On May 06 2010 11:38 StorrZerg wrote:
agree, whats so hard about making it 2-3 stacked ><
agree, whats so hard about making it 2-3 stacked ><
i hope that SC2 engine is so powerfull to be able to put a x3 life on a building -___-
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LuDwig-
Italy1143 Posts
On May 06 2010 11:38 StorrZerg wrote: Show nested quote + On May 06 2010 11:37 MaD.pYrO wrote: Just remove the backdoors in all maps, they don't make sense, at least not when they're that easy to destroy. agree, whats so hard about making it 2-3 stacked >< i hope that SC2 engine is so powerfull to be able to put a x3 life on a building -___- | ||
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DminusTerran
Canada1337 Posts
On May 06 2010 17:55 exeprime wrote: Show nested quote + On May 06 2010 17:51 woowoo wrote: Why do you want stacked rocks? You can increase hps with the editor. Anything adding more choices is good, I'd like to see destructible bridges, you could make a choke, block all paths to go full air. Because splash would hopefully affect stacked rocks, making them easy to take down once you have stuff that deals splash (effectively dealing x10 damage for 10 rocks) which works quite differently from giving a single rock huge HP. There are only 4 units in sc2 with splash though and one of those is only splash to air and another has to commit suicide. So basically the only thing that would break stacked rocks would be siege tanks or colossi which is kinda dumb :\. You could also build a planetary fortress to break the rocks but that would be... well pretty awesome, but very stupid. Edit: There are 5, hellions have splash, but they suck hard against armored targets :\. | ||
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woowoo
France164 Posts
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Dionyseus
United States2068 Posts
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Perfect Balance
Norway131 Posts
All it takes is 1 million $ from Google and we'd get it. No chat, clans, or ladder though. ![]() | ||
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Garnet
Vietnam9056 Posts
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leveller
Sweden1840 Posts
On May 06 2010 21:20 Garnet wrote: I got demoted from Gold to Silver after winning a game!. One of my friends got promoted after losing one... The ladder is confusing at the moment. | ||
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Walde
Finland74 Posts
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Ftrunkz
Australia2474 Posts
On May 06 2010 07:49 HDstarcraft wrote: Added some new changes to the list. I too also like the idea for Archons to "Pull units together." Going to add that to my dream list ![]() General: Buildings: No longer count as Armored, but rather given a new armor type: Structural Armored. Protoss: Forcefield: Forcefields now have 60 HP, but count as a neutral building. This means a player must force attack in order to destroy it. Immortal: Damage changed from 20/+30 vs armored to 25/+15 vs armored. Damage upgrades changed from +2/+3 vs armored to +3/+1 vs armored. Stalker: Blink moved to Cybernetics Core Roach Warren: Glial Reconstitution no longer requires Lair to research. I dont think you realize how much having forcefields have that low hp would utterly ruin PvP... Warpgate all-ins would suddenly be near unstoppable, and every game would be sentry zealot vs sentry zealot, which tbh are the most retarded fights in the universe. immortal change seems odd, i think with increased build time and increased neural parasite range they're fine PvZ, and were never really that big of a problem PvT, unless you go pure mech or something stupid. Blink moved to cyber core would make robo tech waaaaay to good, and even more than previously we'd see pure robo tech with no templar tech from P's. Why do roaches need speed before lair tech? Does anyone seriously think roaches are too bad early game? This change seems utterly bizzare to me. Everything else you pointed out is a reasonable change, i like the idea of scrapping ultra speed and armour upgrade all together tbh and just making them spawn decently, they should be a big fuck off unit that is stupidly hard to kill, hive tech is relatively hard to reach in this game anyway. | ||
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JaspluR
Australia174 Posts
agree with ftrunkz as much as i like HD i gotta say some of those are pretty stupid lol (not saying im right just my opinion): - FF is pretty much only thing keeping toss 'in the game' to say, - blink to cybercore isnt needed, its fine where it is - id rather see dt's come out of temparchives to see more temp tech than robo/colossi - marauder hp lower ehh i guess thats ok but id rather see stim removed because immortals are meant to counter marauders but with stim the shields go down so fast that investing in immortals is plain stupid - slow + crazy attk speed is kinda stupid, who needs air attack when you can pump marines for 50 mins anyway - broodlords with energy for broodlings - i thought of this idea a while back as well but 25 energy is a bit too much thats only 10 attacks - roach speed before lair tech wtf lol no comment on the archon/corrupter dont really understand what thats meant to mean | ||
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bjwithbraces
United States549 Posts
- FF is pretty much only thing keeping toss 'in the game' to say, Then there's a more serious problem. | ||
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10or10
Sweden517 Posts
On May 06 2010 21:20 Garnet wrote: I got demoted from Gold to Silver after winning a game!. Got demoted after winning 3 games in a row in 2v2 (was plat rank 20, into gold rank 94 (940 points @ win/loose rate of 13-9). It is probably an effect of the "estimated ladder level" or whatsitscalled, not a bug I think. | ||
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sqwert
United States781 Posts
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Random()
Kyrgyz Republic1462 Posts
On May 07 2010 00:00 sqwert wrote: they need to put back unit sizes small and medium and attack types, like explosive and concussive, that do different damage to each sizes. i think unit sizes and attack types made a big difference in sc1 which contributed to the balance of the game. right now all we have going for unit attributes are massive and armored. most units in early-mid game are all the same sizes (small). even most buildings look small too. not until late game will you able to see massive units like the ultralisk. How can people still not understand that the damage/armor system is almost unchanged compared to BW, it's just the way of describing damage values that changed. Instead of damage penalties there are damage bonuses. I.e. "explosive" in SC1 is the same as +armored in SC2, "concussive" is the same as +light. If anything, SC2 system is more flexible because it allows to adjust individual units' bonuses, while in SC1 there is a fixed damage penalty for all units. | ||
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MorroW
Sweden3522 Posts
On May 07 2010 00:07 Random() wrote: Show nested quote + On May 07 2010 00:00 sqwert wrote: they need to put back unit sizes small and medium and attack types, like explosive and concussive, that do different damage to each sizes. i think unit sizes and attack types made a big difference in sc1 which contributed to the balance of the game. right now all we have going for unit attributes are massive and armored. most units in early-mid game are all the same sizes (small). even most buildings look small too. not until late game will you able to see massive units like the ultralisk. How can people still not understand that the damage/armor system is almost unchanged compared to BW, it's just the way of describing damage values that changed. Instead of damage penalties there are damage bonuses. I.e. "explosive" in SC1 is the same as +armored in SC2, "concussive" is the same as +light. If anything, SC2 system is more flexible because it allows to adjust individual units' bonuses, while in SC1 there is a fixed damage penalty for all units. ye totally agree sc1 system was based on dmg reduction while sc2 is based on dmg increase in a number rather than %, its more accurate and its easier to understand and balance. much better imo ![]() | ||
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theqat
United States2856 Posts
So it probably won't happen for another few hours. Remember that it's 0815 in Blizzardland right now ![]() | ||
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Slayer91
Ireland23460 Posts
I dont think you realize how much having forcefields have that low hp would utterly ruin PvP... Warpgate all-ins would suddenly be near unstoppable, and every game would be sentry zealot vs sentry zealot, which tbh are the most retarded fights in the universe." Making forcefields weaker will.. increase the strength of sentries? Bwuh??? | ||
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sqwert
United States781 Posts
On May 07 2010 00:12 MorroW wrote: Show nested quote + On May 07 2010 00:07 Random() wrote: On May 07 2010 00:00 sqwert wrote: they need to put back unit sizes small and medium and attack types, like explosive and concussive, that do different damage to each sizes. i think unit sizes and attack types made a big difference in sc1 which contributed to the balance of the game. right now all we have going for unit attributes are massive and armored. most units in early-mid game are all the same sizes (small). even most buildings look small too. not until late game will you able to see massive units like the ultralisk. How can people still not understand that the damage/armor system is almost unchanged compared to BW, it's just the way of describing damage values that changed. Instead of damage penalties there are damage bonuses. I.e. "explosive" in SC1 is the same as +armored in SC2, "concussive" is the same as +light. If anything, SC2 system is more flexible because it allows to adjust individual units' bonuses, while in SC1 there is a fixed damage penalty for all units. ye totally agree sc1 system was based on dmg reduction while sc2 is based on dmg increase in a number rather than %, its more accurate and its easier to understand and balance. much better imo ![]() i think you guys are forgetting the medium-sized units which take 75% damage. i dont know if that makes a huge difference but it can contribute to unit compositions. in sc1 an explosive unit like the hydralisk would do 75% to vultures and goons. only their atk speed helps them get more dps. vultures would be effective towards small units like 100% to lings, but useless to large units like 50% to tanks, but not completely useless because they do 75% to medium units like hydras. | ||
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errol1001
454 Posts
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MorroW
Sweden3522 Posts
On May 07 2010 00:35 sqwert wrote: Show nested quote + On May 07 2010 00:12 MorroW wrote: On May 07 2010 00:07 Random() wrote: On May 07 2010 00:00 sqwert wrote: they need to put back unit sizes small and medium and attack types, like explosive and concussive, that do different damage to each sizes. i think unit sizes and attack types made a big difference in sc1 which contributed to the balance of the game. right now all we have going for unit attributes are massive and armored. most units in early-mid game are all the same sizes (small). even most buildings look small too. not until late game will you able to see massive units like the ultralisk. How can people still not understand that the damage/armor system is almost unchanged compared to BW, it's just the way of describing damage values that changed. Instead of damage penalties there are damage bonuses. I.e. "explosive" in SC1 is the same as +armored in SC2, "concussive" is the same as +light. If anything, SC2 system is more flexible because it allows to adjust individual units' bonuses, while in SC1 there is a fixed damage penalty for all units. ye totally agree sc1 system was based on dmg reduction while sc2 is based on dmg increase in a number rather than %, its more accurate and its easier to understand and balance. much better imo ![]() i think you guys are forgetting the medium-sized units which take 75% damage. i dont know if that makes a huge difference but it can contribute to unit compositions. in sc1 an explosive unit like the hydralisk would do 75% to vultures and goons. only their atk speed helps them get more dps. vultures would be effective towards small units like 100% to lings, but useless to large units like 50% to tanks, but not completely useless because they do 75% to medium units like hydras. yes but thats the exact same concept of the other dmg types, reduction in % lol i wouldnt mind them using the extra dmg vs massive/biological/psyonic more tho, they r almost not used at all | ||
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