Quality of life changes in BW that you will like ? - Page 4
| Forum Index > BW General |
|
iopq
United States1083 Posts
| ||
|
WombaT
Northern Ireland26778 Posts
On May 10 2026 02:15 Vasoline73 wrote: My apologies for double post but an issue that philosophically hangs over my head is mineral boosting and mining rates… It does not seem fair to have people on one side of the map mining more than people on the other side of the map… I would never want Blizzard to change the game (too much risk) but if we could *hypothetically* discuss changes, balancing mining rates would be nice. Fixing horizontal vs vertical firing issues would also be an improvement IMO. Busting cannons or a bunker should be the same whether one is attacking north or east, etc…. I don’t think looking at those 2 issues effects balance at all. I’m even cool with keeping mineral boosting (which tbh is ridiculous) if mining from the left or right side of the map is made equal… Anyway. Just IMO… Your suggestion of mixed tilesets etc, yeah that would be great! I’m not sure of the specific mechanics and how fixable or otherwise they are within this engine, but we’re just spitballing after all. I think there are good arguments in the for and against camps for a lot of BW’s idiosyncrasies. I don’t think there are particularly strong arguments to be made in favour about mining disparities based on spawns. Likewise horizontal versus vertical firing BW is hard, which is fine and you can’t really tweak that too much without affecting balance. But there’s hard, there’s intuitive and there’s simply imbalance that doesn’t really add much that’s actually interesting, and I think your examples fit the latter. If I could add another hypothetical QoL improvement it would be building grids signposting what’s actually being blocked in a sim city, if that would be possible. It can be a pain in the arse. In SC2 you can pretty reliably just eyeball it and make it work | ||
|
RJBTVYOUTUBE
Netherlands1234 Posts
On May 09 2026 23:40 [sc1f]eonzerg wrote: This has been an issue since the rally point was introduced to the right click. And that was way before remastered as i said in my first post. I imagine you dont really use hotkeys in your gateways/ barracks ? I think it has something to do with input delay. So basically you are controlling units in your opponent main. you press a ctrl group to produce something. Lets say Gateway or Nexus. And then do you press your ctrl group back to the unit you are controlling. In that small switch of ctrl groups the rally point of the building is now in the place you are microing your units. So now all those units that are being produced are going to the enemy base by accident. Either just blizzard give us the option to remove rally point from the right click to a side button or make the rally point like in SC2 that is very visual and present all the time. I think WC3 rally point is also very visual compared to BroodWar. I think if you press attention to any zerg progamer specifically you will notice how they redo rallypoints almost all the time. It has to do with a unit walking exactly over the rally point the moment a unit spawns from a hatchery. the rally point will for some reason be set to that unit instead, and when it dies the location it died will be the new rally. If you rally on a building this will not happen. | ||
|
[sc1f]eonzerg
Belgium6964 Posts
On May 10 2026 22:52 RJBTVYOUTUBE wrote: It has to do with a unit walking exactly over the rally point the moment a unit spawns from a hatchery. the rally point will for some reason be set to that unit instead, and when it dies the location it died will be the new rally. If you rally on a building this will not happen. Do you have to be kidding me. | ||
|
mtcn77
Turkey702 Posts
Everybody that marginalised Soma, including the casters, where are they at and where is Soma right now? PS: I really miss snow maps. Current displays can reproduce 100% sRGB and even P3 spectrum, so we are no longer limited by CRTs. I think we should have them from time to time. *: what you want is the skill gap to close however this is precisely the reason it is more interesting to watch the action rather than the drones harvesting vespene gas all game which don't create any anticipation. | ||
|
Crimson)S(hadow
Philippines689 Posts
On May 10 2026 22:52 RJBTVYOUTUBE wrote: It has to do with a unit walking exactly over the rally point the moment a unit spawns from a hatchery. the rally point will for some reason be set to that unit instead, and when it dies the location it died will be the new rally. If you rally on a building this will not happen. for real? i'd love to get a confirmation on my/scan's issue as well as eon's issue, just checked FBH's youtube but i can't seem to find a video addressing the rally point bug | ||
|
Vasoline73
United States7894 Posts
On May 11 2026 03:32 mtcn77 wrote: I see lots of players who make it simpler than it should be. You can ride the bike with kid wheels, don't expect to enter the tour de france with them. Manage your expectations. If your bet is map balance versus an opponent who is actively mineral boosting, what you want instead is not map balance, you want mineral boosting not to work and that won't happen any time soon, so better catch up with the meta.* Everybody that marginalised Soma, including the casters, where are they at and where is Soma right now? PS: I really miss snow maps. Current displays can reproduce 100% sRGB and even P3 spectrum, so we are no longer limited by CRTs. I think we should have them from time to time. *: what you want is the skill gap to close however this is precisely the reason it is more interesting to watch the action rather than the drones harvesting vespene gas all game which don't create any anticipation. I didn't ask for mineral boosting to be eliminated. I'm not sure anyone has in this thread. "I’m even cool with keeping mineral boosting (which tbh is ridiculous) if mining from the left or right side of the map is made equal…" | ||
| ||