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[June] SC2 General Discussion - Page 4

Forum Index > SC2 General
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Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
Last Edited: 2010-06-27 15:22:01
June 27 2010 15:16 GMT
#61
People,right discussion is -> Buff Zerg and Protoss,Nerf Terran. Other ideas are just dumb,seriously.
I think that Zerg could be more swarmy but swarm does not work in SC2 because of 90% maps being Terran favored (chokes,high grounds,small maps) Which destroys ANY advantage in doing the swarm. Anyway the only real swarm are Zerglings.. 100 roaches - drones and queens is a small amount.
BTW: Nothing wrong in T1.5 and T2 Bio army getting roflstomped by T3.
But T2/2.5 owning every tier is NOT okay. Marauders whose are T1.5 are ALWAYS good units.
Though the best way would be changing races in a huge degree though it won't happen.
(Zerg really swarmy,Protoss really micro intensive,Terran ? mix?)
I work alone. // Visit TL Mafia subforum!
Kurr
Profile Blog Joined April 2010
Canada2338 Posts
June 27 2010 19:43 GMT
#62
I have a pretty newb question about map-making and I don't feel like making a thread about it..

I've been messing around trying to make a melee map (extremely unbalanced but I'm just getting used to it). The problem is that when I started I didn't know there was an area of the screen not incorporated in the "playable map area". The problem is simple, I can't add minerals to one of my expansions and a large portion of my map would be missing if I tried to play it...

+ Show Spoiler +
[image loading]
.

Is there a way to add new borders to my map to have what I currently have as the playable area?. I know you can copy-paste the entire map on a new map but I'm not sure that would fix my playable area problem. I tried it before which is why you see a border around it but I couldn't tell what was the playable border and not... didn't work out so well.
(Note : I know there's a ramp missing on my top-left expansion.. I fixed that.)
(╯°□°)╯︵ ┻━┻ | ┻━┻ ︵╰(°□°)╯︵ ┻━┻
Broxxi
Profile Joined June 2010
Norway48 Posts
June 27 2010 19:47 GMT
#63
@Kurr: On the top-menu go Map > Map Bounds >Check the "Modify Map Bounds" check box and modify with the arrow buttons on the top/left/bottom/right sides of the preview.
Kurr
Profile Blog Joined April 2010
Canada2338 Posts
June 27 2010 19:52 GMT
#64
On June 28 2010 04:47 Broxxi wrote:
@Kurr: On the top-menu go Map > Map Bounds >Check the "Modify Map Bounds" check box and modify with the arrow buttons on the top/left/bottom/right sides of the preview.

Thanks. So simple T_T
(╯°□°)╯︵ ┻━┻ | ┻━┻ ︵╰(°□°)╯︵ ┻━┻
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-06-27 20:02:14
June 27 2010 19:55 GMT
#65
--- Nuked ---
Broxxi
Profile Joined June 2010
Norway48 Posts
Last Edited: 2010-06-27 20:00:17
June 27 2010 19:59 GMT
#66
@Kurr: Well, the editor is pretty extensive so. Hard to see everything

Changes like making roaches 1 supply again is probably not gonna happen until at least Heart of the Swarm. Doing extensive changes like that in a release version (doubt it'll happen with 2 weeks left of beta play) isn't something they should "test" around to check if it works.

Then again Heart of the Swarm might include a new tier 1 or 2 unit to Zerg if Blizzard feels Zerg isn't "swarmy" enough without making roach 1 food.
Seltsam
Profile Blog Joined April 2010
United States343 Posts
June 27 2010 22:29 GMT
#67
Something that bugs me but probably doesn't warrant any sort of actual discussion:

When I use the W key to select warpgates, I can't double-tap W to center on one of them. I realize that it would be a difficult mechanic to implement (multiple warp gates spread about the map: which to center!?) but I double tap W all the time and forget to hotkey pylons sometimes (usually I have 2-3 pylons hotkeyed at different strategic locations). I wish you could double tap W and center on the first gate way made or something D:

So obviously this doesn't warrant a new topic 'cos I am just bitching about insignificant stuff.

But still!

/complain
Team Limited ftw! www.teamltd.net
Peekaboo
Profile Joined May 2010
Canada219 Posts
June 28 2010 00:23 GMT
#68
On June 28 2010 04:55 Barrin wrote:

I'm thinking about creating a comprehensive guide/list/explanation of everything that makes a map imbalanced towards a certain race.


Sounds like a very good idea although I think the list will be generally pretty short, simply because most races have units that allow them to adapt to the map features(somewhat).

Some features to get you started, based on my opinion.

Distance from main to ramp/choke. Makes any base harder to defend. Generally considered worst for zerg in early game due to creep mechanic (and queens so slow off creep). Likely best for zerg later game (highest mobility once creep is down).

Distance from main to natural. Generally considered worst for zerg in early game due to creep mechanic. Likely best for zerg later game (highest mobility once creep is down). Can be very bad for a mech Terran.

Cliffs around main or natural. Best favors Terran early game. Becomes more neutral later game.

Wide open entries to main or natural. Make them hard to defend on every race. Likely best for zerg later game. Earlier, likely neutral. (note that zerg often complain about these because they feel their race needs more bases on average than the other races. e.g., they can't just one-base for a long time. Thus its not the race units or defensive style per se but the macro-needs of the race).

Wide open areas: Generally considered good for any army requiring surrounds or arcs. Each race can go for mass cheap units or fewer expensive units. Overall, I suspect open spaces best for a larger subsection of zerg builds than toss or terran builds.

Strategic chokes between bases. Best for Terran due to siege tanks, I think.

Well placed watch towers. Not sure who this is best for. Maybe mech terrans or any army with a lot of ranged units that can camp the area using the site given.
You loved me as a loser but now you're worried that I just might win. -L. Cohen
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
June 28 2010 09:20 GMT
#69
--- Nuked ---
gillon
Profile Blog Joined April 2010
Sweden1578 Posts
June 28 2010 12:51 GMT
#70
On June 28 2010 18:20 Inori wrote:
Show nested quote +
On June 28 2010 07:29 Seltsam wrote:
Something that bugs me but probably doesn't warrant any sort of actual discussion:

When I use the W key to select warpgates, I can't double-tap W to center on one of them. I realize that it would be a difficult mechanic to implement (multiple warp gates spread about the map: which to center!?) but I double tap W all the time and forget to hotkey pylons sometimes (usually I have 2-3 pylons hotkeyed at different strategic locations). I wish you could double tap W and center on the first gate way made or something D:

So obviously this doesn't warrant a new topic 'cos I am just bitching about insignificant stuff.

But still!

/complain

hotkey warpgates?


This, I don't even see why there should be a dedicated warpgate key anyways.

I don't get an icon telling me when barracks aren't producing.
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
HunterStarcraft
Profile Joined April 2010
Canada249 Posts
June 28 2010 18:37 GMT
#71
At this point, I'm more excited for the WoL single player than I am for B.net. It should be an epic Campaign like we've never experienced. I can't wait, less than a month away now!!
Bob300
Profile Joined April 2010
United States505 Posts
June 28 2010 21:13 GMT
#72
On June 17 2010 10:26 jamesr12 wrote:
Show nested quote +
On June 17 2010 10:20 reprise wrote:
On June 17 2010 09:07 Hikari wrote:
I think roaches would need some love - they are too strong as a 1 food unit and somewhat weak when bumped up to 2 food.

I suggest giving them +10 health (would take 3 shots from 0/0 siege tanks to kill!) to begin with.


They've always been in such an icky situation, it's hard to address the Roach problem when it's always changing. Although I like the idea of an extra 10 health, it feels more like a bandaid than a solution.


id vote for a nerf and back to 1 supply, zerg needs to be brought back to the swarm


I play zerg so I'm bias, but I feel that zerglings alone don't make the swarm, roaches or sumthin else needs to be 1 supply. In the expansion I hope that zerg gets more 1 supply units, but I don't want to wait that long.
NYC Suburbs --- College Freshman --- Season 1 - Drone Whiskey
Logo
Profile Blog Joined April 2010
United States7542 Posts
June 28 2010 21:25 GMT
#73
+ Show Spoiler +
On June 28 2010 09:23 Peekaboo wrote:
Show nested quote +
On June 28 2010 04:55 Barrin wrote:

I'm thinking about creating a comprehensive guide/list/explanation of everything that makes a map imbalanced towards a certain race.


Sounds like a very good idea although I think the list will be generally pretty short, simply because most races have units that allow them to adapt to the map features(somewhat).

Some features to get you started, based on my opinion.

Distance from main to ramp/choke. Makes any base harder to defend. Generally considered worst for zerg in early game due to creep mechanic (and queens so slow off creep). Likely best for zerg later game (highest mobility once creep is down).

Distance from main to natural. Generally considered worst for zerg in early game due to creep mechanic. Likely best for zerg later game (highest mobility once creep is down). Can be very bad for a mech Terran.

Cliffs around main or natural. Best favors Terran early game. Becomes more neutral later game.

Wide open entries to main or natural. Make them hard to defend on every race. Likely best for zerg later game. Earlier, likely neutral. (note that zerg often complain about these because they feel their race needs more bases on average than the other races. e.g., they can't just one-base for a long time. Thus its not the race units or defensive style per se but the macro-needs of the race).

Wide open areas: Generally considered good for any army requiring surrounds or arcs. Each race can go for mass cheap units or fewer expensive units. Overall, I suspect open spaces best for a larger subsection of zerg builds than toss or terran builds.

Strategic chokes between bases. Best for Terran due to siege tanks, I think.

Well placed watch towers. Not sure who this is best for. Maybe mech terrans or any army with a lot of ranged units that can camp the area using the site given.


Zerg can deal well with a wide open natural if the natural's creep extends to the ramp (see metalopolis) and the openness is restricted to one side.

It's hard to provide a comprehensive list because there are many factors that go into it. Scrap station, for example, is generally considered alright for zerg and it's the least 'open' of any Blizzard map.
Logo
DanielD
Profile Joined May 2010
United States192 Posts
Last Edited: 2010-06-28 21:39:19
June 28 2010 21:39 GMT
#74
On June 28 2010 00:16 Kurumi wrote:
People,right discussion is -> Buff Zerg and Protoss,Nerf Terran. Other ideas are just dumb,seriously.


Here is a handy 3-step guide to help you out, Kurumi:

Step 1 - Realize that people still haven't figured out ideal builds and strategies for this game yet

Step 2 - Realize that if you are getting owned by T players who suck doesn't mean T is imba, it means you suck

Step 3 - Play when beta re-opens and learn how to win, not cry imba.

You're welcome.
"Strong people are harder to kill than weak people and more useful in general." - Mark Rippetoe
Scorpius
Profile Joined May 2010
Sweden36 Posts
June 28 2010 21:46 GMT
#75
Zerg players complain all the time about how they want zerg to get more buff and how they want roaches to go back to 1 supply just deal white it and stfu!
doffe
Profile Joined June 2010
Sweden636 Posts
June 28 2010 22:47 GMT
#76
Considering the ZvsT(mech) discussion here's my view

I am a zerg player and have more or less 0 experience of the other races. My rank is somewhere around mid plat ( I think) perhaps a bit higher/lower. Furthermore I am new to SC even though i played some 50BW games scattered over 10years I did in no way know things about that in the way I credit myself knowing about SC2 now.

To the point.

I do not feel terran mech is OP against zerg and that is not playing mech at all after the tank (among other things) nerf to 50dmg. What I do feel is that mech is the only strat where I find myself loosing to what I generally would call a lesser player. With that I mean that it feels like its more or less up to the zerg player to win the game more then it is to the terran.

To break a turtling terran mech the zerg must be the one doing the fancy stuff while the terran more or less just slowly pushes the zerg to his death. I know that people talk alot about terran mechs downside (mobility) but that really dont strike the point, atleast not when we talk about 200vs200 armies. Harassing etc just doesnt feel so viable when the terran is closing in on the zergs main. Sure I can just kill of all the buildings he has with nydus, mutas or w/e but the big battle is still coming and thats the hard part.

What im trying to say (whilst rambling noncense) is that it simply looks alot easier to win as the mech then as the zerg, please correct me if I am wrong since I as I stated before have 0 experience as a terran (expect my 2 first novice games where I somehow actually won as terran ^^, I ought to post those replays, you would have a laugh).

How to fix this I do not know? Against a lesser player its quite easy to just go for mass roach, hydra with infestors and just NP the closest tanks/thors but if the terran is not terrible he will easily focus down the weak infestors and that is annuled. The obvious counters ultras, broodlords whilst working decently still doesnt really do it for me. Ultras are great but a bit to big and clumbsy and broodlords are just so slow to get up. Perhaps thats the main issue with zerg. Whilst terran can get his tier 3 (thors count as that no?) pretty damn fast. (rax+tech, fact, armory done) zerg needs loads of time (SP, lair, infestor, spire, hive, gspire then corruptors --> BL)

At work, its late, rambling probably nonsence and I cba to look through what ive written. Just curious about all the terrans views on the mech vs zerg. It just feels like ive lost to some terrans that if they would have played any other way, race I would have crushed them (watching the replays) but with the less(?) requiring mech they stand a chance. I probably will go for more early pressure strats against terran due to this just to avoid getting to face those huge mech armies late game and thats just so booring. Baneling busts ftl, works fine but just feels so lame :p
Silent331
Profile Joined June 2010
United States356 Posts
June 28 2010 23:14 GMT
#77
Where would i find a pro team to practice with? I am not at the pro level but im looking to get better, like ALOT better. I have no problem getting rolled over hundreds of times if it can improve my game. I am a mid level Diamond player.
They cant beat you, They only hope you beat yourself.
Oniobn
Profile Joined May 2010
United States15 Posts
June 29 2010 00:15 GMT
#78
I would love to have the ability to customize the in-game interface.

Coming from an RPG background, I like being able to adjust where on the screen my mini-map, spells, chat box, etc. go. I would love to have similar customization options in SC2:

1. Move the resources away from the top right of the screen. While it is not difficult to continuously glance at it, I would much rather be able to look at the resources and mini-map simultaneously by moving the resourcing count to the bottom left, directly above the mini map.

2. The control group positioning is slightly annoying. At times, I accidentally click on the icons and have shuffled my control groups around mid-battle by accident.

3. I'd love a bigger mini-map. I feel like I spend too high of a percentage of the game peering into the bottom left corner of my screen. Yeah, I'm used to it by now, but I'd much rather have the option to make it larger or move it.

4. I would love a better listing of recently completed tasks, moving it from the top left to be next to... something. I often miss what has happened recently and find that I rarely read what is going on over there after the early game. If it were lower down or by the resource count, I think I would check it more often.

Although these are not major points, and it may be difficult to implement much customization with how the interface is already designed, I feel like interface customization is the norm nowadays. Users know what fits their own style best - let them adjust it how they see fit.
MythicalMage
Profile Joined May 2010
1360 Posts
June 29 2010 00:22 GMT
#79
On June 29 2010 09:15 Oniobn wrote:
I would love to have the ability to customize the in-game interface.

Coming from an RPG background, I like being able to adjust where on the screen my mini-map, spells, chat box, etc. go. I would love to have similar customization options in SC2:

1. Move the resources away from the top right of the screen. While it is not difficult to continuously glance at it, I would much rather be able to look at the resources and mini-map simultaneously by moving the resourcing count to the bottom left, directly above the mini map.

2. The control group positioning is slightly annoying. At times, I accidentally click on the icons and have shuffled my control groups around mid-battle by accident.

3. I'd love a bigger mini-map. I feel like I spend too high of a percentage of the game peering into the bottom left corner of my screen. Yeah, I'm used to it by now, but I'd much rather have the option to make it larger or move it.

4. I would love a better listing of recently completed tasks, moving it from the top left to be next to... something. I often miss what has happened recently and find that I rarely read what is going on over there after the early game. If it were lower down or by the resource count, I think I would check it more often.

Although these are not major points, and it may be difficult to implement much customization with how the interface is already designed, I feel like interface customization is the norm nowadays. Users know what fits their own style best - let them adjust it how they see fit.

I totally agree. I come from a WoW background where my interface looks like no one else's and fits my tastes. That's not to say Blizz doesn't design a good interface, it's just that this interface is from ten+ years ago.
Broxxi
Profile Joined June 2010
Norway48 Posts
June 29 2010 03:11 GMT
#80
On June 29 2010 09:15 Oniobn wrote:1. Move the resources away from the top right of the screen. While it is not difficult to continuously glance at it, I would much rather be able to look at the resources and mini-map simultaneously by moving the resourcing count to the bottom left, directly above the mini map.


Considering so much of SC2's changes has been to the easifying of RTS gaming I would actually welcome this as a change. Would be awesome.

Though I will answer to why customized UI is not going to happen (except from simple options) It because of: equal viewport (viewport in a game is where you see the actually game and not a UI element).

If you play on a 1024 resolution you're seeing the exact same things as on a 1920 resolution. Things just get scaled up in your GPU for just this reason: "equal playingfield".

Though aspect ratio (4:3 vs 16 etc.) gives you a wider view on the playfield though. Wonder if you loose top-bottom view or gain left-right.
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