|
On January 22 2014 04:16 Liquid`Drone wrote:
As for balance, I could see stuff like scouts starting with speed being alright, and ghosts starting with the range upgrade. Those are like, so small that they might not have too much of an impact and only makes the units kinda buildable. (scout speed could actually make the 1 stargate scout into 3 gate dragoon allin too powerful though, it's not always that easy to hold as it is..) . What is this 1 Stargate Scout into 3 Gate Dragoon?
On January 22 2014 04:35 Liquid`Drone wrote: I would also remove the bug that lets terran players move scvs through your ramp even though you have blocked it Which bug is that?
On January 22 2014 05:48 2Pacalypse- wrote:Show nested quote +On January 22 2014 03:41 traceurling wrote:On January 22 2014 03:31 2Pacalypse- wrote:On January 22 2014 02:59 Sayle wrote:On January 22 2014 02:31 2Pacalypse- wrote: customize keyboard shortcuts - i never understood why people are so adamantly against it
filthy casual id be the first one playing with legacy keys because i couldnt be bothered to relearn the hotkeys (same as i do in dota2) however, i think this is one thing that wouldnt take anything away from hardcore players while giving a lot to beginning players and those who switch from sc2 etc. That's what starbow is for starbow is a different game with different units. Your statement is nonsensical and off-topic. Wait isn't Starbow the same units? Well what I meant is play whatever mod it is in Starcraft 2 that plays Brood War and then you can customize hotkeys however you want (unless Im incorrect there) as a way fro SC2 players to transition to BW if they wanted
|
|
On January 22 2014 04:16 Liquid`Drone wrote:I'd make lan latency/antihack an integrated part, and I'd make everyone able to make games without having to port forward. there are a few minor bugs that have happened and made me lose games say 5 games out of 20000 that I would fix, like sometimes units being permanently stuck in ramps. I wouldn't touch any aspect of micro at all, because even the micro-bugs are great for differentiating players. Occasionally my own marines get stuck when I'm chasing down units, but it actually only happens because my commands aren't sufficiently fine-tuned. reaver scarabs too, it's normally quite predictable which scarabs are going to bug and not. Additionally I kinda agree that it'd be good to be able to change where units pop out, but then one of my most glorious brood war moments comes from exploiting that they always pop out at the same place, so even though it would be good for map location balance reasons, I'm kinda like fuck it anyway. Also, I actually like how stuff like this forces you to slightly adjust your strategy - and enables your opponent to adjust his strategy - based on starting locations. I remember I had this old 2 hatch hydra build on medusa zvt, where if I started at 11 or 2 I would scout pretty early to determine whether he was at 7 - because the strategy was by far best when used against a terran at 7 because they would wallin differently. Actually I'm not sure I'm remembering the locations correctly cuz it's been forever, but there was one location it worked really really well against. ;p I like everyone having to work with the same hotkeys, wouldn't want to enable that change. As for balance, I could see stuff like scouts starting with speed being alright, and ghosts starting with the range upgrade. Those are like, so small that they might not have too much of an impact and only makes the units kinda buildable. (scout speed could actually make the 1 stargate scout into 3 gate dragoon allin too powerful though, it's not always that easy to hold as it is..) But other than that I wouldn't touch anything. Valkyrie sprite bug is like, yeah it sucks that they bug out, but if they didn't, it might require some rebalancing, so I'm not even sure about that. Would be sweet for UMS though. I pretty much agree with what you said with the exception for the valkyrie bug. Valks aren`t cheap, they shoot only air targets, so it is an absolute must for them to actually shoot all time. I lost several games because they just stood there doing absolutely nothing, only watching how my goliaths and themselves got oblitarated by an only muta army. I mean there is no point to have a unit what is not shooting at the crucial moments of the game (like a huge late game engagement), in theory the valkyries become more powerful as their numbers grow, yet somtimes they are completely useless.
|
On January 22 2014 06:57 traceurling wrote:Show nested quote +On January 22 2014 04:16 Liquid`Drone wrote:
As for balance, I could see stuff like scouts starting with speed being alright, and ghosts starting with the range upgrade. Those are like, so small that they might not have too much of an impact and only makes the units kinda buildable. (scout speed could actually make the 1 stargate scout into 3 gate dragoon allin too powerful though, it's not always that easy to hold as it is..) . What is this 1 Stargate Scout into 3 Gate Dragoon? Show nested quote +On January 22 2014 04:35 Liquid`Drone wrote: I would also remove the bug that lets terran players move scvs through your ramp even though you have blocked it Which bug is that? Show nested quote +On January 22 2014 05:48 2Pacalypse- wrote:On January 22 2014 03:41 traceurling wrote:On January 22 2014 03:31 2Pacalypse- wrote:On January 22 2014 02:59 Sayle wrote:On January 22 2014 02:31 2Pacalypse- wrote: customize keyboard shortcuts - i never understood why people are so adamantly against it
filthy casual id be the first one playing with legacy keys because i couldnt be bothered to relearn the hotkeys (same as i do in dota2) however, i think this is one thing that wouldnt take anything away from hardcore players while giving a lot to beginning players and those who switch from sc2 etc. That's what starbow is for starbow is a different game with different units. Your statement is nonsensical and off-topic. Wait isn't Starbow the same units? Well what I meant is play whatever mod it is in Starcraft 2 that plays Brood War and then you can customize hotkeys however you want (unless Im incorrect there) as a way fro SC2 players to transition to BW if they wanted Theres some way to make SCVs go through units on a ramp by like, clicking a geyser then clicking into their base or something, and the scvs will walk through the unit on the ramp(cant really remember how to do it)
|
Another con of building rally is that the opponent can't abuse it even when it isn't a wall in.
e.g. often in 2 gate proxy vs 1 gate core the cheesing player will build some buildings to trap the goon when it spawns. I really enjoy watching this happen
If you REALLY wanted to remove positional imbalance, you'd need to be able to do the lava trick in all four directions too lol (you could also remove it but it is too cool imo).
|
I would fix the control-group-adding-when-full bug. Normally, you can add units to a control group by shift-clicking the control group's number when the units are selected. However, when that control group is already full when you try to add the units this way, the next higher control group is replaced by one of these units. It can screw up your control groups pretty bad if you don't notice it.
|
On January 22 2014 07:06 arb wrote:Show nested quote +On January 22 2014 06:57 traceurling wrote:On January 22 2014 04:16 Liquid`Drone wrote:
As for balance, I could see stuff like scouts starting with speed being alright, and ghosts starting with the range upgrade. Those are like, so small that they might not have too much of an impact and only makes the units kinda buildable. (scout speed could actually make the 1 stargate scout into 3 gate dragoon allin too powerful though, it's not always that easy to hold as it is..) . What is this 1 Stargate Scout into 3 Gate Dragoon? On January 22 2014 04:35 Liquid`Drone wrote: I would also remove the bug that lets terran players move scvs through your ramp even though you have blocked it Which bug is that? On January 22 2014 05:48 2Pacalypse- wrote:On January 22 2014 03:41 traceurling wrote:On January 22 2014 03:31 2Pacalypse- wrote:On January 22 2014 02:59 Sayle wrote:On January 22 2014 02:31 2Pacalypse- wrote: customize keyboard shortcuts - i never understood why people are so adamantly against it
filthy casual id be the first one playing with legacy keys because i couldnt be bothered to relearn the hotkeys (same as i do in dota2) however, i think this is one thing that wouldnt take anything away from hardcore players while giving a lot to beginning players and those who switch from sc2 etc. That's what starbow is for starbow is a different game with different units. Your statement is nonsensical and off-topic. Wait isn't Starbow the same units? Well what I meant is play whatever mod it is in Starcraft 2 that plays Brood War and then you can customize hotkeys however you want (unless Im incorrect there) as a way fro SC2 players to transition to BW if they wanted Theres some way to make SCVs go through units on a ramp by like, clicking a geyser then clicking into their base or something, and the scvs will walk through the unit on the ramp(cant really remember how to do it) that's not race-specific. any worker can do it. you right-click the geyser, then shift-right-click it some more, then shift-right-click where you want to go (don't exceed waypoint limit).
|
+ Show Spoiler +I would make unlimited hotkey selection, automine, unlimited production selection (in 1 hotkey), all units be able to stack onto 1 spot for maximum dps in a concave or small area... + Show Spoiler +oh wait they already made this game, it's called sc2.
|
DTs would fly and have splash damage. And every time a vulture plants a mine a voice would say 'GAAAY'.
But in all seriouslyness, the only two things I would change would be higher sprite resolutions and fix the hosting woes.
|
As far as gamer mechanics are concerned (no unit changes, newer OS support, BNet issues etc, interface updates...), these are the most urgent problems to be adressed:
- Completely rewrite the pathfinding/moving algorithms for ground units (too many things just working barely, i.e. absolutely horribly).
- increase all sprite limits significantly.
- make building collision boxes more even and centered, so wallins become easier to learn. Just standardizing them so all buildings have the same free edges is probably not a good idea though, too many nice things you can do with thes different gap sizes...
- make unit spawn at buildings dependant on where the rally point is (this would probably be the easiest way to fix it)
- Fix all the bugged tiles in the BroodWar Terrains, so you can actually use them for maps.
|
|
On January 22 2014 07:10 Muff2n wrote:Another con of building rally is that the opponent can't abuse it even when it isn't a wall in. e.g. often in 2 gate proxy vs 1 gate core the cheesing player will build some buildings to trap the goon when it spawns. I really enjoy watching this happen If you REALLY wanted to remove positional imbalance, you'd need to be able to do the lava trick in all four directions too lol (you could also remove it but it is too cool imo).
I forgot about that... I've even done that pylon trick myself. It's pretty cool. This complicates things.
|
|
Lol nvm found the ramp error vodtoast was referring to.
|
United Kingdom20263 Posts
Native 1920x1080, with higher resolution UI/units/etc so that they were not too small.
^That's halfway there. (:
|
for the love of god give me auto port forwarding
and destructible rocks
|
No using ultralisks and defilers in the same game.
|
On January 22 2014 08:22 Foxxan wrote: Irradiate damage singletarget nerfed from 250 to 120
Nerf darkswarm Smaller radius, 30sec duration
Archon range +1 Shieldbattery, no longer stuns units. It only roots
Smaller size of shieldbattery, and archon
Parasite removed - replaced with 100-125mana (spells name is slime) Singletarget fast projectile. Cast on enemy unit. Reduces range by 50% Cast range: 8vs air, 5vs ground 1,5sec casttime(animation) Duration: infinite Suddenly terran goes from able to win vs zerg, to never winning vs zerg.
great change
kappa
User was warned for this post
|
On January 22 2014 09:00 arb wrote:Show nested quote +On January 22 2014 08:22 Foxxan wrote: Irradiate damage singletarget nerfed from 250 to 120
Nerf darkswarm Smaller radius, 30sec duration
Archon range +1 Shieldbattery, no longer stuns units. It only roots
Smaller size of shieldbattery, and archon
Parasite removed - replaced with 100-125mana (spells name is slime) Singletarget fast projectile. Cast on enemy unit. Reduces range by 50% Cast range: 8vs air, 5vs ground 1,5sec casttime(animation) Duration: infinite Suddenly terran goes from able to win vs zerg, to never winning vs zerg. great change kappa
More nerf to DS, terran can win again?
|
Slightly increase starting energy of Queens/Ghosts/DA or slightly decrease their spell cost just so you'd see these units a little bit more without fucking over the balance.
Slightly increase air to ground attack for scouts so that you can make 1,2 and force turrets in the extremely rare situation of 12 nex into 2 base carrier/fast arb. Imagine ForGG vs Kal on Colosseum, like that except a little better and scouts would get a legit use in-game, still shitty, but usable.
Fix certain map tiles that are broken and can't actually be used when making a competative map.
More melee map features, I'd go crazy here, give mapmakers a lot of new optione, if they find a legit use good for them, if they don't, no harm done. Everything from collapsable bridges to evenground miss chance ground(which can already be done, but in a limiting manner)
Fix map resolution, so that this would actually allow 126+/126+ maps
|
|
|
|