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[D] Little things Blizzard should change about SC2 - Page 5

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 7 8 9 10 Next All
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
July 05 2011 01:04 GMT
#81
On July 05 2011 05:04 Chocolate wrote:
I just wish microing large armies took more skill, or more importantly, players had more of an incentive to micro. I have no idea how blizzard could implement this however.



good point and they could fix this by creating dynamic movements for each unit. instead of everything being so clumped up, thus making the "ball" so effective.
Boony
Profile Joined March 2011
Australia87 Posts
July 05 2011 01:08 GMT
#82
On July 05 2011 10:04 Dommk wrote:
Show nested quote +
On another note: Anyone know the exact reason why they removed phase cannons?

Something to do with the spinecrawler. Too similar or the idea better fit Zerg. Phase Cannons would make me cry though, Cannon rushes would be ridiculous in PvP



CombatEX would be 1st in GM with phase cannons.
Wipples
Profile Joined November 2010
Canada269 Posts
July 05 2011 01:08 GMT
#83
About the "units warping in while pylon destroyed" refund thing, what if instead of cancelling the warp in, they finished warping in at the health they were at when the pylon was killed? That way the units aren't cancelled, the money is spent, but the units are weaker?

But honestly it doesnt seem like such a big deal to me.
Coutcha
Profile Joined November 2010
Canada519 Posts
July 05 2011 01:12 GMT
#84
poster above have an awesome idea :D

that would be really nice

And i want to be able to watch replay with friend

and more micro for Z or some new micro unit

Hopefully HOTS will make this better
This is what the world is for Making ELECTRICITY :D
Spekulatius
Profile Joined January 2011
Germany2413 Posts
July 05 2011 01:13 GMT
#85
On July 05 2011 08:17 denzelz wrote:
Show nested quote +
On July 05 2011 08:12 Lochat wrote:
On July 05 2011 06:14 emc wrote:
On July 05 2011 06:10 iNSiPiD1 wrote:
I came to this thread thinking I'd be able to read about little changes people would like to see made to our game, and instead it's just people (most likely toss players) arguing against the OPs changes. Remember people, this is HIS OPINION, why can't you give it the respect it deserves? You can start debating the hell out of this the day Blizzard says they're going to implement it.

I'd like to see a map in the map pool that's a 2 or 4 player map in the pool which is not symmetrical. I know it'll never happen, but one can dream.

Furthermore, I wish there were a way to balance the game without the need for little ramps at the front of every base. (I know why they are there, I'm just saying)


people don't give respect to opinions they think are inferior to theirs. It's the nature of video games, if they aren't as good as you or agree with you, then they are deemed noob and can never speak again.

as far as ramps, Tal`Darim altar does not have ramps leading into the main and there are other GSL maps that do not have ramps.


Opinions don't deserve respect. Ever. Anyone who believes that is terribly deluded. Seven year old children have opinions on Santa Claus. Creationists have opinions on evolution. Homeopaths have opinion on pharmacology. If anyone thinks opinions deserve respect, there's a reason they get none. Last I checked, facts matters, not the logical fallacy and Dunning-Kruger effect mashup that the average person posts on the internet.


Good luck ever working on group projects.


Opinions don't deserve respect. People do. That's how group projects work.

On topic: I want SC2 to be slower generally. Not the game speed itself, but rather the way engagements work. I want to see that players have more time for tactical decisions and micro. And with that, I want units that would really profit from a reduced game speed (micro-intensive, sensible units).

It's like the equivalent of the absence of the "blob" in BW. When all your units weren't in one spot, there was actually time for a retreat or the possibility of microing single units. When an engagement was a mistake, one could retreat (now a fungal hits almost the whole army, same with storm or EMP), micro out of storms or w/e. It's something that would contribute to the depth of SC2 and take away some of its volatility (tbh I don't consider this a little thing because the impact would be huge; and I don't even know how this should be done by Blizzard. Maybe change unit pathing, as proposed before?).
Always smile~
iokke
Profile Blog Joined May 2010
United States1179 Posts
Last Edited: 2011-07-05 01:49:31
July 05 2011 01:36 GMT
#86
On July 05 2011 10:08 Wipples wrote:
About the "units warping in while pylon destroyed" refund thing, what if instead of cancelling the warp in, they finished warping in at the health they were at when the pylon was killed? That way the units aren't cancelled, the money is spent, but the units are weaker?

But honestly it doesnt seem like such a big deal to me.


It'd be funny if they warp in half done and look and act like "bitch Stewie" from family guy:D

As far as wg, remember you are talking about a pylon not a production building. Kill the warpgate and u have reset the cd (for those that compared killing pylons to killing barracks). Otherwise the punishment is too harsh. Also, there already is a penalty for losing a proxy pylon (however many secs warp in was going on + time it takes you to warp new units in + extra travel time). There's also a chance of losing warping units for full cost.

Besides, its already a pain to pull away from an important battle to warp in units, having to watch the pylon even more out of the fear of losing a ton of minerals is too much. Being forced to leave enough army to defend the pylon at all times will take too much away from the push.

For T, it wouldnt make any sense to lose $ for all cued units. The building hasnt used any resources to produce those units, why should their cost be lost. Assume that those in actual production been disassembled

To the general OP idea, does anyone remember a thread with a bunch of small bugs that were left in the game (some guy did an great job compiling them).. Would be nice to fix those.
Someone suggested making upgraded units look scarier, that would be kinda cool too

p.s.
it might seem cool to say opinions don't deserve respect but they do. I can respect your opinion but still disagree. So do beliefs, etc. Not using something in a scientific paper doesn't mean it doesnt deserve respect.
Crop circles are Chuck Norris' way of telling the world that sometimes corn needs to lie the f*** down. rerereredit.. I never get it right the 1st time
ShatterZer0
Profile Joined November 2010
United States1843 Posts
July 05 2011 02:47 GMT
#87
On July 05 2011 09:35 Termit wrote:
I would like to have some sort of max unit selection.I think something between 30-45 units per hotkey would be great. I think it's a bit to "noob friendly" now if you can call it that, you have no limit in control groups and be able to have every single building on the same hotkey.

I want the "blip" sound back from BW when you tabbed between production facilitys. Would prefer how the "box" was in BW too. In BW it was just green edges and the box itself was just blank, in sc2 the whole box is some disgusting green shit.

I hope they will change the mouse cursors ingame too. As long as you don't play on a low resolution, your cursor is really small. And it looks horrible too.

Better unit movement, I hate the clumping unit balls.

Remove Xel'Nagas or at least make them dissapear after ~5 minutes.

And please, new sounds. The sc2 sounds is so bad. -_-


Oh man I so agree with this, I loved hear the death screeches of a bazillion units... it was just so much more dramatic, not a little pithy pumpf when a stalker explodes, I wanna hear the friggin apocalypse from that little DT in a shell!
A time to live.
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
July 05 2011 02:48 GMT
#88
Don't make god damn workers slide when u hit hold position. Make them actually able to just stop and hold god damn position instantly like every other unit in the game so i can actually stop lings running into my base while forge FE'ing -.-;;;;
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
July 05 2011 02:57 GMT
#89
Removing attack priorities.
It's dumb that void-rays auto-target hydras when zerg goes for a hydra/roach army.
Let the units attack the first thing in sight.
wat
iamho
Profile Joined June 2009
United States3347 Posts
July 05 2011 02:58 GMT
#90
+50% on hitpoints of all units. Easy fix to make sc2 more watchable. Also fix the zerg sounds.. a year and I still cannot stand that voice.
babylon
Profile Blog Joined April 2011
8765 Posts
July 05 2011 03:02 GMT
#91
On July 05 2011 09:35 Termit wrote:
I would like to have some sort of max unit selection.I think something between 30-45 units per hotkey would be great. I think it's a bit to "noob friendly" now if you can call it that, you have no limit in control groups and be able to have every single building on the same hotkey.

...............

Wait, you can hotkey more than 24 units to a control group?

Brb, drowning myself in the bathtub.
champignones
Profile Joined September 2008
Panama160 Posts
Last Edited: 2011-07-05 03:08:05
July 05 2011 03:03 GMT
#92
large army fight its the main issue in my opinion in bw it was so fun to split armies and micro them , all around, without loosing too many efectivity, now is ball, vs ball, the bigger and the better wins, with no micro whatsoever.
i also think it has to do with the units, all unit in sc2 are dumb units that require less micro than their bw counterpart, example, reaver replaced with collosus, lurker removed, defiler removed and instead we get infestor. you see all sc2 units and they are not complex to use, even banelings that require a little more , are easy piece compared to units in bw. i think sc2 will not have a fix since it have mistakes in elemental levels.
you shouldnt worry if everybody ignore you, you should be worry when they dont anymore.
Deleted_143
Profile Joined October 2010
Australia256 Posts
July 05 2011 03:11 GMT
#93
--- Nuked ---
Turbo.Tactics
Profile Joined April 2010
Germany675 Posts
July 05 2011 03:13 GMT
#94
How about a proper Zerg Adjutant? This new Queen of the Blades memory thingy from hots will suffice :D
Zerg - because Browders sons hate 'em
meep
Profile Blog Joined August 2009
United States1699 Posts
July 05 2011 03:14 GMT
#95
Remove movement impairing abilities. That just ruins micro.
閑静 しずか (ノ・_・)ノ
froGGifyre
Profile Blog Joined October 2010
United States213 Posts
July 05 2011 03:17 GMT
#96
Wait, you're telling me you don't have to cancel for a refund, oh lordy =_=
channel PanK since '00 twitter.com/froggifyre twitch.tv/froggifyre
Killainstnct
Profile Joined March 2011
New Zealand11 Posts
Last Edited: 2011-07-05 03:21:51
July 05 2011 03:18 GMT
#97
On July 05 2011 10:03 Boony wrote:
How about when you kill a hatch all the larva dies and all spawning eggs.


You might have a point, this guy has pointed out that if you lose a pylon you shouldn't get refunded(as in you've used up the production cycles, not the resources), and that if you lose a factory you lose the ability to make mech units etc.

Every race has a loss from losing a production facility that is instant, but zerg eggs/larva stay behind until the creep disappears(and units keep building even if you lose the tech), leaving time to use them up or build another hatchery.

If you're talking from a purely spectator perspective, losing forward pylons is already pretty bad, it delays timings (4/6 gate etc) by quite a bit in most cases which means the damage is already done, taking away all those resources is basically putting someone behind so much that they've just opened themselves up to being attacked due to a weaker army and makes the game incredibly one sided which is boring.

Personally, I like watching games where it comes down to the players own ability, not because the other player got lucky and sniped a pylon.
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
July 05 2011 03:24 GMT
#98
mostly observation from pov of zerg:

1.the larva spawn position, drones travel longer to mineral patch(if it is not at 6 oclock) than scv/probe.

2.correct the roach movement speed upgrade and tunneling claw icons.

3.unit priority ai need some twist, i am sick of 30lings auto attack 1 zealot standing at the mineral line, not that i dont know how to press H but i still think that they use one set of unit priority attack list on all units in sc2 is simply 'WTF'. i facepalm when i have 30lings and can not break the wall if the toss has nice simcity with only ONE cannon.

4.does drone attack animation get fix yet?

5.identical base area in map design - creep tumour spread is not even when you are spawned at certain position on different maps.

Replay:
1.let us watch replay together!!!
2.when you watch replay the 'scv/probe/drone ready' warning is a SCV icon. or the food supply icon is default to SCV icon.
3.there is no worker idle icon show up in replay


is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
Zariel
Profile Blog Joined December 2010
Australia1285 Posts
July 05 2011 03:33 GMT
#99
you can't cancel a unit warping in via warpgate.

bit unfair if I lose everything(time, min, gas) when pylon gets sniped when I have no way of cancelling warp in.
sup
Noocta
Profile Joined June 2010
France12578 Posts
July 05 2011 03:34 GMT
#100
Being able to cancel Nydus.
Because placing one, and tadam, you know it won't finish the instant you place it, but you can't cancel it so you have to watch 100 gas go for nothing.
" I'm not gonna fight you. I'm gonna kick your ass ! "
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