Toggle multiplayer ranking mode if game type is Use Map Settings (UMS) Toggle whether to display logical number of frames per second (FPS)Ĭtrl+Alt+T in multiplayer (StarCraft: Remastered) Toggle whether to show terrain in minimap Three times: back to original colors on main screen & minimap. Twice: Make the change of colors on main screen & minimap. Once: Change Opponent/Allies/Self colors in the minimap to red/yellow/teal respectively. Remove unit from currently selected unitsĬycle diplomacy color mode in the minimap and/or main screen. Queues the order to be executed after its other orders are completed Select all units of that type already selected Select the clicked unit and other units of the same type on the screen Select all units of its last group (group = units selected by any way, not necessarily in a control group)Ĭtrl+Click on own unit or Doubleclick on own unit Select units from the numbered control group then center screen to them Select units from the numbered control groupĪssign currently selected units to the numbered control groupĪdd currently selected units to the numbered control group Increase game speed (single player), show chat log (multiplayer) Zoom (single player, observer, and replay) Ingame Mouse Wheel (StarCraft: Remastered) Note: All menu hotkeys have a corresponding letter, or Alt+Letter in with the chatbox present. Open the Select Map frame from within the Create custom game menu Toggles join and leave channel notifications Switch between windowed fullscreen and windowed For a list of all hotkeys specifically for issuing commands to units, see Hotkey.Ĭycles through various buttons and input fields (use shift to reverse the order of cycling)
Also, when someone dominated the scene for a long time, Blizzard tweaked things on a 8~10y old game just to bring "balance".This page lists all generic shortcuts. ALWAYS! This means that if Serral with 400 APM could avoid a widow mine blow or if Clem can separate with Medivacs in order to save them from parasitic bomb, then the balance is good.
It has to compete a free game, that a player could blame the other three on his team, for his mistakes!īut there's more to it: SC2's biggest fail imho, was the fact that it was ALWAYS balanced with pro players in mind. So, why SC2 failed to become really big? The first and most common answer (which is also true) is that it had to compete with games like LoL. But it actually made the game harder and harder, in all aspects.
Legacy of the void was supposed to bring more little fights around the map, and more action. Although WMs (Widow Mines) were a HotS unit, it was on LotV that got some 4 different patches.
It was a denial of area unit that actually made professional games last twice as before, and thus, got a hard nerf in the end of the expansion. On Heart of the Swarm (HotS), most of the game balanced was around the Swarm Host which was the most irritating thing ever invented (or the coolest/trollest thing if u were a Zerg). Not much balanced, not much more than a single big fight to end the game but still, it was funny - and magic. Maps were small and funny (Lost Temple?), Queens were only melee, the big ball of Toss was the thing you didn't want to encounter. On the first of the three SC2 titles Wings of Liberty (WoL), game was somehow trying to take or leave behind original sc stuff. In my opinion, it's all Blizzard's fault and it's Blizzard that is dead of ideas. Nowadays, all the original creators are jumping ship, creating their own studios, get fed of Blizzard/Activision. Still, in all those 11+ years, I have almost 30.000 games on my back and I can write a thing or two about it. I never managed to be any particular good, due to laziness and old age. Before writing some of my conclusions about balance and gameplay, I should introduce myself: I played sc2 from the very beginning - the early beta phase.