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Improving PvP's watchability - Page 3

Forum Index > SC2 General
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Dommk
Profile Joined May 2010
Australia4865 Posts
Last Edited: 2011-03-25 10:31:34
March 25 2011 10:30 GMT
#41
On March 25 2011 15:54 iCCup.Diamond wrote:
Show nested quote +
On March 25 2011 15:51 Wolf wrote:
Double warpgate research time. Would change the game dynamically.

Ha.. ha.


They tried something like that before, all it did was change PvP from 3 warpgate all ins into 4 warpgate all ins. Another double would probably make it 7 gate all ins......

Not really, if the increased Warpgate research time by 20-30seconds, it would mean that an immortal can be chrono'd out before warpgate tech is finished

It also means that one side actually has a form of defenders advantage, as the increased time in warpgates would mean that you would need to produce a round of units off gateways, instead of pooling the money till warpgate is done, thus the side defending will have more units out at their base to defend any proxy pylons until Warpgate is actually done (or the othersides units cross the map)
Seohce
Profile Joined October 2010
United Kingdom394 Posts
March 25 2011 10:33 GMT
#42
Wouldn't it be way more awesome if the laser beams were different colors?


You have me sold on this point alone. lol
andrewwiggin
Profile Joined September 2010
Australia435 Posts
March 25 2011 10:34 GMT
#43
love the idea.


maybe not the lasers as much as the units themselves to be more strongly colour based in design (so that you can actually tell them apart).

if the lasers were too colourful, it'd be like a rave rainbow, too much stuff lol. maybe slight colour tint on lasers.


but def. on the units.
dtz
Profile Joined September 2010
5834 Posts
Last Edited: 2011-03-25 10:45:21
March 25 2011 10:42 GMT
#44
To improve defender's advantage, i think the solution is probably the buff normal gateway and make units trained from normal gateweay finish faster than warpgate cd.

So it's a decision. if you want to warp in units instantly anywhere, the cd is longer so ultimately you have less units than if you just make units from the gateways.

For example : Warp in zealots = 5 sec + 28 sec cd = 33 sec zealot build time
Build time of zealots out of normal gateway = 38 sec
Thus warping in = more zealots than making from normal gateways right now

IF gateways are buffed so that making zealots out of normal gateway = 28-30 sec.
compared to warpgate cd of 33 sec
Making units out of normal gateway is more advantageous for defenders.

This will make decision making more interesting as well. In any case with larger maps nowadays, proxy gates are even more unrewarding. The numbers can be tweaked of course.

.Aar
Profile Joined September 2010
2177 Posts
March 25 2011 10:45 GMT
#45
On March 25 2011 19:42 dtz wrote:
To improve defender's advantage, i think the solution is probably the buff normal gateway and make units trained from normal gateweay finish faster than warpgate cd.

So it's a decision. if you want to warp in units instantly anywhere, the cd is longer so ultimately you have less units than if you just make units from the gateways.

For example : Warp in zealots = 5 sec + 28 sec cd = 33 sec zealot build time
Build time of zealots out of normal gateway = 38 sec
Thus warping in = more zealots than making from normal gateways right now

IF gateways are buffed so that making zealots out of normal gateway = 28-30 sec.
compared to warpgate cd of 33 sec
Making units out of normal gateway is more advantageous for defenders.

This will make decision making more interesting as well. In any case with larger maps nowadays, proxy gates are even more unrewarding. The numbers can be tweaked of course.



dude what

this thread is about colors
now run into the setting sun, and suffer, but don't mess up your hair.
dtz
Profile Joined September 2010
5834 Posts
March 25 2011 10:52 GMT
#46
Yeah it was but it kinda went to pvp "balance" for the last few posts or so. Nothing to disagree with the cool colours of course. I wish FF are also of different colours.
Bobster
Profile Joined January 2011
Germany3075 Posts
Last Edited: 2011-03-25 10:54:16
March 25 2011 10:53 GMT
#47
Yeah, Protoss have the least distinctive colour scheme. So much blue. Differently coloured lasers would definitely help observability. Good idea, OP.


ZvZ also has these problems but to a slightly lesser extent. Some strong colour differentiating would really help there.
kusu
Profile Joined April 2010
Sweden440 Posts
March 25 2011 10:56 GMT
#48
This is only accepted, if Dark Templars will have purple swords.
Expa bör man annars dör man! A game withouth me, is a game not worth winning!
Blasterion
Profile Blog Joined October 2010
China10272 Posts
March 25 2011 10:59 GMT
#49
On March 25 2011 19:53 Bobster wrote:
Yeah, Protoss have the least distinctive colour scheme. So much blue. Differently coloured lasers would definitely help observability. Good idea, OP.


ZvZ also has these problems but to a slightly lesser extent. Some strong colour differentiating would really help there.

Baneling Acid of team colors, Roach Acid of team colors (no this one is screwed up as hell)

honestly though ZvZ i can barely tell whose lings are whose.

TvT should have projectiles that explode into team color themed fireworks =P
[TLNY]Mahjong Club Thread
Dommk
Profile Joined May 2010
Australia4865 Posts
March 25 2011 11:18 GMT
#50
On March 25 2011 19:59 Blasterion wrote:
Show nested quote +
On March 25 2011 19:53 Bobster wrote:
Yeah, Protoss have the least distinctive colour scheme. So much blue. Differently coloured lasers would definitely help observability. Good idea, OP.


ZvZ also has these problems but to a slightly lesser extent. Some strong colour differentiating would really help there.

Baneling Acid of team colors, Roach Acid of team colors (no this one is screwed up as hell)

honestly though ZvZ i can barely tell whose lings are whose.

TvT should have projectiles that explode into team color themed fireworks =P

TvT is more of a tactical game, you never see something like Speedling vs Speedling where you can't even tell what is going on, it is about positional control and smart plays, even if both teams were the same color you would easily be able to tell who is winning or what is going on in a fight in TvT. It is knid of the same with PvP when Colossus get out.

But I'll give you banelings though, Baneling/Ling vs Baneling/Ling is x10 more confusing than than Stalker vs Stalker...but it usually finishes x10 faster
pzea469
Profile Blog Joined September 2008
United States1520 Posts
March 25 2011 11:27 GMT
#51
I agree with this because it makes it easier for spectators. However, that is not the main problem. The real problem is the strength of team color. If you press alt F as the player you turn STRONG green and the opponent turns STRONG red, making it easily distinguishable. This green and red are different from picking green and red. They are way stronger and stand out more. The problem is that all other colors when not in this mode are much weaker, and I see no reason why. It makes it harder on spectators and it just doesn't make sense.

Solution? increase the strength of all team colors to match the strength of the alt F ones. Why include weaker team colors?

That being said, I still agree with what this thread suggests. It has been suggested before along with other things that make sense, like colored forcefields, colored warp in animation, colored scans, stuff like that.
Kill the Deathball
Striding Strider
Profile Joined February 2011
United Kingdom787 Posts
March 25 2011 11:39 GMT
#52
I just had a brain flash of Stalkers firing red lasers.. DO IT BLIZZ! :D
I have a beard. I'm unprofessional.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2011-03-25 16:04:50
March 25 2011 16:04 GMT
#53
Mods should totally warn people who talk about balance in this thread, which is clearly about whether or not it would be awesome to see Stalkers firing pink laser beams.

They clearly did not read the OP!
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Rylaji
Profile Joined January 2011
Sweden580 Posts
March 25 2011 16:55 GMT
#54
On March 25 2011 19:56 kusu wrote:
This is only accepted, if Dark Templars will have purple swords.


They dont carry swords, they carry Schytes.
Official Fan of; Obama oGs.MC // God of War ST.JulyZerg // d.Naniwa // ST.Squirtle // SlayerS_Alicia // Emperor SlayerS_BoxeR // EG.HuK // White-Ra // MarineKing.Prime.WE // oGs.NaDa's Body // SlayerS.MMA // MvP.DongRaeGu
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
Last Edited: 2011-03-25 16:58:24
March 25 2011 16:57 GMT
#55
On March 26 2011 01:55 Rylaji wrote:
Show nested quote +
On March 25 2011 19:56 kusu wrote:
This is only accepted, if Dark Templars will have purple swords.


They dont carry swords, they carry Schytes.


Some of them carry swords, other carry scythes, actually one of the only(or the only) units who has 2 different models in game I believe(distinct in multiplayer)
http://wiki.teamliquid.net/starcraft2/Dark_templar
Check the pic which comes with the page.
WriterXiao8~~
intrigue
Profile Blog Joined November 2005
Washington, D.C9934 Posts
March 25 2011 17:12 GMT
#56
yes!
Moderatorhttps://soundcloud.com/castlesmusic/sets/oak
Roxy
Profile Joined November 2010
Canada753 Posts
March 25 2011 17:14 GMT
#57
would love it if lasers were different colors

also a chronoboost tinge would be sweet!

good idea dude!
http://sc2ranks.com/us/941824/Roxy - Masters Protoss: "Respect my authoritai"
marvellosity
Profile Joined January 2011
United Kingdom36161 Posts
March 25 2011 17:15 GMT
#58
Amen to the OP. Firstly just because it'd be totally cool.

It can be hard to distinguish your own units in a mirror, especially when they're jumbled up. Can't imagine what it's like for the Zerg!

Recently I had a battle where it looked like I was losing horribly, carnage everywhere. Boxed my units to run away any survivors, turned out 8 of the 10 units left were mine :/
[15:15] <Palmar> and yes marv, you're a total hottie
lololol
Profile Joined February 2006
5198 Posts
March 25 2011 17:16 GMT
#59
On March 25 2011 19:42 dtz wrote:
To improve defender's advantage, i think the solution is probably the buff normal gateway and make units trained from normal gateweay finish faster than warpgate cd.

So it's a decision. if you want to warp in units instantly anywhere, the cd is longer so ultimately you have less units than if you just make units from the gateways.

For example : Warp in zealots = 5 sec + 28 sec cd = 33 sec zealot build time
Build time of zealots out of normal gateway = 38 sec
Thus warping in = more zealots than making from normal gateways right now

IF gateways are buffed so that making zealots out of normal gateway = 28-30 sec.
compared to warpgate cd of 33 sec
Making units out of normal gateway is more advantageous for defenders.

This will make decision making more interesting as well. In any case with larger maps nowadays, proxy gates are even more unrewarding. The numbers can be tweaked of course.



The cooldown is not increased by the warp in time. It's still a zealot every 28 seconds.
I'll call Nada.
EquilasH
Profile Joined April 2009
Denmark2142 Posts
March 25 2011 17:16 GMT
#60
This is a great idea. Should be implemented immediately.
wat
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