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Date Editor Before After
10/26/2013 5:11:02 PMEErank[ISP]Lauri before revert after revert
10/26/2013 5:08:39 PMEErank[ISP]Lauri before revert after revert
10/26/2013 5:08:02 PMEErank[ISP]Lauri before revert after revert
Before After
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." 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."
2 \n 2 \n
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 \n 4 \n
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.
6 \n 6 \n
7 But anyway, that's just nitpicking and actually kind of offtopic by me. 7 But anyway, that's just nitpicking and actually kind of offtopic by me.