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Active: 1449 users

Terran 'quality of life' suggestions

Blogs > Archangelsc2l
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Archangelsc2l
Profile Blog Joined September 2015
Bulgaria24 Posts
September 03 2018 13:20 GMT
#1
Hello guys, I am not really sure if these ideas have been compiled like this and brought to the community or Blizzard before. Some of them probably had been. Anyways, I know a lot of terrans have been thinking about these 'quality of life' changes which will make terran more noob friendly and a little easier. They have little to no impact on the balance so this is NOT a balance rant.
I'd like your opinions on these changes. Should these suggestions be part of the game, then why? Do you agree with some of them, all of them, none of them? If not then why not? Here we go...

⦁ First, I am going to start with something I believe is pretty simple, yet could be very annoying to a terran. When you accidently lift a Barracks,Factory,Starport which has a tech lab researching an upgrade. If the production facility is making a unit you cannot lift it before its done. You have to manually cancel the unit and then you can lift the building. I believe its pretty logical that you shouldn't be able to lift the building if its doing a research. If you want to cancel the research just cancel the upgrade from the techlab attached to that Barracks/Factory/Starport.

It doesn't happen too often but when you accidently cancel stim because you double/control/missclicked the Barracks and they all lift, it can be really annoying. I know some of you may say "JUST BE CAREFUL", sure, but why is that such a big deal to fix? It won't affect balance at all.

I think it will be more user friendly if you CANNOT lift the specific building while the tech lab attached to it is doing a research. At first, I guess it can be confusing not being able to lift the building as we are used to now.
I do believe, though this change will be beneficial over time.

⦁ Secondly, the unit priority in the control groups. I am sure a lot of terrans will agree on this especially the more casual/noob player base.
Make Bio(Stim) have the priority in the group of units while you still have multiple different kind of units in a single control group. The very first most important thing before the battle begins is to stim in most cases. In my opinion, the priority should be like this: BIO>GHOST>RAVEN>LIBERATOR. Currently It is RAVEN>GHOST>BIO>LIBERATOR.
[image loading]

This change won't affect 'Maru' because he will still use the countless control groups he can manage. (hehe) It will help though the little Jimmy terran struggling to use all these EMPs,Liberation Zones,snipes,splits, etc(Raven seeker/anti armor what ever it was renamed to...) and stimming on top of that. (Yes, I am the Jimmy Terran, problem with that?)

So while this change is very simple in my opinion, it will play a big role for all players that are below the professionals in skill.
Please, If Blizzard ever reads this and the community agrees implement it to the game... It will make the game better

⦁ The next one is a bit more tricky... Placement of Addons and the RNG on where you spawn on the map. (Yes this is not that impactful little nerd there saying the winrate is still 51-49% depending on the spawn location.. bla bla it actually is ) So basically I have a few ideas here on how we can change this arguably for the better.

Currently, all addons are built on the right side of every building. [image loading]

One of the issues, If you spawn on the left side they are more vulnerable because they are in front of the opponents army. Second thing is depending on where you spawn, you have the reactor as part of the wall while on the other location the Barracks/Factory/Starport is part of that wall.(While this is not that big honestly is still a minor luck based factor we can potentialy remove)
[image loading]

The change: When a player spawns on the left side the addons are built on the left side of the building as well. Right spawning position has the default addon positioning which is on the right (no changes there).

I agree this is not a perfect solution and probably Blizzard will NOT do it, at least it was a good attempt, OK? ;p

Another idea which I think is more complicated... Addons can be attached on both sides (left and right) of the building, so no spawning RNG anymore.

One of the main issues is with the hotkeys, so in stead of adding another 2 hotkeys for the left side reactor/techlab, you have the left spawning location having the addons default on the left side.

You still have the same hotkey as now. While the right spawning location have it default on the right. If for some reason(the path is blocked by units/another building) you press the SAME hotkey as BEFORE and the reactor cannot be build it will automatically choose the other side. Other potential issue I am seeing it might get confusing then you have a building in the left and on the right side of that addon. It can be fixed by just not allowing a building to be really closed to already attached addon. Here's an example: [image loading]

⦁ BTW, The Liberator bug is still in game. I ain't that good (I am awfully bad actually) in programming but shouldn't the logic be something like this: If Viper uses (spell: Abduct) on Liberator (While in Siege mode) Break Siege mode; Return to normal/basic 'flying' state. Excuse my ignorance here, but it shouldn't take 3 years if not more for this to be fixed... And don't answer with something along the lines of... it is hard cause the engine... it is not that simple... well nobody asked blizzard to make a mixture of Valkyrie (from BW) and a siege tank... now that we have it at least fix it ... Thank you

⦁ Now, the next ideas will affect the balance in some way so I do not expect any of you to agree with them, but I will give it a try.

Both the Observer and the Overseer got a new mode called Surveillance Mode, Oversight while the raven didn't. I was thinking why it was ignored, while the other 2 race's observers got this new mode? Shouldn't all the observers in the game have this mode, then? For me it is just strange... Its not that big of a deal but its about principles here!

⦁ And the other proposal is ... What if the raven didn't require a tech lab?
No, no, no don't kill me yet, just listen... Mass ravens are not really a thing anymore, right? So while it is a BUFF, its not as significant. The Blizzards idea was to make spellcasters be part of the army, while not being massed. (Massing only Ravens) One of the reasons we are not seeing ravens as often as we should honestly is because the terran has to stop the medivac/liberator/viking production lift to a techlab build a raven then switch back. Building a Second starport just to make 1 raven is not really an option...

One counter argument might be that it will be harder to scout/guess which unit is going to spawn... Well, currently it already is: From a starport without addon you can build 3 units. From a starport with tech lab you can build 2 more potentially 3 if there is a fusion core (who the f*ck builds BCs though, hm?)

This was balance related I agree so I am ready for the: ANOTHER TERRAN WHINING THREAD... REEE... L2P NOOB...
OK, bro!
I can argue that this idea still supports the initial one. To just make terran a bit easier

⦁ I almost forgot about this one... This will affect balance so I am not really sure if I should even mention this...
Making SCVs not killable while building...
YES, YES, this a huge buff. It will affect the proxy building scenarios, so yes this probably shouldn't make it to the live game ever.
It is a quality of life change so that's why I am bringing this up. But yeah, there are too many balance related downsides to this. So RIP idea!

To sum it up, except for the last two, the other changes will have almost no impact on the balance, while still helping terrans of all leagues. The worse you are the bigger effect it will have. I believe this is what Starcraft needs - make the game a little more casual/noob oriented.(For those of you who want to battle the UI then just play Starcraft 'Remastered' )

Less angry,salty,whiny terrans on the ladder is better, no? We really don't need more terrans going bald! (I know at least 3 foreign terran pros going bald, I am also going bald without even being a pro... ) Coincedence or not, this is a fact!

Thanks a lot for reading! I really hope at least one of these changes to be implemented if not at least be considered.

GL&HF&GGS!




****
gm [T] streamer: www.twitch.tv/wanderersc2
Nakajin
Profile Blog Joined September 2014
Canada8990 Posts
September 03 2018 21:31 GMT
#2
The addons should really be build on both side, it would be if Blizz fix it.
I'm not sure if they should make it so building recherching a tech can't lift up, while it's super frustating to lift your building by mistake (anyone else ever lift all of their cc at the same time?), there are also situation when you need to lift your building asap and it's a bit bothersome to have to cancel the upgrade (let say tvt when thanks are hitting your baracks) so it would fix a minor problem by creating another minor problem.
Writerhttp://i.imgur.com/9p6ufcB.jpg
Archangelsc2l
Profile Blog Joined September 2015
Bulgaria24 Posts
Last Edited: 2018-09-03 22:16:32
September 03 2018 22:15 GMT
#3
I hope I understood your point correctly. You don't have to cancel an upgrade if its about to be killed because you don't lose the money if the upgrade is still going when the eng bay/ tech lab is killed. You get the full refund from the upgrade back. The one time when you actually want to cancel an upgrade is when you want to mind game your opponent into thinking you are going let's say cloak banshee but in reality you are going medivac/raven in TvZ.

Thanks for the reply though!
gm [T] streamer: www.twitch.tv/wanderersc2
Nakajin
Profile Blog Joined September 2014
Canada8990 Posts
Last Edited: 2018-09-04 03:48:31
September 04 2018 03:47 GMT
#4
On September 04 2018 07:15 Archangelsc2l wrote:
I hope I understood your point correctly. You don't have to cancel an upgrade if its about to be killed because you don't lose the money if the upgrade is still going when the eng bay/ tech lab is killed. You get the full refund from the upgrade back. The one time when you actually want to cancel an upgrade is when you want to mind game your opponent into thinking you are going let's say cloak banshee but in reality you are going medivac/raven in TvZ.

Thanks for the reply though!


I was saying that when your buildings are attack you sometime want to lift them quickly as to not lose them and having to cancel the upgrade manually at this point can be bothersome, for example when facing a quick thank push in tvt you might want to lift your racks on top of your main ramp while it's addon is building an upgrade (stim or combat shield) so you don't lose it right away and can position it outside of immediate tank fire and speed is of the essence since it can go down pretty quick.
Those kind of situation don't happen a lot, but then again lifting a building while its addon is upgrading don't happen a lot either.
Writerhttp://i.imgur.com/9p6ufcB.jpg
Archangelsc2l
Profile Blog Joined September 2015
Bulgaria24 Posts
September 05 2018 10:14 GMT
#5
Yes, now I see your point and I agree with it. I was thinking what if you can cancel the upgrade from the factory by pressing escape if there are no units producing. So that way your case will be solved. Unfortunately it will cause another minor problem with canceling the upgrades which I wanted to avoid in the first place...
I would rather still have the buildings not being able to lift while there is an upgrade going. For me it just makes more sense. Oh, well...
gm [T] streamer: www.twitch.tv/wanderersc2
Techtech1234
Profile Joined July 2018
3 Posts
September 05 2018 17:57 GMT
#6
I am glad that so many people have been bringing up unit selection priority on the forums lately. Hopefully blizzard will notice it.

Also for your addon propositions that's good.
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