Sc2 what is magic box




















Really shows how much thought was put into the gameplay of SC I wish the current developers had the same mindset. Blizzard might have gone a little overkill with the improved AI. Not just stuff like selecting all your units but with shit like auto focusing workers and zergling auto surrounds.

These AI improvements are being abused morrow build anyone? On May 25 Darpinion wrote: The whole pathing system would have to be reworked which isn't going to happen. Magic Boxes are totally in SC2, its just a fairly small box.

Everything so far seems to me that there is a magic box in SC2 as well. Select a group of 10 or so air units, move them somewhere, hold shift, press P, click a bit further away.

They will all start patrol dancing in the same grid before they started moving. Try that with more units and it won't work. On May 25 0mar wrote: good god, the last thing this game needs is obscure bullshit like the magic box.

I really hope there is one in SC2 that we haven't noticed as in both BW and W3 it made for some very interesting positional micro, that can't be achieved without such a system.

Epic image coming in this post! On May 25 firebound12 wrote: Epic image coming in this post! In Warcraft 3, units are actually forced into formation in a similar way that they are in age of empires. This is not the same as the magic box, which is designed to preserve the formation the units start moving in.

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BW Jeez Weekly. Hawk vs KenZy. TT1 vs spx. Alpha Pro Series. This box is the smallest possible rectangle that can select all your units. In order for units to stay in formation, you must issue an order outside the minimum unit selection box. If, for example, a move command is issued inside this minimum unit selection box, the units will break formation and form into a tighter ball. Note that the box does not necessarily have to be a square. Once again not all units have to entirely fall within the box, just enough so the units can be selected.

Magical Boxes: Key to Spreading Spells. General Recent changes Pending changes Random page. If every race had normal building production it would be fine, but there is no way to implement this feature with Warpgates or Larva that is not excessively convoluted.

Doing this for most spells is just not rational because they usually have to be aimed or targeted in real time. Furthermore, auto-queue removes a lot of the decision making in the game.

StarCraft also requires extreme changes to compositions in some cases such that this feature could actually get in the way. StarCraft is too dependent on splitting and AOE for this to be balanced.

Compositions like Bio could literally cycle between 2 buttons in combat and come out ahead most of the time. You will kill the skill of the game if you do that. I still think Zerg would come out ahead in that scenario. No, because it is based on formations. In short, it would simplify numerous commands that players need to make now into a single button press; such that anyone could easily adjust for splash and single-target clumps.

We could even script those assists to trigger automatically as well for example auto spread for marines when a baneling enters the field of view. A lot easier. So easy in fact, that only things missing before making the game entirely automated would be auto-scouting and auto build order. An SC2 game without auto-assists? If SC2 have these features , game would be much easier game Whenever enemy come into your line of sight, where your camera is not looking, the announcer should say " enemy sighted".

Have hotkey button to select all bulidings of same type. Eg, select all barracks. Shift queuing without requirements,eg need of resources, energy, missing tech. Adopt Formations SC2 only need 2 formations really, that is normal and spread formations. Auto production If you can right click your unit production unit, it can constantly produce that unit whenever you can afford, it will reduce your macro. Brant Brant This is slightly misleading: the units do not converge based on spreading but rather the distance of the waypoint from the center of mass.

A sufficiently far waypoint will not cause convergence — tzenes. It's just a poor name for formation management. It makes a huge difference when fighting units with splash damage. Strilanc Strilanc. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. Screenshot of the Week. Submit your photo Hall of fame. Featured on Meta. Now live: A fully responsive profile. Screenshot of Week 51 [Submissions Closed].

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