Cruiser Command

Cruiser command is a cooperative map between two teams. Simply put, each team controls one battlecruiser and the goal is to kill the opponent's battlecruiser.


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 Post subject: Re: Why people keep leaving CC
PostPosted: Tue Jun 02, 2015 8:01 am 
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CCI
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Oh, I did not find that thread that you posted a link to. However, I did map it out and I found more than he did. I posted it on the starcraft forums. Link: http://us.battle.net/sc2/en/forum/topic/17905070703.


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 Post subject: Re: Why people keep leaving CC
PostPosted: Tue Jun 02, 2015 11:13 am 
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So with this said, what hotkeys do we want for the inventory? 1-6? Even though that will mess up with control groups?

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 Post subject: Re: Why people keep leaving CC
PostPosted: Tue Jun 02, 2015 12:39 pm 
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Siretu wrote:
So with this said, what hotkeys do we want for the inventory? 1-6? Even though that will mess up with control groups?


id like to avoid 1, for control groups, but really it's the only control group I use for CC - perhaps we could use the F row of keys instead? and if we could apply it to weapons console as well, that would be nice

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 Post subject: Re: Why people keep leaving CC
PostPosted: Tue Jun 02, 2015 3:17 pm 
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f2 collides with army select. I can make it so marines and ships dont count as army though and it should work fine.

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 Post subject: Re: Why people keep leaving CC
PostPosted: Tue Jun 02, 2015 4:48 pm 
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Siretu wrote:
f2 collides with army select. I can make it so marines and ships dont count as army though and it should work fine.


pretty much what I was thinking - you really don't need to have much selected other than the ship/marine..

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 Post subject: Re: Why people keep leaving CC
PostPosted: Tue Jun 02, 2015 5:45 pm 
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We now have working inventory hotkeys in the dev version. Thanks puppetbones!

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 Post subject: Re: Why people keep leaving CC
PostPosted: Tue Jun 02, 2015 11:08 pm 
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You're welcome! As for which keys to use: I would prefer 1-6 for miners/corvettes and 1-3 for wraiths because they are closer to the rest of the ss hotkeys and that f row can be inconvenient for laptop users, but I don't think many people play on a laptop anyway. Would it be too much to have it optional which you choose?

And a couple more little suggestions to add to this thread:
- Fix the height of the reaper model...it looks like it's swimming waist deep in the floor lol.
- It's always bothered me that the both BC's start facing to the right. I would like it if they were mirrored, ie both facing towards the center of the map or both facing outward. Preferably center. I think this would relieve the ocd that dwells deep down in all of us.

And great work on the hotkeys...and everything else you've done lately. I like that you changed the hangar consoles, made an extra check box for mining all minerals on ai drones, saved marine model and background choices to the bank, and made nice models for repair bots and asteroid depletion. OP developer.


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 Post subject: Re: Why people keep leaving CC
PostPosted: Tue Jun 02, 2015 11:25 pm 
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slapshot wrote:
id like to avoid 1, for control groups, but really it's the only control group I use for CC

Same here.

The F1, F2..., F6 series is being used I believe, Puppet. And I feel like that's probably more reasonable too.

Also, fix the reaper model? But then we couldn't call him a sweeper anymore!

... as for the OCD issue, it would be nice. However, I have a feeling there are some reasons for it.


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 Post subject: Re: Why people keep leaving CC
PostPosted: Wed Jun 03, 2015 3:12 am 
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BC rotation is because of the simple reason that rotation in my triggers defaults to 0. I think there was stuff to rotate them properly, but it broke.

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 Post subject: Re: Why people keep leaving CC
PostPosted: Wed Jun 03, 2015 12:25 pm 
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I would say the reason why people keep leaving CC is the lack of a robust community (we have beginners and veterans, but no one in between) and inaccessible Battlecruiser roles (You need to know everything to take the 1 role available on the BC early game, and its repetitive because you do the same thing over and over again with little room for experimentation)


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