BW General Discussion - Page 233
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mishimaBeef
Canada2259 Posts
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Navane
Netherlands2743 Posts
![]() teamliquid is on the starcraft home screen. this is so good! think of all the noobs who don't know where the knowledge is. | ||
funnybananaman
United States830 Posts
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evilfatsh1t
Australia8613 Posts
On August 03 2018 14:08 funnybananaman wrote: i just had a highdea a few minutes ago where broodwar is re-released but with only 1 change.. instead of 8 minerals per trip of worker mining you get 10... for all 3 races... might smooth over some of the slow and boring/grind points that caused alot of players to quit pro-bw for sc2? Or maybe have a toggle option in the players screen where you can pick if you're playing a game of 8 or of 10. i think that would be really cool anyone else? no. increased mineral gain would definitely result in balance issues later on. also, ive never once thought bw was slow or "grindy". if anything theres not enough slow aspects of the game for new players which is why everyone loses like their first 50-100 games | ||
Timebon3s
Norway643 Posts
If you mc another protoss units, do u still get another food count? | ||
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tofucake
Hyrule19002 Posts
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funnybananaman
United States830 Posts
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evilfatsh1t
Australia8613 Posts
On August 04 2018 00:41 funnybananaman wrote: I feel as though the first 10 minutes of any broodwar game are super slow, aggravating, and can totally be decided by coin flip build order choices that have to be made before either player has any scouting info on the other. 10 minerals a gather would make , for instance, the time a P can put down 2 gateways, a core, a tech building, happen alot quicker enableing 1 base play in pvz. Similarly 2 barracks style could be viable tvt in ways it isn't now due to being able to afford greater marine count. Other styles like better 1 base play or 2 hatch play in zvt could also become playable. it would need testing but it could improve broodwar gameplay alot. ummm....youre either E rank equivalent on iccup or dont watch pros at all or both. many games finish in less than 10 minutes at pro level. multiple pros have shown that they can hit max supply in less than 10minutes on ladder. also the only games that are really heavily affected by "coin flip" build orders are mirror matches, and even then there are plenty of games where build order loss didnt equate to game loss. you just dont know what youre doing for the first 10 minutes if you think bw is slow | ||
CobaltBlu
United States919 Posts
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Timebon3s
Norway643 Posts
On August 03 2018 23:42 tofucake wrote: Yes and yes. Supply is per race, so if you mind control a probe and scv you can build and max 200/200 armies of all 3 races So if you play PvP and you mind control your opponents probe, you wont be able to have two 200/200 armies? If no, then what happens if you are maxed out? Will it show liek 204/200 in supply? | ||
funnybananaman
United States830 Posts
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ProMeTheus112
France2027 Posts
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Sero
United States692 Posts
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BigFan
TLADT24920 Posts
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Sero
United States692 Posts
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castleeMg
Canada758 Posts
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funnybananaman
United States830 Posts
edit - i guess i was talking about original BW and in scr you can mind control up to 230-240 ? sorry haven't played scr to speak accurately about it yet | ||
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GTR
51392 Posts
dunno why you have it in your head that the games are completely different. | ||
Freakling
Germany1526 Posts
On August 04 2018 00:41 funnybananaman wrote: I feel as though the first 10 minutes of any broodwar game are super slow, aggravating, and can totally be decided by coin flip build order choices that have to be made before either player has any scouting info on the other. 10 minerals a gather would make , for instance, the time a P can put down 2 gateways, a core, a tech building, happen alot quicker enableing 1 base play in pvz. Similarly 2 barracks style could be viable tvt in ways it isn't now due to being able to afford greater marine count. Other styles like better 1 base play or 2 hatch play in zvt could also become playable. it would need testing but it could improve broodwar gameplay alot. Boosting economy would only lead to more build order losses because scouting would become relatively more costly and the window for scouting an opponent's build would be a lot narrower. If you like fast economy, mass production, one base games then FPM and similar maps are probably your thing. They do essentially the same thing. On August 04 2018 02:12 funnybananaman wrote: Gotta wonder if you ever actually touched the game O_o You can get arbitrarily high supply numbers for any race, with enough mind control and no using any units you already own. There's a cap of about 1650 total units in a game though (optionally twice that for SC:R), including buildings, resources etc.No, you can hit 200/200 in terran zerg or protoss once each. So the most you can have in a game is 600/600, divided by 3 for race so 3 counters counting 200/200, 200/200, 200/200. mind controlling another players drone or scv, and go from there. if you start as toss mind controlling another tosses probe will just add 1 supply to your food count, going from 167/200 to 168/200 in a imaginary game. it wouldn't change the second integer which is capped at 200 with no way to over that number in any situation ever. broodwar with 300/300 foodcount could be cool though. or 400/400 and bigger maps up to 400x400 or 500x500 to accommodate all the sprites that would be in that game. that would really test macro management ability. but right now you can never have 204/200 unless you are hacking or otherwise illegally modifying the game. natural rules won't let you go to 201 | ||
funnybananaman
United States830 Posts
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