Topic Tedious mechanics?
OZI
They should just remove these stupid and tedious mechanics ( chrono boost, mule, larvae injection ). It's not skill if i manage to remember to press a button every x seconds. Its automation. Boring automation. Boring !

It also adds an unnecessary layer of complexity to mid-game+ balance and reduces the importance of worker harassment.

And it's boring.

sorry for necroing


thought it's a big difference between these

the terran has the option to use a mule or use a scan
protoss has the option to do "anything" faster with chrono boost
a zerg MUST larvae inject, or the zerg will DIE
Widdly #519
Widdly
Larvae inject is more equal to placing terran buildings and switching addons, dropping mules and building constant workers.

Boring as hell mechanic with no real thought or decision making behind it purely there to keep a zerg player as busy as protoss and terran are busy with their production.

Take it out or making it autocast though and zerg will really be super easy mode.
McFly #302
McFly
So this post is an answer to a quote from another thread which was already necroing another thread?

I love being reminded why I should stay away from these forums.
Malachai #631
Malachai
Agree,those mechanics are boring and pointless and are just an excuse to have more stuff to memorise.
Evolution #244
Evolution
I like the mechanics. Gives me something to do while i'm thinking about what i'm going to do next.
Tamerlane #360
Tamerlane


the terran MUST keep workers and units building, or the Terran will DIE
protoss MUST keep building workers and warping in units, or the Protoss will DIE
a zerg MUST larvae inject, or the zerg will DIE


FTFY. Larva injects are just there to make up for the fact that actual unit production is reaaaaly easy compared to T and P. Missing a round of injects is more like missing a warp-in cycle or forgetting to queue up a new round of units in your barracks/factories/starport.
ariel #291
ariel
24/08/2012 12:54Posted by McFly
So this post is an answer to a quote from another thread which was already necroing another thread?

lol, goooo necromancers!!!! (p.s. instead re-animating threads u can play games with necros like wow, wc3, homm, ... or go learn black magic, just google it)
man u gave me a real good lol, thx

24/08/2012 12:54Posted by McFly
I love being reminded why I should stay away from these forums.

and yet ur still here AND remember ALL the dying threads including those before them...
seems ur enjoying urself, well at least i enjoy u
Lamarq #795
Lamarq
they are there to increase the skill cap. Without such mechanics, noobs would be closer to pro's because the game is doing so much for them. Already now is the combat system simplified incredible much, max 12 units in a unit group->unlimited, no smart casting with units ->now smart casting, bad pathing->good effect pathing. Etc.

Old macro was that workers didn't start mining themselves, you had to click on them and start it. Now they do it automaticly. So all this together would make a lot what pro's did useless, they had to include new macro stuff you repeatably have do while in combat etc.
Which now is chrono boost, mule, inject larva.

Pros argue it still isn't enough, the game mechanics are still too easy,they can't show their skill to the full extend. They want more.

You want less. Go figure, you wont get it, and you shouldn't.

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