Mass capping effectiveness

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Mass capping effectiveness

Postby TheRedViper » 30 Jun 2015, 01:08

So we all know that placing mass extractors at mass points is easy because the building kinda snaps onto it without holding the cursor over the mass point. Even if there is a mex already built, it will still snap onto it. In my opinion, the worst part of this game is getting storage around my T2 mexes.. It takes so much attention, even though we have templates to make it much easier.. To make this even more effective we could make a template with a T1 mass exstractor with 4 mass storages, the idea is that the mex in the middle will snap onto the T2 mexes that you want to cap! Sadly it doesn't do that atm, if it is possible to change this I think it would make it easier to eco, and rather focus on other things that are actually FUN to do. :D
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Re: Mass capping effectiveness

Postby pza » 30 Jun 2015, 10:39

that's a thing i thought of already, too. i just never tried it out, so it's "good" (in a way that i didn't miss it) to hear that it doesn't work that way (yet). a better solution would be that storages would auto-snap to the edges of mexes. same could work for pgens and radar and factories, but that might go too far, and you don't need that too often.

on a side note, mexes need amphib icon.
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Re: Mass capping effectiveness

Postby Kalvirox » 30 Jun 2015, 17:32

briang wrote:The more we reduce the APM of ecoing the more this game becomes like PA...


Actually, this will increase Apm because I could just ring all of my mexes, on say syrtis major, in like 10 seconds unlike the 20-30 (yes that is realistic it takes me so long and I really need to play Osu to make me practice mouse positioning) it takes me now. So I get the same number of actions in less time.

Time spent ecoing actually goes up because I spend less time ringing my mexes and more time checking my eco.

Also any player will tell you that you don't spend 3 minutes managing eco and then 3 mins microing units at seperate times. You do them both at once. So I don't where this "trade off between macro and micro" is. Clearly you count the time you spend ringing mexes as "ecoing".. I don't. I view it as the orders that increase your eco over time. Or increases your eco.


Also PA is shit for many many many other reasons other than their eco. This 1 little change won't make us any closer to a similar game as PA.
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Re: Mass capping effectiveness

Postby keyser » 30 Jun 2015, 20:09

what you propose is like when we create a mexx ? there is a automatic positioning for the mass storage ?
i really think it's a good idea. Don't remove the order to give, only make it easier to be done.

i think briang like to spend time caping mexx.

imo the more time spend on micro, the better
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Re: Mass capping effectiveness

Postby =M.V.K.= » 30 Jun 2015, 20:27

So something like Template Snapping, is what you are saying?? or like a pre-build with snapping??

Thx..
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Re: Mass capping effectiveness

Postby Ionic » 30 Jun 2015, 20:45

The idea above may cause issues putting power around a mex early game.

If it doesn't then sure, do it. Only an improvement.
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Re: Mass capping effectiveness

Postby =M.V.K.= » 30 Jun 2015, 21:35

Ionic wrote:The idea above may cause issues putting power around a mex early game.

If it doesn't then sure, do it. Only an improvement.


Yea, still as an improvement left to mass extractors only though seem like a waste of an idea...but can be probably only good there though still..hey..: "Only an improvement"

But against say , One thing at a time, maybe a "rotate" in regards to either using storage or power or varying power or any power and storage??

To me seems like though should be more options somehow, but of what though is kinda null..

But still agree with comment of early game interest of possible results to find..let alone when not of early game..
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Re: Mass capping effectiveness

Postby Mephi » 30 Jun 2015, 21:37

briang wrote:The more we reduce the APM of ecoing the more this game becomes like PA... I think APM is something you have to sacrifice in a game like this whether you're microing units or your eco... there is always a trade off.


there exist people who dont play setons on -3 and dont have so much spare apm or time :mrgreen:
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Re: Mass capping effectiveness

Postby =M.V.K.= » 30 Jun 2015, 21:48

Mephi wrote:
briang wrote:The more we reduce the APM of ecoing the more this game becomes like PA... I think APM is something you have to sacrifice in a game like this whether you're microing units or your eco... there is always a trade off.


there exist people who dont play setons on -3 and dont have so much spare apm or time :mrgreen:


But you could play at -10 and still probably find to pull 100 APM effectively...rather possible, who knows..??..., of interest?? maybe everyday..but again...who knows....?!?!...
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Re: Mass capping effectiveness

Postby ZLO_RD » 30 Jun 2015, 22:38

Only downside i can see that it can possibly make CrazyRush map played just a little bit harder
But i don't see any other downsides at all
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