Every time when I'm playing as commander I really miss the shift build ability implemented for e.g. in Starcraft 2. For non sc2 players: If you want to build several buildings of the same type you currently need to select the building from the list and drop it. This has to be done as often as you need build it. When setting up turret farms this may become tedious... With "shift build" you just need to select it once and as long as you hold your shift button pressed it will stay selected when placing it. That means you can just click on the next position you would like to build it and so on. This saves you a lot of irrelevant clicks and moves of the mouse curser on the screen and is thus much more comfortable.
I can't count how many times I reflexively pressed the shift key when dropping multiple turrets and be disappointed that I have to reselect the turret every time. I might look at the code for when a building is dropped and see if I can do something about it, but keep in mind that the commander code is messy, to say the least.
I've just played through the SC2 campaign, so yeah, I'd love this. On a slightly related note, there's something I've completely forgotten. Does the building preview for a turret show you the attack radius before you place it? If not, it should.
My biggest failing as a commander was always my refusal to spend money on turrets. So yeah, I rarely placed them. I know you can click on them and see the radius AFTER you built them, but I mean before you place them.
cuz trickster sux, sonata greifed his first win (or was it dorito) then server crashed when we crushed you on canyon SUP SONNNN
Yeah mang, but server also crashed when we were about to crush you on Mvalley, so it's swings and roundabouts. And besides, every game we had with JPL was like 6v6 or 9v9 or something dumb. You fags never got your shit together and played us properly.
Is anyone else bothered by the fact that shift key being used for multiple placement is being attributed to sc2?
I know other games have done it, but SC2 is probably the most recent "big" RTS. It's also (in my opinion) probably the best in terms of the way the engine, interface and UI all work. I don't really care for SC2 multiplayer but the way the actual game works is really impressive I think, down to building placement, micromanaging and just generally how everything handles.
I always liked the idea of MGs that fired at anything that came into their line of sight, but had effectively 0% accuracy at a long enough range due to a noticeable cone of fire. Then each level just needs to increase the fire rate, which would both do more damage in close-ish range and increase the effective range of the turret. It would be a lot "smoother" than the current system of "meh damage @ shitty range" -> "not meh damage @ not shitty range" -> "ridiculous damage @ ridiculous range"