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If you could patch Brood War... - Page 14

Forum Index > BW General
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[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2014-01-29 08:36:36
January 28 2014 04:30 GMT
#261
On January 28 2014 13:00 fencer wrote:
Show nested quote +
On January 28 2014 12:23 [[Starlight]] wrote:
I mean, pre-nerfing, Scouts' and Wraths' ATG attack was maybe almost on par with that of Mutas (Muta ATG did considerably more dmg per shot, if you remember the bounces, but Muta cooldown was worse).
I think Blizzard's reason for nerfing their air to ground damage was a very valid one, they only forgot to give the scout a new role once it could no longer fill the old one.

With scouts' ridiculous air to air damage and HP, not even valkyries or corsairs necessarily do that well against them, so they needed to be killable from the ground so not every game would devolve into massed basic air units.

Wraiths have a clear role in the game despite lowered ground damage so I don't understand your criticism there. I can only imagine how with the old damage TvT would be basically ZvZ by now with rushed massed wraiths every game. Just look at how powerful the wraith already is in TvT.

I haven't tested it recently (am just coming back to the game after a long absence), but I'd have to think massed valks or sairs would clobber an equal-cost amount of scouts or wraiths(assuming detection, and assuming the fight isn't big enough for the valk sprite bug to be an issue).

Blizzard's own 'air balance model' states that's the way it's supposed to be: http://classic.battle.net/scc/popup/airbal.htm

We can say, 'Oh, that's just the SC Compendium, its silly', but Bliz staff and designers themselves were saying the exact thing on the Bliz forums way back when. That's the model they were working from.

Valks don't really have a role vs TvP unless Scouts show up, and in numbers. And post-1.04 patch, didn't see many wraiths 'cept in TvT.

I also remember pre-1.04 Starcraft. Yes, there were Wraith and Scout rushes (gosh, I sure do miss Scout rushes, don't you?), but it wasn't 'every game'. And then BW came along with the counter air units and Charon Boosters. Those might've been enough to deal with the issue, without nerfing ATG on top of it. Or perhaps a milder nerf would've worked better.

I have to admit TvT wraith rushing being more enabled is one thing that worries me. But again, valks. Charon Boosters. EMP vs mass cloak. And wraiths are pretty fragile, at the end of the day... muta HP, but while being Large.

User was warned for being hilarious
fencer
Profile Joined October 2011
122 Posts
January 28 2014 04:45 GMT
#262
On January 28 2014 13:30 [[Starlight]] wrote:
I haven't tested it recently (am just coming back to the game after a long absence), but I'd have to think massed valks or sairs would clobber an equal-cost amount of scouts or wraiths(assuming detection, and assuming the fight isn't big enough for the valk sprite bug to be an issue).


Probably yes but they wouldn't destroy them like corsairs do mutas once they reach critical mass. The idea behind the pure air to air units is that you should be able to counter his air units with much less resources invested. If the valkyries and corsairs only have a slight edge then the guy with the multipurpose air units will have a huge advantage.

So given how strong scouts are in air to air combat they couldn't really have that AND good ground damage. Although admittedly simply nerfing the ground damage wasn't a good solution either, they should have just reworked the unit from the ground up and given it a new role.
Disc Golf is Awesome! Thought I'd throw that out there =)
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
January 28 2014 04:52 GMT
#263
On January 28 2014 13:45 fencer wrote:
Probably yes but they wouldn't destroy them like corsairs do mutas once they reach critical mass. The idea behind the pure air to air units is that you should be able to counter his air units with much less resources invested. If the valkyries and corsairs only have a slight edge then the guy with the multipurpose air units will have a huge advantage.

Well, someone's going to have to test it, then.

I'll try to get around to it in the next couple of days, if someone doesn't beat me to it.

Maybe even if. I'm now very curious to see exactly how hard the counter is. Because y'know, you just didn't see the actual fight that much in practice, IIRC. Scouts flat-out don't get used, and wraiths don't get seen all that much 'cept in TvT.

User was warned for being hilarious
fencer
Profile Joined October 2011
122 Posts
January 28 2014 06:01 GMT
#264
Just noticed you said "scouts and wraiths", I only meant scouts not being terrible against sair/valks. Wraiths would get raped of course
Disc Golf is Awesome! Thought I'd throw that out there =)
Foolishness *
Profile Blog Joined May 2009
United States3044 Posts
January 28 2014 06:39 GMT
#265
Would definitely patch it so Flash couldn't map hack.
geript: "Foolishness's cases are persuasive and reasonable but leave you feeling dirty afterwards. Kinda like a whore." ---- Manager of the TL Mafia forum, come play!
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
January 28 2014 07:29 GMT
#266
On January 28 2014 15:01 fencer wrote:
Just noticed you said "scouts and wraiths", I only meant scouts not being terrible against sair/valks. Wraiths would get raped of course

If you're equalizing for cost it shouldn't matter *too* much. Scouts are tougher and hit harder, but they also cost way more.

And they both have 0 base armor... bad thing for 'em vs valks/sairs.


User was warned for being hilarious
hitthat
Profile Joined January 2010
Poland2349 Posts
Last Edited: 2014-01-28 08:31:13
January 28 2014 08:25 GMT
#267
On January 28 2014 16:29 [[Starlight]] wrote:
Show nested quote +
On January 28 2014 15:01 fencer wrote:
Just noticed you said "scouts and wraiths", I only meant scouts not being terrible against sair/valks. Wraiths would get raped of course

If you're equalizing for cost it shouldn't matter *too* much. Scouts are tougher and hit harder, but they also cost way more.

And they both have 0 base armor... bad thing for 'em vs valks/sairs.





Actually ferncer is right. Scout murder valk's and sairs. Test it with speed boost, valks have absolutely no chance.

And test it with microing.

Its offcourse only pure vs pure, valks are support unit and thats what they should do in fights vs scouts.
Shameless BroodWar separatistic, elitist, fanaticaly devoted puritan fanboy.
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
January 28 2014 08:33 GMT
#268
On January 28 2014 17:25 hitthat wrote:
Show nested quote +
On January 28 2014 16:29 [[Starlight]] wrote:
On January 28 2014 15:01 fencer wrote:
Just noticed you said "scouts and wraiths", I only meant scouts not being terrible against sair/valks. Wraiths would get raped of course

If you're equalizing for cost it shouldn't matter *too* much. Scouts are tougher and hit harder, but they also cost way more.

And they both have 0 base armor... bad thing for 'em vs valks/sairs.


Actually ferncer is right. Scouts murder valk's and sairs. Test it with speed boost, valks have absolutely no chance.

And test it with microing.

I find that hard to believe, but, that's why we test things. I'll test it in a few days... busy week upcoming.

I'll test simple a-move first, then micro, like focus-fire and splitting. But I won't do anything too unlikely, like each scout coming in from a different angle/point-of-origin and surrounding the valks or sairs whilst being perfectly spread out. Just doesn't happen much in real-world games.

User was warned for being hilarious
hitthat
Profile Joined January 2010
Poland2349 Posts
Last Edited: 2014-01-28 09:30:34
January 28 2014 09:10 GMT
#269
5 scouts 2 shot a single Valk to kill it. For comparison 5 wraights 3 shots valks to kill it. Also, effective health of scout is highter than that of wright and valkyrie. [armour bonus calculates here twice for valkyrie, becouse scout makes "doubled attack", 14 points each] - I dont know about upgreaded valk vs upgreaded scout yet.

Funny theorycrafting: it is theorytically possible to beat unupgraded scouts with unclocked wrights by abusing its superior range and speed. i never tested that, so maybe its just a pure theory.
Shameless BroodWar separatistic, elitist, fanaticaly devoted puritan fanboy.
gabsingin
Profile Joined October 2014
Hong Kong6 Posts
January 19 2016 18:59 GMT
#270
[post-bump] [have been searching for balance posts for a long time]

one thing that really annoys me is that how Lurker spines can miss their targets when enemy units are running away or running past them - whereas tanks have ZERO delay from firing to shell exploding.

Lurker spines shoot just a hair faster, and maybe a 20 millisecond delay for the tank shots, hitting where the target was 20 milliseconds ago (such that if a zergling were to run in direction of the tank it would still get killed in one shot).

Zera
Profile Joined April 2010
Lithuania716 Posts
January 19 2016 19:49 GMT
#271
On January 20 2016 03:59 gabsingin wrote:
[post-bump] [have been searching for balance posts for a long time]

one thing that really annoys me is that how Lurker spines can miss their targets when enemy units are running away or running past them - whereas tanks have ZERO delay from firing to shell exploding.

Lurker spines shoot just a hair faster, and maybe a 20 millisecond delay for the tank shots, hitting where the target was 20 milliseconds ago (such that if a zergling were to run in direction of the tank it would still get killed in one shot).



You want to kill this beauty??

#FPPS
B-royal
Profile Joined May 2015
Belgium1330 Posts
Last Edited: 2016-01-19 19:54:05
January 19 2016 19:53 GMT
#272
My changelist:

- improvements for battlenet (lan latency, automated matchmaking, copy paste, scrolling through in game chat,...)

- additional replay functionalities (such as rewinding)

- Fix specific bugs (ramp bug (see bisu game), frozen units, larva blocking the morphing of buildings, sprite issue of valkyries)

- Balance issues? Not sure... I ran the numbers for queens and it takes around 3 minutes and 20 seconds (!!!) to gain 150 energy to cast a single spawn broodling. Increasing their energy regeneration or slightly reducing the cost of spawn broodling would be immensely helpful in my opinion.

I'm still unfamiliar with protoss and terran but I think the ghost and scout could use some small tweaks.
new BW-player (~E rank fish) twitch.tv/crispydrone || What plays 500 games a season but can't get better? => http://imgur.com/a/pLzf9 <= ||
TwiggyWan
Profile Blog Joined December 2013
France342 Posts
January 19 2016 20:15 GMT
#273
I'd do :
key rebinding;
multiple building selection & unlimited unit selection (no need to tell me for the millionth time this breaks the game i'm aware of it)
add a visual line to see what a unit will do when I press shift + a visual line to see where rally points go (SC2 style)
add the ability to shift click buildings (for supply depots/pylons for example);
add the ability to give a constructing scv a shift clicked order on what to do next
add a game lobby option to show the map at the start of a game (greyed map + fog of war, SC2 style)

All in all that's changes to make the game more enjoyable and less stressful for newbies so I could play it with my -even worse than me- friends.
No bad days
Zera
Profile Joined April 2010
Lithuania716 Posts
January 19 2016 20:52 GMT
#274
On January 20 2016 05:15 TwiggyWan wrote:
I'd do :
key rebinding;
multiple building selection & unlimited unit selection (no need to tell me for the millionth time this breaks the game i'm aware of it)
add a visual line to see what a unit will do when I press shift + a visual line to see where rally points go (SC2 style)
add the ability to shift click buildings (for supply depots/pylons for example);
add the ability to give a constructing scv a shift clicked order on what to do next
add a game lobby option to show the map at the start of a game (greyed map + fog of war, SC2 style)

All in all that's changes to make the game more enjoyable and less stressful for newbies so I could play it with my -even worse than me- friends.

Maybe just play StarCraft II..?
#FPPS
mca64Launcher_
Profile Joined June 2015
Poland629 Posts
January 19 2016 20:57 GMT
#275
remove toss race
outscar
Profile Joined September 2014
2832 Posts
Last Edited: 2016-01-19 21:32:11
January 19 2016 21:24 GMT
#276
On January 20 2016 05:57 mca64Launcher_ wrote:
remove toss race


You confused it with SC2, don't you?

I was thinking to create similar thread, glad this already exists. So my ideas are:

*** Since zerglings are small units and pop out as 2 from 1 larva egg allow to select 24 of them instead of 12 at once.
*** Scourges also are small and pop out from 1 larva egg (read above)
*** Implement HD soundtrack (My HD music patch for example)
*** -Reserved-

Also since OP says "If you could..." I think patching by your own desire BW isn't really hard deal. There are some modding programs which can change so many things of game, especially unit tweaks such as DPS, spawn time, cost etc.
sunbeams are never made like me...
Keniji
Profile Blog Joined April 2008
Netherlands2569 Posts
Last Edited: 2016-01-19 21:39:01
January 19 2016 21:36 GMT
#277
On January 20 2016 04:53 B-royal wrote:
- larva blocking the morphing of buildings


similarly for terran, SCVs that are building something moving in the way. the pain..

If you have ever wondered why terrans sometimes build depots in weird cross positions and not next to each other, here you go.
Endymion
Profile Blog Joined November 2009
United States3701 Posts
January 19 2016 23:14 GMT
#278
remove vultures
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
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