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.
|
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.
|