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Blogs > YokoKano
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YokoKano
Profile Blog Joined July 2012
United States612 Posts
Last Edited: 2012-11-21 16:34:48
November 21 2012 11:12 GMT
#1
Basic Changes

*Multiplayer replays, lol

*Slight reduction in game speed (8 worker start)

*Interactive abilities (seems to be happening)

*Change to unit formation to avoid clumping (would have a lot of repercussions). Less clumping creates more value in arraying armies for battle, preparation for fights becomes more important. Less clumping is also extremely valuable from a spectator's perspective because it gives armies a sense of scale (like in BW armies spanned multiple screenlengths)



More flexibility. The game needs to evolve in terms of army compositions and the viability of different unit combinations. So far, SC2 mainstay army compositions have been characterized by binary variables:

*
    Protoss: Colossus, not Colossus
    Terran: Mech, not Mech
    Zerg: Muta, not Muta


SC2 has evolved with a heavy emphasis on walls: building walls and force fields. In some ways the efficacy of SC2 walls is problematic because a reliance on walls necessarily reduces potential attack timings (for both players).

I think SC2 needs to carefully evaluate Larva Inject, Force Field, and "big units" like the Colossus and Thor (especially these big mid-game ground units).

I also think that SC2 could be improved considerably if there were some way to work in more spell casters. Casting units are typically the backbone of an army, and so having more spell casters gives players more room to develop different army compositions. It seems that Heart is taking the game in that direction, so I'm interested to see the result.

One of the most important things in the development of SC2 will be more flavor in terms of unit compositions and attack timings. A slight reduction in game speed could factor heavily into creating more possibilities. And the introduction of more spell casters will hopefully find more unit compositions viable.

*
IQ 155.905638752
Ero-Sennin
Profile Blog Joined July 2009
United States756 Posts
November 21 2012 11:38 GMT
#2
Know what would be pretty cool to see?

Nerf immortal damage to armored units and give them a very small AOE damage
Luck makes talent look like genius.
Ikidomari
Profile Blog Joined August 2011
Australia485 Posts
November 21 2012 12:13 GMT
#3
*Slight reduction in game speed

no thankyou, start of the game is boring enough as it is, and the amount of micro changes it would create would require a complete rebalance of the game at top level. (imagine MKP Splitting if he had even 10% more time to do so)

Rest seems to be things which have been said before. not bad though
Just break the rules, and you see the truth.
divito
Profile Blog Joined January 2011
Canada1213 Posts
November 21 2012 13:21 GMT
#4
I'd prefer faster game speed, and knock the percentages down for damage output; raise the skill gap a bit more.
Skype: divito7
YokoKano
Profile Blog Joined July 2012
United States612 Posts
Last Edited: 2012-11-21 16:35:21
November 21 2012 16:34 GMT
#5
On November 21 2012 21:13 Ikidomari wrote:
*Slight reduction in game speed

no thankyou, start of the game is boring enough as it is, and the amount of micro changes it would create would require a complete rebalance of the game at top level. (imagine MKP Splitting if he had even 10% more time to do so)

Rest seems to be things which have been said before. not bad though


well this change is recommended with a mandatory 8 worker start. not only does this deny the 6pool (a possibility that, in my opinion, is unnecessary). it also speeds up start times and avoids the 6-8 part of the game where every player always does the same thing. this is, of course, barring 6 pool.

the 6 pool removal is a nice change because the 6 all-in adds a major, luck-only rush element to zvz.

i think splits are auto now, anyway?
IQ 155.905638752
DanLee
Profile Joined January 2012
Canada316 Posts
November 21 2012 18:13 GMT
#6
On November 21 2012 20:38 Ero-Sennin wrote:
Know what would be pretty cool to see?

Nerf immortal damage to armored units and give them a very small AOE damage

Kind of overlaps the collosus then.
nty
Ero-Sennin
Profile Blog Joined July 2009
United States756 Posts
November 22 2012 08:21 GMT
#7
It does except it has more harass potential and let's say, for hypothetical sake.. we have a PvP where one guy is being offensive, has more units, and let's say forcefields are negated or used equally on both sides. As long as the offensive guy doesn't die at his computer or have a proxy pylon.. he wins. I don't know, I know it covers the collosus a bit but I just... man, I really want a reaver TT haha
Luck makes talent look like genius.
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