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Quality of life changes in BW that you will like ? - Page 4

Forum Index > BW General
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iopq
Profile Blog Joined March 2009
United States1196 Posts
May 10 2026 11:58 GMT
#61
I think one of the best changes in SC2 is they show the number of drones on gas. I've literally thrown won games by mining 2 on gas multiple times. It's that important in ZvZ and ZvT.
WombaT
Profile Blog Joined May 2010
Northern Ireland27464 Posts
May 10 2026 13:29 GMT
#62
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
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TL+ Member
RJBTVYOUTUBE
Profile Joined December 2023
Netherlands1328 Posts
Last Edited: 2026-05-10 13:53:03
May 10 2026 13:52 GMT
#63
On May 09 2026 23:40 [sc1f]eonzerg wrote:
Show nested quote +
On May 09 2026 22:48 Crimson)S(hadow wrote:
that's the first time i've heard of this rally point/right click issue, i don't seem to have an issue with it

is that related to hatcheries sometimes forgetting their rally points? i remember scan asking light about this issue as well (i think he said it wasn't an issue before remastered), sometimes buildings will just forget rally points and spawn units under the building, and you have to put the rally back to your choke

but generally, i say just leave the game the same as it always has been, but give us more map tilesets/terrains/doodads to work with, because maps is how we deal with balance

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.
JDON MY SOUL!
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium7212 Posts
May 10 2026 14:16 GMT
#64
On May 10 2026 22:52 RJBTVYOUTUBE wrote:
Show nested quote +
On May 09 2026 23:40 [sc1f]eonzerg wrote:
On May 09 2026 22:48 Crimson)S(hadow wrote:
that's the first time i've heard of this rally point/right click issue, i don't seem to have an issue with it

is that related to hatcheries sometimes forgetting their rally points? i remember scan asking light about this issue as well (i think he said it wasn't an issue before remastered), sometimes buildings will just forget rally points and spawn units under the building, and you have to put the rally back to your choke

but generally, i say just leave the game the same as it always has been, but give us more map tilesets/terrains/doodads to work with, because maps is how we deal with balance

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.

Do you have to be kidding me.
mtcn77
Profile Joined September 2013
Turkey729 Posts
Last Edited: 2026-05-10 18:38:38
May 10 2026 18:32 GMT
#65
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.
Turrican
Crimson)S(hadow
Profile Blog Joined July 2007
Philippines1043 Posts
May 10 2026 19:38 GMT
#66
On May 10 2026 22:52 RJBTVYOUTUBE wrote:
Show nested quote +
On May 09 2026 23:40 [sc1f]eonzerg wrote:
On May 09 2026 22:48 Crimson)S(hadow wrote:
that's the first time i've heard of this rally point/right click issue, i don't seem to have an issue with it

is that related to hatcheries sometimes forgetting their rally points? i remember scan asking light about this issue as well (i think he said it wasn't an issue before remastered), sometimes buildings will just forget rally points and spawn units under the building, and you have to put the rally back to your choke

but generally, i say just leave the game the same as it always has been, but give us more map tilesets/terrains/doodads to work with, because maps is how we deal with balance

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.


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
"It's the end of the BW era which i devoted everything to for 10 years. I tried playing sc2, but my BW memories run too deep; I felt like I was playing an entirely different game" -ToSsGirL
Vasoline73
Profile Blog Joined February 2008
United States8196 Posts
May 10 2026 23:09 GMT
#67
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…"
konadora *
Profile Blog Joined February 2009
Singapore66366 Posts
May 11 2026 09:11 GMT
#68
On May 10 2026 22:52 RJBTVYOUTUBE wrote:
Show nested quote +
On May 09 2026 23:40 [sc1f]eonzerg wrote:
On May 09 2026 22:48 Crimson)S(hadow wrote:
that's the first time i've heard of this rally point/right click issue, i don't seem to have an issue with it

is that related to hatcheries sometimes forgetting their rally points? i remember scan asking light about this issue as well (i think he said it wasn't an issue before remastered), sometimes buildings will just forget rally points and spawn units under the building, and you have to put the rally back to your choke

but generally, i say just leave the game the same as it always has been, but give us more map tilesets/terrains/doodads to work with, because maps is how we deal with balance

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.

what the hell LOL
POGGERS
Crimson)S(hadow
Profile Blog Joined July 2007
Philippines1043 Posts
May 13 2026 22:14 GMT
#69
some things that could be added would be optional display bars for:

-hatchery larva production progress
-building's unit production progress bar (like in sc2)

also like iopg mentioned, worker count on mineral, and worker count on gas like in sc2

you should be able to toggle it on/off in game settings, to satisfy both people who want the classic look and for newer players who want easier management... i don't think this would affect balance at all, while it makes things more accessible to newer blood
"It's the end of the BW era which i devoted everything to for 10 years. I tried playing sc2, but my BW memories run too deep; I felt like I was playing an entirely different game" -ToSsGirL
TelecoM
Profile Blog Joined January 2010
United States10890 Posts
May 13 2026 23:56 GMT
#70
Shield Battery Integration
AKA: TelecoM[WHITE] Protoss fighting
WombaT
Profile Blog Joined May 2010
Northern Ireland27464 Posts
May 14 2026 00:48 GMT
#71
On May 14 2026 07:14 Crimson)S(hadow wrote:
some things that could be added would be optional display bars for:

-hatchery larva production progress
-building's unit production progress bar (like in sc2)

also like iopg mentioned, worker count on mineral, and worker count on gas like in sc2

you should be able to toggle it on/off in game settings, to satisfy both people who want the classic look and for newer players who want easier management... i don't think this would affect balance at all, while it makes things more accessible to newer blood

I wouldn’t leave it as a toggle, I’d have an unranked mode where you could play with a bunch of assistance, and ranked mode you gotta step up and play the ‘pure’ version
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TL+ Member
iopq
Profile Blog Joined March 2009
United States1196 Posts
May 29 2026 15:24 GMT
#72
Fix the grid misalignment. You need to have a "setup" to build your gas and hatchery on time. If you just click on the correct spot often the building selection won't be in the correct spot. Makes my Lair late and fucks the free Lair larva timing.
alexroy121
Profile Joined June 2026
1 Post
June 01 2026 11:44 GMT
#73
--- Nuked ---
iCCup.Trent
Profile Joined May 2005
Argentina469 Posts
June 02 2026 09:34 GMT
#74
I think the best thing I'd spend the money on if we had a few weeks of dev time on the Remastered codebase is to support BWAPI.

I even had a brief comm with Grant Davies on this topic and he said they were totally open to supporting it, and even put effort onto it but they were short staffed and had bigger priorities so it never happened.

With BWAPI as a foundation there are so many features we could develop independently of Blizzard (which would be welcomed but they're unlikely to be able to do it for free). AI players, live reporting tools, much better analysis than what can be done by slicing & dicing replay commands, etc. I mean I'd love to contribute to it for free, but without BWAPI we can't.
iopq
Profile Blog Joined March 2009
United States1196 Posts
June 11 2026 10:37 GMT
#75
Sometimes the drone will just not build, and there's no mine, it just says can't be placed there, when it can definitely be placed there. Lost me a game where I "built" a colony but I didn't
RJBTVYOUTUBE
Profile Joined December 2023
Netherlands1328 Posts
June 11 2026 12:37 GMT
#76
On June 11 2026 19:37 iopq wrote:
Sometimes the drone will just not build, and there's no mine, it just says can't be placed there, when it can definitely be placed there. Lost me a game where I "built" a colony but I didn't

isnt that having no minerals when it arrives?
JDON MY SOUL!
iopq
Profile Blog Joined March 2009
United States1196 Posts
June 13 2026 12:13 GMT
#77
On June 11 2026 21:37 RJBTVYOUTUBE wrote:
Show nested quote +
On June 11 2026 19:37 iopq wrote:
Sometimes the drone will just not build, and there's no mine, it just says can't be placed there, when it can definitely be placed there. Lost me a game where I "built" a colony but I didn't

isnt that having no minerals when it arrives?


no, the error message is you can't build there or something like that, almost like there's a mine, but if you keep trying it eventually does it
Crimson)S(hadow
Profile Blog Joined July 2007
Philippines1043 Posts
June 13 2026 22:56 GMT
#78
On June 13 2026 21:13 iopq wrote:
Show nested quote +
On June 11 2026 21:37 RJBTVYOUTUBE wrote:
On June 11 2026 19:37 iopq wrote:
Sometimes the drone will just not build, and there's no mine, it just says can't be placed there, when it can definitely be placed there. Lost me a game where I "built" a colony but I didn't

isnt that having no minerals when it arrives?


no, the error message is you can't build there or something like that, almost like there's a mine, but if you keep trying it eventually does it


i can confirm this sometimes does happen. best fix i found is to just realize/react when its happening, slightly move the drone to the side then try building again... usually fixes it for me
"It's the end of the BW era which i devoted everything to for 10 years. I tried playing sc2, but my BW memories run too deep; I felt like I was playing an entirely different game" -ToSsGirL
iopq
Profile Blog Joined March 2009
United States1196 Posts
June 25 2026 07:53 GMT
#79
Command card not showing up on units. Mostly affects drones.

1. Click on a drone that just popped out of the egg
2. Right click on a mineral
3. Drone goes to the rally point and AFKs

this is because the command card doesn't show up so your worker doesn't mine
doktordingerdonger
Profile Joined October 2025
148 Posts
June 25 2026 19:23 GMT
#80
Bro it's been almost 10 years and the promised 2v2 and 3v3 matchmaking has not been implemented....

Especially for 3v3 fastest, BGH and hunters players, which makes a decent chunk of the scene, this would be a huge improvement in QOL (as well as balanced teams).

Don't care about ingame shit, leave all of this untouched. The fact that something that basically every other game would have already isn't supported yet...
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