest BW - the controls are apalling and backwards, regardless of the gameplay.

Mind you I suspect virtually 0 of these things will be added. I made dozens of well written posts, with mock up jpgs on the SC2 beta forums over 2 years ago and Blizzard just couldn't care less. They have a very fixed idea of what can and can't be done in regards to controls and that's that.
Old Post

  stard1n   September 24 2012 01:12. Posts 50Profile # 
I think that the better controls an RTS game has, the less brain use goes to mechanics, and more actually to strategy.
While this is great in my opinion, it's important to remember that RTS = Real Time Strategy, therefore the genre should remain micro intensive, so it doesn't turn into chess, which is solely strategy without micro or real time action, while at the same time maintaining a large focus on strategy. So as long as the game rewards great micro through good design of units and balance, i wouldn't mind seeing a lot more control options to make RTS games more Strategy based than control based. Don't get me wrong, i think sc2 has great strategy potential, and it's certainly starting to show in the past few months, as we are seeing better and better games as time passes. Thumbs up for progress and improvements though.
Old Post

 
 snively   United States. September 24 2012 01:19. Posts 1103
Profile Blog # 

On September 23 2012 06:04 Lightswarm wrote:
new control is in control of incontrol


ahahaha
what?
My religion is Starcraft
Old Post

 
 Fen1kz   Russian Federation. September 24 2012 01:24. Posts 165
Profile # 
I like self-game benchmarking and new movements
Old Post

 
 benzcity07   United States. September 26 2012 13:33. Posts 73
Profile # 
Would love to see increased abilities to control units!!

I am totally fine with the updated pathing in SC2 and automining and multiple structure selection. Its the 21st century the pathing should be smooth and the way it is. Intentionally making a game harder is a tough argument to win. However, that does not mean the current system is optimal. With increased technology and less APM needed for basic functions the developers really need to start thinking of other places that APM can go to make the game more exciting. I think this can be accomplished with creative macro mechanics, huge micro ceilings, and increased unit control.

As this is a unit control thread I would love to see the following.
-move in formation control (just like move command thus player would need to pay attention to units as they wont auto attack)
-ability to make diagonal boxes, hold button and boxes made are rotation 45 degrees (yes it will freak people out, anyone outside of pros probably dont need to touch it, but giving a Flash or Bisu another thing they can practice 100 hours at to gain a marginal advantage is totally a plus in my book)
-ability to deselect a single unit in a group by pressing a button, similar to the way people over select harversters to send to gas and need to deselect some, instead of having to click on units in panel could just press a button a few times. This would give increased control to players who attack in small skirmishes and packs. I could more easily set a formation of 10 units that 50, again would be cool to see and is directly anti-deathball anti-allunitson1controlgroup

Along the lines of the press a button to see kill counts. Would love to see press a button and blatantly see with colors or some marker which units are firing and which are not. Sometimes its tough to tell who really has the most efficient concave with units of varying ranges and numbers. Even if not able to be seen in play would be awesome caster tool.
Be the change you want to see in the world.
Old Post

 
 Valon   United States. September 26 2012 14:16. Posts 172
Profile # 
umm If I want to micro flyers in a control group I just select the control group not box them. Not sure why that would even be necessary. As for the rest of your points there really isn't a need for any of that.
Old Post

 
 jadeo   Sweden. September 27 2012 04:01. Posts 18
Profile # 

On September 26 2012 13:33 benzcity07 wrote:
As this is a unit control thread I would love to see the following.
-move in formation control (just like move command thus player would need to pay attention to units as they wont auto attack)
-ability to make diagonal boxes, hold button and boxes made are rotation 45 degrees (yes it will freak people out, anyone outside of pros probably dont need to touch it, but giving a Flash or Bisu another thing they can practice 100 hours at to gain a marginal advantage is totally a plus in my book)
-ability to deselect a single unit in a group by pressing a button, similar to the way people over select harversters to send to gas and need to deselect some, instead of having to click on units in panel could just press a button a few times. This would give increased control to players who attack in small skirmishes and packs. I could more easily set a formation of 10 units that 50, again would be cool to see and is directly anti-deathball anti-allunitson1controlgroup

Along the lines of the press a button to see kill counts. Would love to see press a button and blatantly see with colors or some marker which units are firing and which are not. Sometimes its tough to tell who really has the most efficient concave with units of varying ranges and numbers. Even if not able to be seen in play would be awesome caster tool.


I love the
-move formation -without auto attack option (makes it a trade-off , from a move ball)

-button that deselects one unit from control group (from overkill post page3)
-button that deselct units from current selection (as i understand u now)
it realy would save a litle of pro player wrists(in gases and unit movements) and maybe push controll forward.

-ability to make diagonal boxes
maybe just ability to rotate the camera 360 degrees? or press like space and rotate the box?
in the right hands thats a good tool. it would help in all angels ones u get used to it!

...in harmony with beter control dependent units. Dethballs may one day be un efficient
(I hope no one have missed these 2)
http://www.teamliquid.net/blogs/viewblog.php?topic_id=371077
http://www.teamliquid.net/forum/viewmessage.php?topic_id=369313





-some marker which units are firing and which are not.(in replay/spectating)
that's really interesting, maybe make it as a "over time" thing so u can compare the whole group over the last minute? and see the bright marines been in action all the time while the dark hasn't fired over that time. it would be realy handy to in replays "as u can see none of these marines never ever did anything"... I really want that lol!


-----idea for less control-group dependency:
maybe a key to Attack/move-- everything on your screen--HERE! without letting go of your current selection

or just hold down control group to select from within that control group(like the first point in the post)


btw great replies all!
Old Post

 
 Prime Directive   United States. September 27 2012 04:10. Posts 165
Profile # 
How about sky versus ground selecting? For instance sometimes I want to micro my marines but end up pulling back my vikings/medivacs at the same time. I get around it with control groups and good clicking / positioning but having the option would be nice.
Old Post

 
 jadeo   Sweden. September 27 2012 04:31. Posts 18
Profile # 

On September 27 2012 04:10 Prime Directive wrote:
How about sky versus ground selecting? For instance sometimes I want to micro my marines but end up pulling back my vikings/medivacs at the same time. I get around it with control groups and good clicking / positioning but having the option would be nice.


hmm so one key to onley select air units would work!
Old Post

 
 SOFT   Sweden. September 27 2012 23:47. Posts 1
Profile # 
I would change ALL that for shift+ctrl+# => remove selected unit(s) from control group #, if in it.
Old Post

 
 AmericanUmlaut   Germany. September 28 2012 00:24. Posts 2276
Profile # 

- protoss warping waypoints - able to set waypoints to units that is warping in, currently while u warp in a unit u cant give it a controll group or tell it to go do something its simply a different thing.. if u could tell warping in units what controll group they belong to what to do, that would be smooth, I would even trade that to a dubble long warp in animation

Um, these are features of the game currently. You can add units being warped in to control groups, and you can give them waypoints. You just can't give them attack-move commands before they're warped in.
The frumious Bandersnatch
Old Post

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