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Quality of life changes in BW that you will like ?

Forum Index > BW General
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[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium7000 Posts
Last Edited: 2026-05-08 17:27:19
May 08 2026 17:26 GMT
#1
I will start with 2 of them that imo are going to make the experience instantly better without breaking balance or affecting anything.

More camera locations. As it is right now camera locations work from F2 F3 and F4. I think F1 and F5 could be interesting to be added aswell.

The rally point in your right click. This was something introduced if im not mistaken in the 1.16 patch. But as you know modern mouses have side buttons or just more buttons in general. Having your rally point in the right click is really annoying cuz while you are attacking and producing from hotkeys sometimes the rally points is mess up. And you end up losing units for free while multitasking. Having the ability to change this rally point to a side button could be a great quality of life update.

Reason for this thread: Secretly hoping blizzard see this one day and who knows maybe they fix some of the stuff. lol
Rainalcar
Profile Joined April 2010
Croatia479 Posts
Last Edited: 2026-05-08 17:49:15
May 08 2026 17:49 GMT
#2
To see scan circles in player colour on minimap in observer mode. Currently we have this ridiculous moment where observers need to change the perspective at the exact moment to see what was scanned, and can really only do it once or twice max.

Perhaps make mines slightly smaller or give them s different shade on minimap. They tend to clutter the minimap.
j.r.r.
Vasoline73
Profile Blog Joined February 2008
United States8067 Posts
Last Edited: 2026-05-08 18:11:55
May 08 2026 18:11 GMT
#3
In 1v1 I always hit shift+tab to set the minimap colors to blue and red. It makes it easier to glance at the minimap and see clearly what's going on.

I'd like to be able to set 2v2 and 3v3 colors with shift+tab as well... maybe make it those colors customizable in the game options ie:

ally 1: blue (or whatever color you prefer)
ally 2: green
opponent 1: red
opponent 2: yellow

etc.

As it stands now pressing shift+tab in a 2v2 or 3v3 makes everyone red and blue... which is good for visibility but makes telling people apart impossible. If we could standardize/customize the colors it would make for a way better team experience.
TonDan04
Profile Joined October 2025
51 Posts
May 08 2026 18:36 GMT
#4
This isn't new, but there use to be a way to see a POV in replays. You're able to see what the players are pressing and clicking as it's happening.

Related, I wish you're able to see what the hotkeys are as a player in replays regardless of where they spawn. As of right now, you cant only see the hotkeys if one of the players spawn in the right base. For example, on FS, it would be the 1 oclock position. On Python, it would be on the 12 oclock position, etc.
iFU.pauline
Profile Joined September 2009
France1727 Posts
Last Edited: 2026-05-08 18:48:28
May 08 2026 18:44 GMT
#5
It would be nice to be able to move away from the teal/red static colors and let users set their own preferences.
No coward soul is mine, No trembler in the world's storm-troubled sphere, I see Heaven's glories shine, And Faith shines equal arming me from Fear
WGT-Baal
Profile Blog Joined June 2008
France3496 Posts
May 08 2026 18:51 GMT
#6
-A better netcode. Though it ll probably never happen.

-fix that stupid duplication check on maps causing crashes when joining games.
Nobody asked for it and it doesn't work well
Horang2 fan
TonDan04
Profile Joined October 2025
51 Posts
May 08 2026 19:16 GMT
#7
On May 09 2026 03:44 iFU.pauline wrote:
It would be nice to be able to move away from the teal/red static colors and let users set their own preferences.


But you can do that already.
Puosu
Profile Blog Joined April 2007
7033 Posts
May 08 2026 19:28 GMT
#8
Show undiscovered locations on minimap (rather than black) to make it easier to learn map layouts. I think its like this in WC3 and SC2.

Penalty for leaving a ladder game before ~1-2 minutes game time: can't queue for ~5 minutes. Penalty could ramp up if the player instaleaves again in a short period of time.

Discourage smurfing by implementing account-wide MMR (perhaps by race).

Let random players optionally set the option to "Let the opponent know the race I spawned as."
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium7000 Posts
May 08 2026 20:11 GMT
#9
On May 09 2026 04:28 Puosu wrote:
Show undiscovered locations on minimap (rather than black) to make it easier to learn map layouts. I think its like this in WC3 and SC2.

Penalty for leaving a ladder game before ~1-2 minutes game time: can't queue for ~5 minutes. Penalty could ramp up if the player instaleaves again in a short period of time.

Discourage smurfing by implementing account-wide MMR (perhaps by race).

Let random players optionally set the option to "Let the opponent know the race I spawned as."

The minimap thing is something that is possible to do for a long time and they even use new maps at the start with this feature but dont keep it after they finish testing maps.

And i totally agree. I find silly having this minimap all black and learning maps the hardcore way -_- .
doktordingerdonger
Profile Joined October 2025
120 Posts
May 08 2026 20:25 GMT
#10
On May 09 2026 03:36 TonDan04 wrote:
This isn't new, but there use to be a way to see a POV in replays. You're able to see what the players are pressing and clicking as it's happening.

Related, I wish you're able to see what the hotkeys are as a player in replays regardless of where they spawn. As of right now, you cant only see the hotkeys if one of the players spawn in the right base. For example, on FS, it would be the 1 oclock position. On Python, it would be on the 12 oclock position, etc.


penguin plug
Poegim
Profile Joined February 2017
Poland293 Posts
May 08 2026 20:28 GMT
#11
Reavers, dragoons.
[ RANKGIM.EU ] Aka: Poezja[T4], Zulu. [[ Probably second best player in the world. In honor of my best friend Moagim, he was a Kraken from the sea. Poegim ]]
Highgamer
Profile Joined October 2015
1470 Posts
Last Edited: 2026-05-08 20:57:28
May 08 2026 20:53 GMT
#12
On May 09 2026 05:28 Poegim wrote:
Reavers, dragoons.

I guess you mean scarab-pathing/connecting and goon-movement. But that's not just QoL, it would ruin the balance.

I'd love to have a better overview when choosing/browsing maps (folder-tree, bigger menu).
Poegim
Profile Joined February 2017
Poland293 Posts
Last Edited: 2026-05-08 21:22:49
May 08 2026 21:20 GMT
#13
Fix goons stop bug will ruin balance? Dont think so. Not shooting / moving reavers will ruin balance? Seriously?
[ RANKGIM.EU ] Aka: Poezja[T4], Zulu. [[ Probably second best player in the world. In honor of my best friend Moagim, he was a Kraken from the sea. Poegim ]]
HaFnium
Profile Blog Joined December 2006
United Kingdom1078 Posts
May 08 2026 23:15 GMT
#14
Directional problems. I.e. cannons/siege tanks range. And maybe effciency in mining as well.
BW forever!
Vasoline73
Profile Blog Joined February 2008
United States8067 Posts
May 08 2026 23:17 GMT
#15
On May 09 2026 06:20 Poegim wrote:
Fix goons stop bug will ruin balance? Dont think so. Not shooting / moving reavers will ruin balance? Seriously?

Bisu thought so apparently.
tankgirl
Profile Blog Joined May 2016
Canada475 Posts
Last Edited: 2026-05-09 02:59:06
May 09 2026 02:56 GMT
#16
A small team of 1-3 dedicated, talented, passionate gamers-turned-software developers who love the game and played the game and understand the competitive scene in insular communities like Korea and the non-Korean scene too and know what they can /cannot change and arent going to screw everything up and are given a sustainable living wage to ensure ongoing Bnet/client improvements/bugfixes indefinitely.
https://tl.net/forum/brood-war/627255-progamer-settings
TL+ Member
TT1
Profile Blog Joined December 2008
Canada10045 Posts
Last Edited: 2026-05-09 05:51:06
May 09 2026 04:19 GMT
#17
most of the easy QoL changes that could be made were made during the SCR build out by the classics team, theres just limitations on what you can do with the game on Bnet

BW's code is archaic so if they tried to fix or update something it would just break/create another problem and afaik now they don't have a big team working on the game to deal with that stuff (pre Microsoft that was the case at least, i dunno anything about Blizz now but i doubt that there's a dedicated team working on the game, pre Microsoft they just had like 1 guy working on Bnet updates/maintenance)

BW is limited by the code so there's many things that can't be done, or it could be something that needs a big team working on it with "carte blanche" (so they wouldn't need to get approvals from other departments which they need to, unless its for a special project like SCR was, cus BW is on Bnet so changing stuff can have an impact on other games as well)

the classics team had carte blanche during the early SCR days cus Blizzard as a whole was doing a big project around remastering BW/WC3/D2, back then they had the team and permission to mess around with w/e they wanted, the problem was that many projects either broke something else on Bnet so they would have to spend a lot of time fixing it or it was too time consuming (and they wanted to move on to remastering other games, BW was the 1st one) or it needed long term maintenance etc. (so a lot of stuff wasn't followed up on, like 2v2 ladder for example on bnet)

when the classics team left to go work on WC3 for example there was a new BW team that came (very small team and they didn't have the same freedom/resources that the classics team did, these guys also ended up leaving btw :D) and every time i spoke to them about doing minor QoL changes they always said it wasn't possible due to certain limitations..

so for example i asked if we could change the default login channels to something better so new people wouldn't be lost when they'd log into Brood War AUS-1 on US East for example with 0 ppl in the chat (the default login channel was based on your country back then), i asked if we could have default ICCup style ladder channels based on peoples ranks (Ladder B/Ladder A/Ladder S etc.) but it wasn't possible.. the best they could do was convert everything to Brood War En-1 En-2 etc. (there's many other examples but this is 1 that i clearly remember, cus i thought it would be easy to implement), still better than nothing but ideally we woulda had Brood War En-1/2/3/4 etc for non ladder players and ranked channels for ladder players so they could meet/talk to similarly skilled ppl and play customs etc.

for Fkeys in particular, i asked the classics team if they could add F1 as a camera fkey instead of it being the help menu, it makes sense cus BW doesn't have a lot of fkeys and f1 to f4 is on the same row and it's not something that would change the essence of the game too much, they said that fkeys were coded differently than the other hotkeys so they weren't able to update it as easily as the other hotkey changes

long story short is there's a lot of headaches (both bureaucratic and technical) if you wanna update the game even if you figure out good features to implement
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
WombaT
Profile Blog Joined May 2010
Northern Ireland27026 Posts
May 09 2026 04:31 GMT
#18
More camera hotkeys would be great and wouldn’t exactly break anything, good suggestion eon

It’s frustrating to have the combination of fewer camera hotkeys than SC2, while also lacking MBS etc

I don’t mind the lack of MBS etc, but it would be way easier to navigate with a few more camera locations

SC2 I used F1-5 for bases, and rebind space as my rally. I feel it would work pretty well in BW for me, maybe swap a base for a production centre or whatever, but I can’t replicate that setup.

More rebind options in general would also be nice. Last I played iirc you were kinda stuck with ctrl + F keys for camera locations, maybe that’s changed. I’ve quite small hands (no jokes plz) so in SC2 I use shift as the modifier there, it’s a bit more comfortable

I’m not really in favour of much that change the game itself, just things that make it a little easier, or indeed just suit someone’s preferences in terms of bindings etc.

If they could fix mouse scroll that’d be cool too, it’s pretty wonky. I converted to using it as my primary way of moving the screen in SC2 outside of a few specific scenarios, and it just doesn’t work very well in BW
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
mtcn77
Profile Joined September 2013
Turkey715 Posts
Last Edited: 2026-05-09 06:49:52
May 09 2026 06:30 GMT
#19
On May 09 2026 05:11 [sc1f]eonzerg wrote:
Show nested quote +
On May 09 2026 04:28 Puosu wrote:
Show undiscovered locations on minimap (rather than black) to make it easier to learn map layouts. I think its like this in WC3 and SC2.

Penalty for leaving a ladder game before ~1-2 minutes game time: can't queue for ~5 minutes. Penalty could ramp up if the player instaleaves again in a short period of time.

Discourage smurfing by implementing account-wide MMR (perhaps by race).

Let random players optionally set the option to "Let the opponent know the race I spawned as."

The minimap thing is something that is possible to do for a long time and they even use new maps at the start with this feature but dont keep it after they finish testing maps.

And i totally agree. I find silly having this minimap all black and learning maps the hardcore way -_- .

That is what we have StarEdit for.
On May 09 2026 05:28 Poegim wrote:
Reavers, dragoons.

Protoss is an ambush based ground army. High HP, low DP only works when ambushing.
On May 09 2026 06:20 Poegim wrote:
Fix goons stop bug will ruin balance? Dont think so. Not shooting / moving reavers will ruin balance? Seriously?

Dragoons don't work because their hotbox size is too big. When you issue commands by stretching 600*800 command boxes, they cannot path a direct move order. Tanks are bigger, but don't clump because they can literally walk on top of each other. Perhaps, it is by design. When they thought of dragoons they didn't think they could crawl on each others legs, but that siege tank tracks would roll over one another. You never know.
Reavers cannot attack because scarabs don't connect with enemy pathing in time. They could be made as fast as spider mines, though it would break the game since spider mines have a proximity fuse, not homing target.
On May 09 2026 08:15 HaFnium wrote:
Directional problems. I.e. cannons/siege tanks range. And maybe effciency in mining as well.

Dodecahedron +1 range is a feature of the game at this point as much as the tile based building layout. It only affects long range units. I find it great as much as I want to see infested CCs more often than not.
Turrican
Poegim
Profile Joined February 2017
Poland293 Posts
May 09 2026 07:37 GMT
#20
Im kinda sure more screen hotkeys would impact balance way more than fix dragoons stop bug btw.
[ RANKGIM.EU ] Aka: Poezja[T4], Zulu. [[ Probably second best player in the world. In honor of my best friend Moagim, he was a Kraken from the sea. Poegim ]]
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium7000 Posts
May 09 2026 08:15 GMT
#21
On May 09 2026 13:19 TT1 wrote:
most of the easy QoL changes that could be made were made during the SCR build out by the classics team, theres just limitations on what you can do with the game on Bnet

BW's code is archaic so if they tried to fix or update something it would just break/create another problem and afaik now they don't have a big team working on the game to deal with that stuff (pre Microsoft that was the case at least, i dunno anything about Blizz now but i doubt that there's a dedicated team working on the game, pre Microsoft they just had like 1 guy working on Bnet updates/maintenance)

BW is limited by the code so there's many things that can't be done, or it could be something that needs a big team working on it with "carte blanche" (so they wouldn't need to get approvals from other departments which they need to, unless its for a special project like SCR was, cus BW is on Bnet so changing stuff can have an impact on other games as well)

the classics team had carte blanche during the early SCR days cus Blizzard as a whole was doing a big project around remastering BW/WC3/D2, back then they had the team and permission to mess around with w/e they wanted, the problem was that many projects either broke something else on Bnet so they would have to spend a lot of time fixing it or it was too time consuming (and they wanted to move on to remastering other games, BW was the 1st one) or it needed long term maintenance etc. (so a lot of stuff wasn't followed up on, like 2v2 ladder for example on bnet)

when the classics team left to go work on WC3 for example there was a new BW team that came (very small team and they didn't have the same freedom/resources that the classics team did, these guys also ended up leaving btw :D) and every time i spoke to them about doing minor QoL changes they always said it wasn't possible due to certain limitations..

so for example i asked if we could change the default login channels to something better so new people wouldn't be lost when they'd log into Brood War AUS-1 on US East for example with 0 ppl in the chat (the default login channel was based on your country back then), i asked if we could have default ICCup style ladder channels based on peoples ranks (Ladder B/Ladder A/Ladder S etc.) but it wasn't possible.. the best they could do was convert everything to Brood War En-1 En-2 etc. (there's many other examples but this is 1 that i clearly remember, cus i thought it would be easy to implement), still better than nothing but ideally we woulda had Brood War En-1/2/3/4 etc for non ladder players and ranked channels for ladder players so they could meet/talk to similarly skilled ppl and play customs etc.

for Fkeys in particular, i asked the classics team if they could add F1 as a camera fkey instead of it being the help menu, it makes sense cus BW doesn't have a lot of fkeys and f1 to f4 is on the same row and it's not something that would change the essence of the game too much, they said that fkeys were coded differently than the other hotkeys so they weren't able to update it as easily as the other hotkey changes

long story short is there's a lot of headaches (both bureaucratic and technical) if you wanna update the game even if you figure out good features to implement

Oh wow. So even for adding a single camera location or changing a default channel is a hustle. Well i was just thinking what they have been doing to warcraft 3. Recently they even added the old school login screen for example.And with diablo 2 new expansion. So there are most likely a team working right now in classic games. At the end of the day is very doubtful something happens. But still so weird that a game that can gather 25k people online daily get so few dev support. I know many games that would dream of such numbers lol.
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium7000 Posts
May 09 2026 08:18 GMT
#22
On May 09 2026 16:37 Poegim wrote:
Im kinda sure more screen hotkeys would impact balance way more than fix dragoons stop bug btw.

Is not just Dragoon bug. Is the same bug for zerglings Hydralisk. Marines. zealots. i dont remember if medic too. Firebats.

I dont think we ever got an explanation of why this wasnt fixed when it was one of the first things they told everyone they will fix LOL.
RJBTVYOUTUBE
Profile Joined December 2023
Netherlands1265 Posts
May 09 2026 11:02 GMT
#23
removing excess colors that are too similar would be a huge quality of life improvement. I get why they added more colore, but with all due respect, the devs turned their brains off adding colors that look almost the exact same.

Changing how latency works by changing from peer to peer to server based connnections. We would have at least a 100, if not more, ms ping improvement playing long distance opponents.

Fixing hold position and stopping bugs on ranged units. This generally affects Marines, and dragoons the most. Some people think it affects goliaths air attacks but goliaths just work differently.

Pathfinding zones affect a reaver's ability to shoot at a target from a distance. This is more Scarab coding related but it would stop reavers from having to crawl closer to shoot in some areas on maps.

Vulture mine placing in groups larger than 4. Not exaclty sure how they can fix this but it is annoying when a vulture in a group does not place its mines because it cant get close enough to the exact spot that was clicked on to mine. Vultures clipping into mines it also a bother, but a side effect of their pathfinding behavior.

JDON MY SOUL!
Poegim
Profile Joined February 2017
Poland293 Posts
Last Edited: 2026-05-09 11:23:52
May 09 2026 11:23 GMT
#24
BTW, it was 12.5 years between StarCraft and StarCraft 2 release, and already pased almost 16 (!!) years after StarCraft 2 relese. I think someone in Korea should start lobbying for SC3 since 2 was so much crap.

Regarding to topic, the idea you cannot preview ladder while waiting for game is definitely smth what bothers me lol
[ RANKGIM.EU ] Aka: Poezja[T4], Zulu. [[ Probably second best player in the world. In honor of my best friend Moagim, he was a Kraken from the sea. Poegim ]]
Berstis
Profile Joined December 2025
40 Posts
Last Edited: 2026-05-09 12:08:04
May 09 2026 11:48 GMT
#25
They couldnt fix anything because it would CHANGE something. And since people were very vocal on the: "DO NOT CHANGE, DO NOT "FIX", KEEP THINGS HARDCORE OG", they didnt do anything.
Obviously those people were in the minority, most of them probably not even playing the game. But its just Cool to pretend.
SCRVN
Profile Joined June 2024
227 Posts
May 09 2026 12:04 GMT
#26
I set a side button which is double-click, so I can select my groups better than my opponents. I am sorry about that, if you think it's unfair.
starcraft remasteredvn | Other StarCraft Tournaments
WombaT
Profile Blog Joined May 2010
Northern Ireland27026 Posts
May 09 2026 12:31 GMT
#27
On May 09 2026 21:04 SCRVN wrote:
I set a side button which is double-click, so I can select my groups better than my opponents. I am sorry about that, if you think it's unfair.

Banned 4 hax
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
mtcn77
Profile Joined September 2013
Turkey715 Posts
Last Edited: 2026-05-09 13:35:36
May 09 2026 12:35 GMT
#28
On May 09 2026 20:02 RJBTVYOUTUBE wrote:

Vulture mine placing in groups larger than 4. Not exaclty sure how they can fix this but it is annoying when a vulture in a group does not place its mines because it cant get close enough to the exact spot that was clicked on to mine. Vultures clipping into mines it also a bother, but a side effect of their pathfinding behavior.


That is hotboxing. The move in unit formation command does not recorrect if any unit impacts something along the way. Think of it like an instruction set command. If it fails, it does not issue again.
On May 09 2026 20:02 RJBTVYOUTUBE wrote:

Fixing hold position and stopping bugs on ranged units. This generally affects Marines, and dragoons the most. Some people think it affects goliaths air attacks but goliaths just work differently.


I have seen it from hydralisks and dragoons, also. I think it is still related to hotboxing. I see it moving its head, but not shoot because of invalid range.
Turrican
tankgirl
Profile Blog Joined May 2016
Canada475 Posts
Last Edited: 2026-05-09 13:57:55
May 09 2026 13:30 GMT
#29
I think most people would agree that Broodwar is very special, in many different ways.

You are not special. You have to bend your knee to it. Broodwar does not have to change to meet your predilections.

Every player who learns the game is dealing with the exact same set of rules and restrictions, and faces the same punishments and rewards. If you cant handle a little discomfort and want everything made easier for you then Broodwar is not for you. There is a reason the skill cap is still so high and the game is still so competitive at an insane level today.

These threads seem to show up around here every few months. It is always the same discourse: all the miraculously beautiful quirks and eccentricities and bugs which provide so much character and depth to the game are somehow classified as "bad" or "evil" or "wrong", and always for the same reason: "its too hard" (for me, or for someone else, or for some abstraction like "the new players" (oh lord in heaven, pity the new players!!)

Blizzard please just dont touch it... just dont do it.

"We all start with the same 4 workers and the same 5 fingers."- Lee Jae-dong

https://tl.net/forum/brood-war/627255-progamer-settings
TL+ Member
mtcn77
Profile Joined September 2013
Turkey715 Posts
May 09 2026 13:38 GMT
#30
On May 09 2026 22:30 tankgirl wrote:
I think most people would agree that Broodwar is very special, in many different ways.

You are not special. You have to bend your knee to it. Broodwar does not have to change to meet your predilections. Every player who learns the game is dealing with the exact same set of rules and restrictions, and faces the same punishments and rewards.

Blizzard please just dont touch it... just dont do it.

"We all start with the same 4 workers and the same 5 fingers."- Lee Jae-dong


The game is a logistical challenge, not an economic one the way sc2 is. Personally I prefer seeing units with different move speeds rather than ultralisks crawling at the same speed as any unit else.
Turrican
Crimson)S(hadow
Profile Blog Joined July 2007
Philippines721 Posts
May 09 2026 13:48 GMT
#31
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
"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
quaristice
Profile Joined February 2021
130 Posts
May 09 2026 14:12 GMT
#32
so many of these suggestions are apm/balance/etc changes not quality of life

showing the unexplored map has an apm effect. occasionally you see high level players send units into fog of war wrong and it requires attention to notice and change it. it's happened in bsl, and it's happened in asl. for lower level players it happens more often, and it requires players to pay attention to their minimap, yes.

similarly the stop-stuck ranged units bug is a thing that doesnt affect people who have the attention to notice and unstuck units. it also doesnt affect people as frequently who have more experience on the game too, just by virtue of avoiding the situations where it occurs.

starcraft is a mass of emergent properties. individual bits of it might seem trivial or meaningless obstacles. but the whole of it put together makes it the great thing that it is. a game where you have to manage your attention, where situations fall apart if you don't pay attention to them closely, and a game that rewards you paying attention to everything that you do. every little "convenience" or "quality of life" feature detracts from that experience.

many people think of apm/attention as physical execution. but most people who play bw can type fast as fuck just fine. if you can type at 90wpm, then you can probably hit 400apm on a physical level. on the other hand, knowing how and where to spend your apm/attention is in more about strategy, experience, and knowledge. you'd need to know what to do, when to do it, how to do it quickly. most people don't. and so every little obstacle, even the trivial ones that seem like bullshit, are a part of the friction that makes the game function.
tankgirl
Profile Blog Joined May 2016
Canada475 Posts
May 09 2026 14:16 GMT
#33
On May 09 2026 20:48 Berstis wrote:
They couldnt fix anything because it would CHANGE something. And since people were very vocal on the: "DO NOT CHANGE, DO NOT "FIX", KEEP THINGS HARDCORE OG", they didnt do anything.
Obviously those people were in the minority, most of them probably not even playing the game. But its just Cool to pretend.


This is false. I don't know where you got this story from, but it is factually wrong. Blizzard consulted the players during the remastering and what happened was the opposite.
https://tl.net/forum/brood-war/627255-progamer-settings
TL+ Member
Poegim
Profile Joined February 2017
Poland293 Posts
Last Edited: 2026-05-09 14:42:41
May 09 2026 14:38 GMT
#34
Bla, bla, bla... Bisu literally lost the final game because of a Reaver bug. The Reaver should fired there, but it didnt. Im pretty sure he was paying attention, but was unable to do anything about it because players dont see the map as zeros and ones like machines do. How was he (and any player) supposed to know whether the Reaver would actually shoot from that exact position or not? Its basically just guesswork, which makes no sense. And also saying that stop bug for other units is a skill issue is radicolous joke.
[ RANKGIM.EU ] Aka: Poezja[T4], Zulu. [[ Probably second best player in the world. In honor of my best friend Moagim, he was a Kraken from the sea. Poegim ]]
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium7000 Posts
Last Edited: 2026-05-09 14:42:22
May 09 2026 14:40 GMT
#35
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.
quaristice
Profile Joined February 2021
130 Posts
May 09 2026 14:41 GMT
#36
one of the things that makes starcraft more interesting and worthwhile than many of its rts peers is its capacity to surprise people. and part of that, is how "janky" and filled with weird interactions the game is.

every "bad surprise" for one player is a *good surprise* for the opponent. every time you play against someone and their reaver doesn't fire or their hydralisk gets stuck or whatever, you have an experience where you survived something you didn't think you would.

i think a lot about this moment from 6 years ago when sacsri accidentally placed his pool in a way to where his drones pop out of the extractor all messed up (timestamp is 1:16:09):


i think this moment is a really important part of why starcraft is great actually.

the newer philosophy in modern game design is to view this moment as a flaw in the game, and that "fixing" this or providing visual feedback when placing the pool would be good game design. while they mostly havent been mentioned here (other than reavers) a lot of times changes to pathfinding or building placement are thought of as "quality of life" and not an important part of the game. i really strongly disagree.

things like this being possible gives the whole game this tense feeling, like you have to pay attention to everything, or else the game will fall apart from under you. it creates this delicious emotional tension, specifically because your "quality of life" is bad and fucked up.

an incredibly important part of what makes starcraft interesting is how incredibly uncertain it can be to parse a situation just by glancing at it. while the game itself is very visually clear and crisp, the *meaning* of what you're looking at it is very ambiguous.

for example, this is part of how players can shock you when they win a fight you never thought they could. first, often you did not have the ability to just look at the thing and see what they saw, and took advantage of. second, even if you see it, there's ambiguity about: will the player see it? they have fog of war, limited attention/apm, etc.

many of starcraft's competitors do things like put range circles on the ground that trivialize positioning, but their communities see this as, again, "quality of life". a quiet neutral, slightly positive thing, that would cause no terran player to ever accidentally misplace their siege tank in sunken range, no zerg player to accidentally lose hydras to cannons. but you try to mention this concept to those games' communities and their confused about what good could even come out of not having that kind of display.

there was a recent high level game where a player walled in their own units on accident, and it affected the game. there's a jinjin video showing pro gamers not knowing if the wall is going to wall or not! while nobody's suggested it, we see how starcraft 2 unified building edge size. and there could be a visual indicator too, of information like this:
[image loading]


the inconsistencies in this kind of thing are often thought of as this weird, unfair relic of "bad old game design".

but think about how many games you've seen that were determined by unexpected, unseen, interactions in this. experienced players and commentators are caught off guard by wall-ins working/not working! think about the emotional tension!

the mass of difficult-to-parse inconsistencies makes starcraft better
tankgirl
Profile Blog Joined May 2016
Canada475 Posts
May 09 2026 15:11 GMT
#37
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.


Skill issue. Foreigners shouldnt be blaming the game for their sloppy messy input problems when they're playing in TR 16 High (or whatever people are getting these days) with someone 3000km away. You need to practice in single player. The game has a cadence. Do you not like the cadence? Then the game is not for you.

Thats ok. Blizzard Entertainment has other games, as you pointed out. If you feel that Broodwar doesn't give you enough entertainment, feel free to migrate over to SC2. I hear that after balance patch number 149023833.34836438 its really doing great lately.

And yes, most prosgamers players cycle their rally points. Are you certain it is for the reason that you think?
https://tl.net/forum/brood-war/627255-progamer-settings
TL+ Member
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium7000 Posts
Last Edited: 2026-05-09 15:22:43
May 09 2026 15:13 GMT
#38
On May 10 2026 00:11 tankgirl 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.


Skill issue. Foreigners shouldnt be blaming the game for their sloppy messy input problems when they're playing in TR 16 High (or whatever people are getting these days) with someone 3000km away. You need to practice in single player. The game has a cadence. Do you not like the cadence? Then the game is not for you.

Thats ok. Blizzard Entertainment has other games, as you pointed out. If you feel that Broodwar doesn't give you enough entertainment, feel free to migrate over to SC2. I hear that after balance patch number 149023833.34836438 its really doing great lately.

And yes, most prosgamers players cycle their rally points. Are you certain it is for the reason that you think?

Dont be so passionate about this stuff. Even Jaedong has this issues with rally point. Overlords and drones running into canons. Im not blindly coming here to complain about this stuff cuz im a foreigner that is trash at the game lol.

In fact. U proly noticed in countless games how all of sudden a player messup the rally point with a random building right ? and caster point out oh he messed up his rally point. Well in fact is not something he even noticed he did. It just happened by accident for the reason i explained above.
Soft_General_5023
Profile Joined December 2023
138 Posts
May 09 2026 15:18 GMT
#39
as an observer, real time/post match stats like sc2 has
quaristice
Profile Joined February 2021
130 Posts
May 09 2026 15:29 GMT
#40
players messing up rally points is good actually for the reasons i mentioned above
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium7000 Posts
May 09 2026 15:33 GMT
#41
On May 10 2026 00:18 Soft_General_5023 wrote:
as an observer, real time/post match stats like sc2 has

We for sure trolled in the community about keeping this Obs stuff as clean as possible. Cuz Mcalauncher was already giving a lot of info about unit type count etc. ANd was something really cool to have.But i remember people saying like please leave Observer info as original as it is. Like ok i get it for Observers. But even for replays bro ? All that info is great for improvement.
mtcn77
Profile Joined September 2013
Turkey715 Posts
May 09 2026 15:34 GMT
#42
Let's not forget: we only care about this game because we worry about the inhabitants of Mar Sara and don't want to end up as those on Chau Sara.
Turrican
Vasoline73
Profile Blog Joined February 2008
United States8067 Posts
May 09 2026 17:07 GMT
#43
I think tankgirl is on point in regards to keeping the gameplay as close to original as possible. Most people who are requesting *gameplay* changes should focus on improving their abilities. Dealing with the limitations and the “cadence” is most of the fun…

That said there’s a difference between truly requesting change and just speculating about things that might be nice. For instance, I think making high ground a 33% miss chance instead of 50% would make the game more interesting… from a gameplay perspective and from an observer perspective. But should Blizzard actually do that? Probably not… it would effect the balance on maps like Knockout… and really on all maps!

Look at how much something as small as adding an in game timer effected the game… I think it is wise to be as prudent as possible. We are lucky that Blizzard isn’t intent on changing gameplay.

With all that said, someone in the thread brought up doodads and map tiles… THAT would be amazing. More tilesets, more customization for map features… IMO that doesn’t effect balance if done well. Genius idea.
Vasoline73
Profile Blog Joined February 2008
United States8067 Posts
Last Edited: 2026-05-09 17:17:40
May 09 2026 17:15 GMT
#44
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…
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium7000 Posts
May 09 2026 17:32 GMT
#45
On May 10 2026 02:07 Vasoline73 wrote:
I think tankgirl is on point in regards to keeping the gameplay as close to original as possible. Most people who are requesting *gameplay* changes should focus on improving their abilities. Dealing with the limitations and the “cadence” is most of the fun…

That said there’s a difference between truly requesting change and just speculating about things that might be nice. For instance, I think making high ground a 33% miss chance instead of 50% would make the game more interesting… from a gameplay perspective and from an observer perspective. But should Blizzard actually do that? Probably not… it would effect the balance on maps like Knockout… and really on all maps!

Look at how much something as small as adding an in game timer effected the game… I think it is wise to be as prudent as possible. We are lucky that Blizzard isn’t intent on changing gameplay.

With all that said, someone in the thread brought up doodads and map tiles… THAT would be amazing. More tilesets, more customization for map features… IMO that doesn’t effect balance if done well. Genius idea.

Refreshing the maps is something i have always advocate for but it didnt happen when there was a team for remastered so is super unrealistic to get new content when there is not even a team lol. But i have been always so jealous about the SC2 editor and how much you can bring to the maps.
WGT-Baal
Profile Blog Joined June 2008
France3496 Posts
Last Edited: 2026-05-09 17:41:51
May 09 2026 17:40 GMT
#46
On May 10 2026 02:32 [sc1f]eonzerg wrote:
Show nested quote +
On May 10 2026 02:07 Vasoline73 wrote:
I think tankgirl is on point in regards to keeping the gameplay as close to original as possible. Most people who are requesting *gameplay* changes should focus on improving their abilities. Dealing with the limitations and the “cadence” is most of the fun…

That said there’s a difference between truly requesting change and just speculating about things that might be nice. For instance, I think making high ground a 33% miss chance instead of 50% would make the game more interesting… from a gameplay perspective and from an observer perspective. But should Blizzard actually do that? Probably not… it would effect the balance on maps like Knockout… and really on all maps!

Look at how much something as small as adding an in game timer effected the game… I think it is wise to be as prudent as possible. We are lucky that Blizzard isn’t intent on changing gameplay.

With all that said, someone in the thread brought up doodads and map tiles… THAT would be amazing. More tilesets, more customization for map features… IMO that doesn’t effect balance if done well. Genius idea.

Refreshing the maps is something i have always advocate for but it didnt happen when there was a team for remastered so is super unrealistic to get new content when there is not even a team lol. But i have been always so jealous about the SC2 editor and how much you can bring to the maps.


Which is a shame because sc2 ladder maps are the most boring things in existence (and worse in 2v2, 3v3 etc) but the editor is so good.

A 2v2 ladder would rock scr, as was promised ^^
But probably needs netcode improvement
Horang2 fan
Vasoline73
Profile Blog Joined February 2008
United States8067 Posts
May 09 2026 17:57 GMT
#47
2v2 ladder would be amazing indeed. I think it would bring a lot (relative to BW) of new players to the game.
Poegim
Profile Joined February 2017
Poland293 Posts
May 09 2026 18:10 GMT
#48
Indeed, 2v2 ladder would be so good, shame on blizzard : (
[ RANKGIM.EU ] Aka: Poezja[T4], Zulu. [[ Probably second best player in the world. In honor of my best friend Moagim, he was a Kraken from the sea. Poegim ]]
quaristice
Profile Joined February 2021
130 Posts
Last Edited: 2026-05-09 19:47:24
May 09 2026 19:07 GMT
#49
allowing mappers to use tiles from any tileset instead of maps being just 1 tileset would go a long way i think
BisuDagger
Profile Blog Joined October 2009
Bisutopia19367 Posts
May 09 2026 22:52 GMT
#50
The carbot skin has helped my color blindness immensely, but an update to color in the minimap would still be useful.

Also, autorally workers to minerals at the start of the game. I want to be spoiled.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
BisuDagger
Profile Blog Joined October 2009
Bisutopia19367 Posts
May 09 2026 22:54 GMT
#51
On May 10 2026 04:07 quaristice wrote:
allowing mappers to use tiles from any tileset instead of maps being just 1 tileset would go a long way i think

This is a good idea.

Also, on the previous page, i would love being able to set the side that a unit pops out of a building.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Qikz
Profile Blog Joined November 2009
United Kingdom12041 Posts
May 09 2026 23:10 GMT
#52
Ability to pick your colour you play as on ladder (and the colour you want to see for the other player)

Ability to use the obs UI style in replays (I even asked the devs for this years ago, but the team was shuttered/everyone left before it ever got done)

Ability to delete accounts without losing the race points you gained under that profile, when you're not very good those are really hard to build up so losing it sucks, but also being stuck with a load of old tag accounts you can't really use anymore sucks.

Less seriously, remove Protoss and Zerg from the game so we can have a TvT wonderland.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
SCRVN
Profile Joined June 2024
227 Posts
May 09 2026 23:16 GMT
#53
^ I thought I am the only person in the Earth who wants to remove Zerg and Protoss.
starcraft remasteredvn | Other StarCraft Tournaments
Kraekkling
Profile Blog Joined June 2007
713 Posts
May 09 2026 23:24 GMT
#54
I'd like to see bw played with the ability to zoom out like in replays or obs
(*^^)(^*)
Crimson)S(hadow
Profile Blog Joined July 2007
Philippines721 Posts
Last Edited: 2026-05-10 03:16:14
May 10 2026 00:13 GMT
#55
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.


i do use all cntrl groups 1-0 for protoss, zerg, and terran. i never have the issue of accidently rallying when macro/microing, but i do have the issue scan had when sometimes production buildings will randomly stop sending to the rally point (fairly rarely though)... maybe your mouse's input lag is significantly faster than your keyboard?
"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
mtcn77
Profile Joined September 2013
Turkey715 Posts
May 10 2026 01:56 GMT
#56
On May 10 2026 07:54 BisuDagger wrote:
Show nested quote +
On May 10 2026 04:07 quaristice wrote:
allowing mappers to use tiles from any tileset instead of maps being just 1 tileset would go a long way i think

This is a good idea.

Also, on the previous page, i would love being able to set the side that a unit pops out of a building.

That is what I mean when I say everybody should experience Caesar 3 once before playing Starcraft. You learn being able to control building placements. Same clockwise orientation is in place with both games. It is gamebreaking when done properly.
Turrican
FinalGame
Profile Joined March 2013
Canada24 Posts
May 10 2026 05:01 GMT
#57
Not a Qol, but I'd love to see older maps somehow revised for modern day (Honestly just miss seeing games on hall of Valhalla...lmao)
Stuff goes here! Who would've thought!
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium7000 Posts
May 10 2026 08:26 GMT
#58
On May 10 2026 09:13 Crimson)S(hadow 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.


i do use all cntrl groups 1-0 for protoss, zerg, and terran. i never have the issue of accidently rallying when macro/microing, but i do have the issue scan had when sometimes production buildings will randomly stop sending to the rally point (fairly rarely though)... maybe your mouse's input lag is significantly faster than your keyboard?

Dont you think this random building that stop sending unit to the rally point is just you selecting the building and pressing right click into that barrack and just changing the rally point position ? Funny enough i have never run into that situation you are mentioning. But in my case i have seen my example countless times with progamers. And is exactly for having rally point in your right click. Starcraft didnt come at first with such feature. It was introduced many years later in the 1.16 patch or 1.15.3 i dont remember exactly. And i think it makes total sense for this day and age to be able to change this to a side button and avoid unwated rally points situations :D
Peeano
Profile Blog Joined March 2009
Netherlands5630 Posts
May 10 2026 10:34 GMT
#59
Make a scanmer be an addon to the Academy instead of the CC.

And tons more, that I don't care to list
FBH #1!
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium7000 Posts
May 10 2026 11:12 GMT
#60
Indeed Scan is something that should be fixed like they do in SC2. Cuz is really annoying that you need to be careful about building a bunker or a turret too close to the Scan spot near the CC.

I also think something that should be fixed is gateways unit production that it blocks Dragoons and other units from being made cuz gateways are build close to each other.

Another quality of life that is already something fixed in SC2 is units blocking you from making buildings. Like scvs making turrets in minerals lines etc.
iopq
Profile Blog Joined March 2009
United States1113 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 Ireland27026 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
RJBTVYOUTUBE
Profile Joined December 2023
Netherlands1265 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
Belgium7000 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
Turkey715 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
Philippines721 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 States8067 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
Singapore66363 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
Philippines721 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 States10754 Posts
May 13 2026 23:56 GMT
#70
Shield Battery Integration
AKA: TelecoM[WHITE] Protoss fighting
WombaT
Profile Blog Joined May 2010
Northern Ireland27026 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
iopq
Profile Blog Joined March 2009
United States1113 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
Argentina454 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 States1113 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
Netherlands1265 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 States1113 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
Philippines721 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
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