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If you could patch Brood War... - Page 7

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BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
January 22 2014 08:25 GMT
#121
On January 22 2014 16:38 ArvickHero wrote:
??????? many of the builds used today are very different in many ways from 2009-10, and latemech wasn't even popular until 2011, well after FS was out of circulation. FS's map structure makes it incredibly easy for good latemech players to split the map to their favor

really? that's not that far back, interesting. Always thought late mech switching happened back in 2010 at least if not earlier, guess not lol
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
thezanursic
Profile Blog Joined July 2011
5497 Posts
January 22 2014 08:30 GMT
#122
On January 22 2014 16:38 ArvickHero wrote:
??????? many of the builds used today are very different in many ways from 2009-10, and latemech wasn't even popular until 2011, well after FS was out of circulation. FS's map structure makes it incredibly easy for good latemech players to split the map to their favor

Hmm... Interesting. Although I would still argue that if the 2009/10 Terrans were to play their style on FS versus today's zergs they'd still rape them hard. I'm basically trying to say that there's A LOT of room for improvement in today's play. Even at the end of Brood War the best players made mistakes and could still improve.

Basically I'm trying to say that if somebody really starts dominating right now maps and meta won't stop him regardless of race.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
hitthat
Profile Joined January 2010
Poland2329 Posts
January 22 2014 09:17 GMT
#123
On January 22 2014 17:25 BigFan wrote:
Show nested quote +
On January 22 2014 16:38 ArvickHero wrote:
??????? many of the builds used today are very different in many ways from 2009-10, and latemech wasn't even popular until 2011, well after FS was out of circulation. FS's map structure makes it incredibly easy for good latemech players to split the map to their favor

really? that's not that far back, interesting. Always thought late mech switching happened back in 2010 at least if not earlier, guess not lol


And you're right, late full-mech-switch was seen f.e. in Fantasy vs Zero in 2010, Sea vs Jaedong (also 2010) and many more, but it became a standard mindset in 2011.
Shameless BroodWar separatistic, elitist, fanaticaly devoted puritan fanboy.
ArvickHero
Profile Blog Joined October 2007
10387 Posts
January 22 2014 09:19 GMT
#124
players began experimenting w/ latemech around 2010, but wasn't very effective until 2011.

are we trying to compare 2009/10 progamer Terrans to today's expro/amateur Zergs, because that would be such an unfair/stupid comparison. Better to just compare them to the average 2012 progamer Zerg, who by then were so good at defending against bio that even Light (who was one of the last bastions of lategame TvZ bio) had to switch over to latemech.

but that's really beside my point, which is that FS is imba (despite what some people say) especially in regards to latemech, and FS's problems relating to latemech carries over to many other maps that derive their structural elements from FS. We don't really need a patch to combat it, just new maps. Case in point: optimization of PvZ timing attacks led to a massive swing in balance towards Protoss in around 2009, until Zergs figured out how to simcity. As a result, maps from that point on were designed with simcitying in mind, for balance.

Yea skill can transcend map balance, but you can't just go "hey any Protoss can beat any Zerg on Tears of the Moon all the time if they're skilled enough" or "oh well its ok if Zerg can't simcity on this map, he can still win if he's better". These things matter.
Writerptrk
arb
Profile Blog Joined April 2008
Noobville17922 Posts
January 22 2014 09:25 GMT
#125
On January 22 2014 18:19 ArvickHero wrote:
players began experimenting w/ latemech around 2010, but wasn't very effective until 2011.

are we trying to compare 2009/10 progamer Terrans to today's expro/amateur Zergs, because that would be such an unfair/stupid comparison. Better to just compare them to the average 2012 progamer Zerg, who by then were so good at defending against bio that even Light (who was one of the last bastions of lategame TvZ bio) had to switch over to latemech.

but that's really beside my point, which is that FS is imba (despite what some people say) especially in regards to latemech, and FS's problems relating to latemech carries over to many other maps that derive their structural elements from FS. We don't really need a patch to combat it, just new maps. Case in point: optimization of PvZ timing attacks led to a massive swing in balance towards Protoss in around 2009, until Zergs figured out how to simcity. As a result, maps from that point on were designed with simcitying in mind, for balance.

Yea skill can transcend map balance, but you can't just go "hey any Protoss can beat any Zerg on Tears of the Moon all the time if they're skilled enough" or "oh well its ok if Zerg can't simcity on this map, he can still win if he's better". These things matter.

I feel like even better Protoss players cant beat Zergs because of sim city most of the time.
Its almost impossible to do anything against it. Just like I feel like on FS for sure Swarm makes it practically impossible to attack as T, unless you kill them with 5/6 rax aggression builds
Artillery spawned from the forges of Hell
hitthat
Profile Joined January 2010
Poland2329 Posts
Last Edited: 2014-01-22 09:40:20
January 22 2014 09:29 GMT
#126
On January 22 2014 18:19 ArvickHero wrote:
players began experimenting w/ latemech around 2010, but wasn't very effective until 2011.


It was effective enouth to cause a massive balance whining from Zerg players, lol. (not that Zerg players hadnt whine earier, flash pushes, fantasy build and leta wright style also brouth a massive amount of whining, but its really difficult to find more nerdzerg-rage thread than the one from MSL game 1 - Jeadong vs Sea )

Speeking of balance...many of suggestions here are straith awfull...
Shameless BroodWar separatistic, elitist, fanaticaly devoted puritan fanboy.
thezanursic
Profile Blog Joined July 2011
5497 Posts
January 22 2014 09:45 GMT
#127
On January 22 2014 18:19 ArvickHero wrote:
players began experimenting w/ latemech around 2010, but wasn't very effective until 2011.

are we trying to compare 2009/10 progamer Terrans to today's expro/amateur Zergs, because that would be such an unfair/stupid comparison. Better to just compare them to the average 2012 progamer Zerg, who by then were so good at defending against bio that even Light (who was one of the last bastions of lategame TvZ bio) had to switch over to latemech.

but that's really beside my point, which is that FS is imba (despite what some people say) especially in regards to latemech, and FS's problems relating to latemech carries over to many other maps that derive their structural elements from FS. We don't really need a patch to combat it, just new maps. Case in point: optimization of PvZ timing attacks led to a massive swing in balance towards Protoss in around 2009, until Zergs figured out how to simcity. As a result, maps from that point on were designed with simcitying in mind, for balance.

Yea skill can transcend map balance, but you can't just go "hey any Protoss can beat any Zerg on Tears of the Moon all the time if they're skilled enough" or "oh well its ok if Zerg can't simcity on this map, he can still win if he's better". These things matter.


Well what would you want kind of features would you want to add to make lategame mech weaker?

Wider chokes leading to expansions? Well that would fucker over early game for some other match ups. How exactly does one build a map to take lategame mech into consideration?
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
January 22 2014 09:51 GMT
#128
On January 22 2014 18:45 thezanursic wrote:
Show nested quote +
On January 22 2014 18:19 ArvickHero wrote:
players began experimenting w/ latemech around 2010, but wasn't very effective until 2011.

are we trying to compare 2009/10 progamer Terrans to today's expro/amateur Zergs, because that would be such an unfair/stupid comparison. Better to just compare them to the average 2012 progamer Zerg, who by then were so good at defending against bio that even Light (who was one of the last bastions of lategame TvZ bio) had to switch over to latemech.

but that's really beside my point, which is that FS is imba (despite what some people say) especially in regards to latemech, and FS's problems relating to latemech carries over to many other maps that derive their structural elements from FS. We don't really need a patch to combat it, just new maps. Case in point: optimization of PvZ timing attacks led to a massive swing in balance towards Protoss in around 2009, until Zergs figured out how to simcity. As a result, maps from that point on were designed with simcitying in mind, for balance.

Yea skill can transcend map balance, but you can't just go "hey any Protoss can beat any Zerg on Tears of the Moon all the time if they're skilled enough" or "oh well its ok if Zerg can't simcity on this map, he can still win if he's better". These things matter.


Well what would you want kind of features would you want to add to make lategame mech weaker?

Wider chokes leading to expansions? Well that would fucker over early game for some other match ups. How exactly does one build a map to take lategame mech into consideration?


Expansion layout

The same thing that makes late mech weaker, make bio stronger.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
ArvickHero
Profile Blog Joined October 2007
10387 Posts
January 22 2014 09:57 GMT
#129
well that'd actually be an interesting discussion now wouldn't it? There's a lot of different possibilities, from trying to deal with it indirectly by giving Zerg a better chance at setting up an advantage in the early/mid-game to translate to a stronger position late-game, or tackling it more directly, such as creating novel map structures (not everything has to be 4player corner maps made from a Luna blueprint).

It'd be fun to see how the game, balance and meta progresses from this point .. or we can just keep using FS and stagnate.
Writerptrk
Boonbag
Profile Blog Joined March 2008
France3318 Posts
Last Edited: 2014-01-22 10:04:03
January 22 2014 10:03 GMT
#130
what we need is hd redesign that changes the color set / art of the game
i think map editor is sufficient

the dark sci fi theme is so 90's
hitthat
Profile Joined January 2010
Poland2329 Posts
Last Edited: 2014-01-22 10:23:48
January 22 2014 10:20 GMT
#131
On January 22 2014 19:03 Boonbag wrote:
what we need is hd redesign that changes the color set / art of the game
i think map editor is sufficient

the dark sci fi theme is so 90's


BETRAYAL IN OUR RANKS!!! TERRAN PATRIOTS, TO ARMS!!!

This is completely unacceptable for me personaly. Color set is fine, but its my personal, completely biased and subjective opinion.
Shameless BroodWar separatistic, elitist, fanaticaly devoted puritan fanboy.
thezanursic
Profile Blog Joined July 2011
5497 Posts
Last Edited: 2014-01-22 10:35:06
January 22 2014 10:32 GMT
#132
On January 22 2014 18:57 ArvickHero wrote:
well that'd actually be an interesting discussion now wouldn't it? There's a lot of different possibilities, from trying to deal with it indirectly by giving Zerg a better chance at setting up an advantage in the early/mid-game to translate to a stronger position late-game, or tackling it more directly, such as creating novel map structures (not everything has to be 4player corner maps made from a Luna blueprint).

It'd be fun to see how the game, balance and meta progresses from this point .. or we can just keep using FS and stagnate.

I definitely see your point though. At this point FS should be discarded and left to rot in some empty hole somewhere. Seriously to many maps are literally Fighting Spirit with a twist or two. I know I joined the scene relatively late, but to me it seems like most of the maps released in the last 2 years of Brood War were trying to be FS, maybe it's just because KESPA - Brood War was starting to go down hill because of the matchfixing scandal, Blizzard suing KESPA etc etc etc.

But this is 2014, KESPA is pretty much dead, gone and burried as far as I'm concerned and we have SOSPA now and a great opportunity to go back to more wacky map design. Mist for instance seems like a step in the right direction, but I wish that Sonic would just rotate out most of the old KESPA maps next season, maybe leave 1 map, but let it not be FS. Something like Othello maybe - Standardish, but still interesting.

I imagine that practicing new maps is probably the last thing the current top SOSPA players want, but Sonic has already established himself and he has the power to enforce new maps and these players most definitely won't leave because they have to practice a couple of new maps like they have for their entire careers.

Slightly less relevant:
Have any of the current top SOSPA players actually talked or expressed their feelings on how they feel about Sonic adding and enforcing more new maps?
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
January 22 2014 10:34 GMT
#133
On January 22 2014 19:20 hitthat wrote:
Show nested quote +
On January 22 2014 19:03 Boonbag wrote:
what we need is hd redesign that changes the color set / art of the game
i think map editor is sufficient

the dark sci fi theme is so 90's


BETRAYAL IN OUR RANKS!!! TERRAN PATRIOTS, TO ARMS!!!

This is completely unacceptable for me personaly. Color set is fine, but its my personal, completely biased and subjective opinion.


I would watch it if it looked like the style of Starcrafts.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Boonbag
Profile Blog Joined March 2008
France3318 Posts
January 22 2014 11:28 GMT
#134
On January 22 2014 19:20 hitthat wrote:
Show nested quote +
On January 22 2014 19:03 Boonbag wrote:
what we need is hd redesign that changes the color set / art of the game
i think map editor is sufficient

the dark sci fi theme is so 90's


BETRAYAL IN OUR RANKS!!! TERRAN PATRIOTS, TO ARMS!!!

This is completely unacceptable for me personaly. Color set is fine, but its my personal, completely biased and subjective opinion.


haha i meant mainly giving it a more arcade vibe
the retro look is pretty good
i just feel it would be better if it looked little more punchy, as far as specating goes
reminisce12
Profile Joined March 2012
Australia318 Posts
January 22 2014 12:29 GMT
#135
Terran
Ghost - i would make them come out earlier, maybe fac tech.. i have the idea of them fending off muta attks with their 7 range, 8 in bunkers. cloak research from academy.

mines needs nerfing, either in the form of costing some minerals like 5 or 10 or reducing number from 3 to 2.

Goliath - AA weap upgrade is too good change from +4 to +2.

Vessel - cost increase to 3 supplies.

BC - attk change from 25 to 30.

Valk - cost decrease to 225/125.

Zerg
Queen - Spawn Broodling mana cost 150 to 125, upgrade increase 100/100 to 200/200. Change infest to work on all races, for zerg the infested hatch becomes ur own, for toss nexus gets to build a zerg/toss hybrid unit.

Devourer - increase attk rate. cost decrease to 125/50.

Toss
DT - armor nerf to 0. cost increase or hp decrease.

DA - MC needs rework imo, make it a temp MC, mana and research cost both reduced, and it no longer costs shields.

Scout - increase ground attk to 10, increase fire rate. cost decreased to 225/125.

Carrier - decrease armor to 3.

Arbiter - increase attk and firerate.



RouaF
Profile Joined October 2010
France4121 Posts
January 22 2014 12:39 GMT
#136
Lol I can't believe the post just above mine. I don't think broodwar needs that much changes balance wise. Only things that would seem wise to me is to slightly buff completely unused units.
ShivaRee
Profile Joined October 2010
China43 Posts
January 22 2014 12:42 GMT
#137
Resolution upgrade to 800*600, just like diablo2 exp upgraded diablo2 res.
The macro&micro will be more wonderful under 800*600 imo.
There is no silver bullet
Vasoline73
Profile Blog Joined February 2008
United States7847 Posts
January 22 2014 14:04 GMT
#138
Gameplay wise, maybe a slight buff for firebats. Not so much so that they become a problem in early/midgame TvZ, but so bio could be a littttttle less brittle in bio TvP. Maybe soak up a bit more storm/reaver/goon damage. Not enough that bio is considered as viable as mech in that matchup, but just enough to give a bio player some semblance of a meat shield/tank that can help against zealots and possibly buy them *some* time to transition into a better unit composition. Might create situations where both T and P have to dance around and position their zealots/dragoons/HT v marine/medic/firebat to get optimal damage in. As of now bio TvP is 100% based on the element of surprise. It still should be, but maybe giving a bigger window to survive after the bio strat is known to the protoss player could make it less of an all-in/gimmicky strat. Again, I don't know if this could be done in a meaningful way without breaking TvZ. I would guess that if Z could survive the early game somehow that it wouldn't affect the matchup too much.

I think creep spread that didn't give vision would help Z defend new expos in ZvT. Just a slight speed bonus or something. Thinking along the lines of expos like 12,3,6 and 9 on FS where getting a nydus sometimes just doesn't help all that much when you can't really run down those ramps in most cases. Would probably break PvZ though? If you could use sunkens/spores/creep colonies to spread creep down ramps this mechanic could help Z without seeing maps completely covered in creep every game like in SC2. Zergs would have to invest more to "build" creep and it could be a mostly defensive thing. This is probably too much to add to BW though thinking about it more. Would be hard to justify implementing it and even harder to find a way to make it useful but not completely game changing.

Scount speed without upgrade definitely. Cutting its air to ground attack speed in half (or maybe by a third) seems wise. Those two buffs with a slightly lower cost (maybe even a little bit less build time) would make the scout a bit less useless but not so much so that we'd see them often at all. Definitely gives the unit a bit of versatility that it COMPLETELY lacks atm.

Other than that more obvious things include the valk sprite bug... ever so slightly buffing the scarab pathfinding AI (SLIGHTLY!!!!)... and increasing resolution slightly. Of course multiplayer improvements like auto LAN latency, easier hosting, etc. but I was mostly approaching it from a gameplay perspective.
Vasoline73
Profile Blog Joined February 2008
United States7847 Posts
January 22 2014 14:08 GMT
#139
And destructible rocks/custom hotkeys of course... . NOTTTT. HARDCORE BBY!
KameZerg
Profile Blog Joined May 2007
Sweden1769 Posts
January 22 2014 14:09 GMT
#140
On January 22 2014 02:31 2Pacalypse- wrote:
customize keyboard shortcuts - i never understood why people are so adamantly against it

i agree with all your points too


The keys should remain the same, just as everyone should play with the same fotball in a fotball match .
asdasdasdasdasd123123123
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