So lets say you're planning an attack with multiple groups and you want to do a bunch of things in order (by queuing stuff up) it would be amazing to be able to provide some sort of synchronization amongst the various queues. For example get a group of corsairs to fly up, cast webs and retreat; and once the webs are cast send in the arbiter and order a recall. My point is, I don't want the arbiter to move in until the corsairs have cast their webs ( or otherwise the poor fellow is gonna die fast ). Rather than just using Shift and queuing everything up ; use Shift + 1, Shift + 2, etc. where the number is the time stamp. The way I'd do the above example would be like this: Corsair group: Shift + 1: place web; Shift + 2 retreat Arbiter Shift + 2: fly to enemy base; Shift + 3: recall Effectively arbiter doesn't start flying until the events from Shift + 1 have finished for the corsairs. That and just don't start running the queues until I press some button so there's time for me to input all the orders. Sounds a little compicated, but the computers always annoy me with their ability to do 10 things at once; with this synchronized queuing I could at least plan a large assualt effectively (throw in some distraction somewhere else... etc.) and make it a little less hectic. Other than that, keep the reqular queuing using Shift the same it was before.
its a cool feature that has been used in supreme commander for example, and id like it to be implemented, but there will be a lot of people crying about the macro, and the micro and blablabla
just hook me up to a neural interface so I can implement my engenious strategies for which I usually can't click the mouse fast enough...
This may go a little too far into the 'game playing itself' category. Some good micro would get you passed that situation.
Something appart : can someone tell me how to do to repair some terran vehicles with one SCV, all of them once, without selecting them one by one ?
Well.... you are certainly right about people complaining about the loss of micro due to this, and I happen to agree with them. You can't simply have an interface that allows players to create a "play" if you will. It will especially hamper players defending against an attack. Imagine it, you have an opponent that has meticulously planned out this attack to exactly counter everything you can do because they had _____ minutes to design the plan. Now you're relying solely on your current clicking to counter their attack because you have to adapt to their plan and counter it. You have no time to come up with your own plan. And in the meantime they have the same ability to click and counter your counters. Not a good combination. But a good post overall.
LOVE IT! This is an auto-micro I love because it leaves a LOT of room for improvement. People are not forced to use this option and if they want they can still auto manage, and with better precision if they can manage it. Also, this leaves good players to take advantage of players who queue 2092348 things and can't go back to change them all, thus losing about 29348 units in the process.
I do that all the time in WiC where I queue up halfires then miro the regular missles after they have flown in In C&C I set waypoints for my bombers to take a safe route to and from the enemy base then let them loose to do their thing
Blizzard should put the links on the hotkeys inside the book of SC2 to teach us how to use the hotkeys. I am not talking about the help option in the game.