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Next SC2 Patch - Page 2

Blogs > lolaloc
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CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
April 07 2010 19:03 GMT
#21
I agree with this except the collision size of all units.

Bldgs do die way too fast.
..and then I would, ya know, check em'. (Aka SpoR)
RebirthOfLeGenD
Profile Blog Joined November 2008
USA5860 Posts
April 07 2010 19:48 GMT
#22
On April 08 2010 02:03 lolaloc wrote:
Show nested quote +
On April 07 2010 22:29 RebirthOfLeGenD wrote:
I really think your opinion was worth this blog, except for these parts.

On April 07 2010 20:21 lolaloc wrote:
I feel that this isn't worthy of a thread in the SC2 section so I am posting it as a blog.

Treat this like a wish list of some sort. This is what the next patch should be:
- Added new gameplay mechanic; the damage of units firing from lower elevation is reduced by 50%.
1) The strategical depth of retreating to higher ground and defending it are almost non-existent.

Not only was this discussed and your idea deemed retarded, but there was an entire NEWSPOST on the issue.
- Increased the collision sizes of all units by a little bit.

2) Imagine if the developers fixed the over-clumping issue instead of directly nerfing the Colossus and Psi Storm (which they just did).

There are threads on the issue of clumping of units. Comment on it in there.
Oh, I found one for you
- All structures are no longer "Armored"

3) Razing expansions can be done very quickly that the defender has no time to react accordingly. Many players complained how a handful of Marauders/Immortals (both units having bonus damage against Armored and are essentially standard for armies) can destroy a Nexus/CC/Hatchery in just a few seconds.

You are right, last time I checked expo's dying quick was an issue. I think they should patch BW as well since 12 zerglings can bring down a nexus in around 5 seconds, and a group of marine med can kill a hatchery in just about the same time.


If I made a thread every time I thought my opinion was so much more important and correct, and needed to be understand by all so they could just get this feeling of "FUCK, WHY DIDN'T I THINK OF THAT?, I would have around 1706 threads created.

So next time you have your ideas for the next patch, post in a thread about it, if there is no thread make one, or you will make me waste more time writing negative posts when I Should be doing homework.

NEWS FLASH: None of those threads are about being implemented ASAP. I doubt that you read the title.

On a side note, zerglings would have to be FULLY UPGRADED for 12 of them to destroy a Nexus in 4 seconds (takes 15 seconds when unupgraded - yes, I actually tested it).

Let me get this strait, do you think those cliff advantage threads were about patching it like 5 years from now.........? It was stressed as an issue to overall gameplay that needs to be rectified immediately, how was that not implied by the entire existence of a news post on it?

And yes, last time I checked cracklings were what kill a nex in 4 seconds. What is your point? Marine med stimmed still kill very quick if your issue is how far in the tech tree you have to go in order to kill something that fast.

Like I said though, you still suggested the inferior solution to cliff advantage. Damage reduction is boring and predictable. Miss percentage is better from a spectator and game play aspect. Making a game more random leaves more opportunities for innovation.

This is essentially saying 6 shouldn't always beat 5, that gets boring. There should be away for 5 to beat 6 if something is executed correctly while still giving 6 the overall advantage.

Also 50% damage reduction is insane.
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