In disregard females/acquire WPM news, I just ordered this bad boy:
Spoiler:
for work tho, not gaming. If I don't find reasons to spend money sometimes I start having crises about why I work so hard, so a mechanical keyboard it is!
for work tho, not gaming. If I don't find reasons to spend money sometimes I start having crises about why I work so hard, so a mechanical keyboard it is!
for work tho, not gaming. If I don't find reasons to spend money sometimes I start having crises about why I work so hard, so a mechanical keyboard it is!
So, question: how much is the BW gameplay model of intense micro dependent on the fact that it's a technologically ****ty game with 1998 limitations, and how much of it is actually the gameplay design?
i.e. is it possible to have a BW type game with the SC2 engine, where there aren't limiting factors like 8-12 units per control group or whatever and you can auto-rally workers and hotkey buildings, that artificially stop the player from making and controlling 200/200 deathballs with ease?
i think the vast majority of the brood war nostalgia comes from the fact that this game was these people's livelihood for 10 years and that even the ****ty parts of the game are overlooked in favor of the good ole' days
i think starcraft 2 is kind of a ****tily designed game, especially when you consider how much time blizzard must have had to design it, but it's not like brood war was perfect. go watch a video of dragoons walking. each unit had to be microed in its individual way. this made the game arguably worse from a design perspective, but since it was significantly harder because you now have to learn how a billion units path themselves, all the purists and progamers felt that it gave the game a higher skill cap and thus made it a better game.
also, the races weren't balanced- protoss sucked then just like protoss sucks now, just in different ways. artosis constantly talks about how the game wasn't balanced even when patches were no longer being released but the mapmakers made maps that helped certain races at certain times.
Cliffs: BW was OMGBESTAMAZINGMICROGAMEEVER basically by accident because Blizzard wrote ****ty pathing code and in order to be good at the game players had to do an extraordinary amount of work to overcome the game. In SC2 units actually do what you tell them which makes the game strategic instead of micro-based.
The problem with the black widow is that it uses ****ty blue switches. (Unless you have the one with brown switches, in which case wp)
But otherwise:
Quote:
Originally Posted by Kowalski
Yeah the blackwidow has cherry mx blue's which are extremely loud and 'clicky'. Sometime's it's annoyingly loud since the sound transmits at almost voice-through-the-mic volume... Other times it's extremely badass as you get in the apm zone and let out a crescendo of mechanical doom.
Quote:
Originally Posted by blah^3
if you want clicky keys you want blue switches
Quote:
Originally Posted by Kowalski
That's another reason I'm glad I have blue switches - after you turn the game off they are very accurate as far as typing/coding goes. You definitely know when you pressed a key and how many times it's been pressed.
Quote:
Originally Posted by overclock.net
Cherry MX Blue switches are the best cherry switch for typing. The tactile bump can easily be felt, and the resistance is similar to your average keyboard.
And contender for thread POTY along with schu's David Kim post:
Quote:
Originally Posted by bobman0330
Finally, an input peripheral goofy can't tolerate! Turns out it's high-end mechanical gaming keyboards.
Cliffs: BW was OMGBESTAMAZINGMICROGAMEEVER basically by accident because Blizzard wrote ****ty pathing code and in order to be good at the game players had to do an extraordinary amount of work to overcome the game. In SC2 units actually do what you tell them which makes the game strategic instead of micro-based.
Sorry - change bolded to "BW had the micro-intensive elements which cause everyone on TL to think it was OMGBESTAMAZINGMICROGAMEEVER" and it's exactly what he said, yeah? I added a transitive step in the original post...because it's cliffs.
So, question: how much is the BW gameplay model of intense micro dependent on the fact that it's a technologically ****ty game with 1998 limitations, and how much of it is actually the gameplay design?
i.e. is it possible to have a BW type game with the SC2 engine, where there aren't limiting factors like 8-12 units per control group or whatever and you can auto-rally workers and hotkey buildings, that artificially stop the player from making and controlling 200/200 deathballs with ease?