1 |
@GoogleFrog "Technically any use of shift queue in Starcraft is suboptimal so people are still in a mindset of avoiding it. If you queue up a base for a Probe to build halfway across the map then you are playing poorly. Shift queue is still relevant for Protoss non-gateway units, if you queue 3 Tempests then you're down a lot of resources."
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1 |
@GoogleFrog "Technically any use of shift queue in Starcraft is suboptimal so people are still in a mindset of avoiding it. If you queue up a base for a Probe to build halfway across the map then you are playing poorly. Shift queue is still relevant for Protoss non-gateway units, if you queue 3 Tempests then you're down a lot of resources."
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2 |
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2 |
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3 |
Well
yes
it
is
suboptimal.
However,
the
way
SC2
is
designed,
not
even
the
best
players
in
the
world
can
play
it
optimally(
this
probably
is
the
case
with
the
majority
of
games)
.
Thus,
even
grandmaster
level
players
use
shift-queue
a
lot,
even
though
it
is
theoretically
unoptimal.
Also,
by
warping
in
a
whole
base
I
meant
rather
'select
a
probe
from
your
third
and
queue
up
the
structures
at
your
fourth.
'
This
takes
something
like
10-15
seconds
of
travel
time
and
less
than
5
seconds
of
actual
execution
of
shift-queue
orders,
depending
on
map
and
exact
building
layout.
|
3 |
Well
yes
it
is
suboptimal.
However,
the
way
SC2
is
designed,
not
even
the
best
players
in
the
world
can
play
it
optimally(
this
probably
is
the
case
with
the
majority
of
games)
.
Thus,
even
grandmaster
level
players
use
shift-queue
a
lot,
albeit
slightly
less
than
others.
Also,
by
warping
in
a
whole
base
I
meant
rather
'select
a
probe
from
your
third
and
queue
up
the
structures
at
your
fourth.
'
This
takes
something
like
10-15
seconds
of
travel
time
and
less
than
5
seconds
of
actual
execution
of
shift-queue
orders,
depending
on
map
and
exact
building
layout.
|
4 |
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4 |
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5 |
It would obviously be optimal to instead just select the worker, send it to your fourth and only once it gets there, start all buildings. However, more than 99% of the players would miss the timing at least a bit(or waste time/potential APM looking back at the probe before it gets to the desired base location), which often times already flushes the small advantage of not shift-queuing in the first place down the drain.
|
5 |
It would obviously be optimal to instead just select the worker, send it to your fourth and only once it gets there, start all buildings. However, more than 99% of the players would miss the timing at least a bit(or waste time/potential APM looking back at the probe before it gets to the desired base location), which often times already flushes the small advantage of not shift-queuing in the first place down the drain.
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6 |
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6 |
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7 |
But anyway, that's just nitpicking and actually kind of offtopic by me.
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7 |
But anyway, that's just nitpicking and actually kind of offtopic by me.
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