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Date Editor Before After
7/28/2015 7:32:27 AMCArankAdminShadowfury333 before revert after revert
7/28/2015 7:31:22 AMCArankAdminShadowfury333 before revert after revert
7/28/2015 7:30:25 AMCArankAdminShadowfury333 before revert after revert
7/28/2015 7:30:07 AMCArankAdminShadowfury333 before revert after revert
7/28/2015 7:29:38 AMCArankAdminShadowfury333 before revert after revert
Before After
1 The thing I find with Zero-K is that while automation is a major thing, the game is designed around it. As a result, the clicks you do make ( and there can still be a lot) now are all doing something meaningful, rather than just rote ( such as moving workers to minerals or building supply buildings/units) . I find this makes both combat and base building more stressful, as line of sight, physical projectiles [color=grey]( thus dodging and either the current lack of velocity inheritance ( thus retreat micro) or a hypothetical game with projectile velocity inheritance ( which would have its own micro tricks) ) [/color], and turret rotation speeds make a huge difference in the moment to moment combat; while line of sight for defenses and distances for units make a lot of difference for defensible base building. 1 The thing I find with Zero-K is that while automation is a major thing, the game is designed around it. As a result, the clicks you do make [color=grey]( and there can still be a lot) [/color] now are all doing something meaningful, rather than just rote [color=grey]( such as moving workers to minerals or building supply buildings/units) [/color]. I find this makes both combat and base building more stressful, as line of sight, physical projectiles [color=grey]( thus dodging and either the current lack of velocity inheritance ( thus retreat micro) or a hypothetical game with projectile velocity inheritance ( which would have its own micro tricks) ) [/color], and turret rotation speeds make a huge difference in the moment to moment combat; while line of sight for defenses and distances for units make a lot of difference for defensible base building.
2 \n 2 \n
3 It's very moment-to-moment, though, not as much that can be laid out as you would in a build order or unit micro guide. Still, because those interactions matter [color=grey](and the unit lethality and unit build times are both high enough until super late game for it to matter. Bearing in mind late game StarCraft (at least BW) involves entire armies getting rebuilt in between fights this pacing isn't that different)[/color], it becomes a hugely important skill, but because everything is highly contextual and situational, it's really hard to do well in a practiced way. 3 It's very moment-to-moment, though, not as much that can be laid out as you would in a build order or unit micro guide. Still, because those interactions matter [color=grey](and the unit lethality and unit build times are both high enough until super late game for it to matter. Bearing in mind late game StarCraft (at least BW) involves entire armies getting rebuilt in between fights this pacing isn't that different)[/color], it becomes a hugely important skill, but because everything is highly contextual and situational, it's really hard to do well in a practiced way.