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[D] Little things Blizzard should change about SC2 - Page 8

Forum Index > SC2 General
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-orb-
Profile Blog Joined September 2007
United States5770 Posts
July 06 2011 03:14 GMT
#141
You seem to not understand a lot of the fundamentals of this game and probably shouldn't be making a thread like this...

For example, guardian shield is pretty specifically designed to only mitigate ranged attacks, not melee attacks. It's not some bug that it doesn't mitigate melee damage from units like zerglings.

Another example is the pylon power refunding warping in units.... if this made you lose the cost of the units or the cooldown this would make this extremely imbalanced in favor of zerg and terran since neither of them really have anything comparitively that allows their units to be killed while being built and are instead completely safe.... The only thing close is eggs for zerg but they have 10 armor and are thus almost 100% impossible to kill. as opposed to a flimsy pylon that can be sniped easily
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Fruscainte
Profile Blog Joined December 2009
4596 Posts
Last Edited: 2011-07-06 03:16:38
July 06 2011 03:15 GMT
#142
On July 06 2011 12:14 -orb- wrote:
if this made you lose the cost of the units or the cooldown this would make this extremely imbalanced in favor of zerg and terran since neither of them really have anything comparitively that allows their units to be killed while being built and are instead completely safe.... The only thing close is eggs for zerg but they have 10 armor and are thus almost 100% impossible to kill. as opposed to a flimsy pylon that can be sniped easily


I suppose that's the risk you have to take when you have the ability to warp in units anywhere on the map for 100 minerals. Perhaps if Blizzard balanced Gateways to be more productive than Warp Gates, people would start using those more and use Warp Gates only for helping the front. That's how I imagined Warp Gates as from the start years ago -- just there to fortify the front and back to Gateways for normal macro.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
July 06 2011 03:22 GMT
#143
On July 06 2011 12:15 Fruscainte wrote:
Show nested quote +
On July 06 2011 12:14 -orb- wrote:
if this made you lose the cost of the units or the cooldown this would make this extremely imbalanced in favor of zerg and terran since neither of them really have anything comparitively that allows their units to be killed while being built and are instead completely safe.... The only thing close is eggs for zerg but they have 10 armor and are thus almost 100% impossible to kill. as opposed to a flimsy pylon that can be sniped easily


I suppose that's the risk you have to take when you have the ability to warp in units anywhere on the map for 100 minerals. Perhaps if Blizzard balanced Gateways to be more productive than Warp Gates, people would start using those more and use Warp Gates only for helping the front. That's how I imagined Warp Gates as from the start years ago -- just there to fortify the front and back to Gateways for normal macro.


that's a more common suggestion that is actually intelligent that a lot of people have been asking for for ages, blizzard just clearly doesn't care or doesn't agree... either way it's bad for us :\
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Adebisi
Profile Blog Joined June 2010
Canada1637 Posts
Last Edited: 2011-07-06 03:29:38
July 06 2011 03:25 GMT
#144
In regards to the Warp-In units cancel thing, IMO a nice change would be the units getting refunded but warpgate cooldown not getting reset. Would probably help alot in PvP har har.

I wanna see larva back in units tab :[, in response to making SC2 less forgiving, yes I would like that. Stuff like buildings that are upgrading/building getting sniped not refunded resources don't effect the noobs to much but help raise the skill cap.
TranceKuja
Profile Joined May 2011
United States154 Posts
Last Edited: 2011-07-06 03:39:27
July 06 2011 03:35 GMT
#145
On July 06 2011 08:06 ShatterZer0 wrote:
Show nested quote +
On July 06 2011 04:34 TranceKuja wrote:
Lets see the OP suggests nerfing protoss and terran. I wonder what race he plays. I could see maybe getting rid of the WG cooldown reset. Whatever happened to the units taking extra damage while warping in? Was that removed or was that just a myth?


I plainly stated that I'm a protoss player... neither are nerfs, the Macro Factory is a hoax, as you would have learned if you READ the thing...

The pylon thing is a nerf. It makes protoss weaker. Your suggestion that when a production building is destroyed that player loses 100% of the resources invested in the units in queue is also a nerf to both terran and protoss. It makes terran and protoss weaker. If you are a protoss player that's fine but I don't recall reading that in your OP. If it's in there somewhere then my bad.
Winning
hahaimhenry
Profile Blog Joined December 2008
Canada368 Posts
July 06 2011 03:39 GMT
#146
On July 05 2011 05:10 Animostas wrote:
In Brood War you didn't lose money for units queued up.

I'd like it if you could give a replay example in which kiling the Pylon while units were being warped in is a huge concern. In my opinion if you didn't let the Warpgate cooldown reset/refund money, it'd make PvP even more fragile than it already is.


No, that would mean less 4 gate because of the non-refunded money if they were to lose that proxy pylon while being aggressive.

BIG FOIG
:]
nakedsurfer
Profile Joined April 2011
Canada500 Posts
July 06 2011 03:41 GMT
#147
I think it's alright if they get the refund but protoss should have to wait for the warp in cooldown Because the warp-in tech is like larva(building multiple units at once) and when zerg cancels they don't auto get their larva back.
Root4Root
TranceKuja
Profile Joined May 2011
United States154 Posts
Last Edited: 2011-07-06 03:45:43
July 06 2011 03:45 GMT
#148
On July 06 2011 12:41 nakedsurfer wrote:
I think it's alright if they get the refund but protoss should have to wait for the warp in cooldown Because the warp-in tech is like larva(building multiple units at once) and when zerg cancels they don't auto get their larva back.

This would be reasonable. Also if a unit in queue is canceled then that unit has to be built over from scratch. This would make the warp-in mechanic on par with larva as well as production buildings.
Winning
pieisamazing
Profile Joined May 2009
United States1234 Posts
July 06 2011 03:51 GMT
#149
New sounds. Please for the love of god new sounds. Unit sounds. Ingame music. PLEASE BLIZZARD
connoisseur
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2011-07-06 03:57:34
July 06 2011 03:56 GMT
#150
Increase mining time 75%, and 8 minerals returned per trip. Its the same mining rate but workers will glitch out after 1 worker per patch rather than patiently waiting for their turn thereby making it useful to have more than 3 expansions and early expansions will make a bigger difference.

1-2 base timings will be weaker.
Having more than 3 bases will actually allow for more income.
Early expansions will provide more income.

Oh and option for BW sounds.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Navillus
Profile Joined February 2011
United States1188 Posts
July 06 2011 04:04 GMT
#151
On July 05 2011 05:10 ZAiNs wrote:
Show nested quote +
On July 05 2011 04:59 ShatterZer0 wrote:
First, the Pylon Splice:
(Insert picture of a dozen gateway unit being warped in just as their pylon is destroyed)

One thing many a play may not know about killing pylon power providers as units are being warped in is that the Protoss player losing their units is fully refunded for their loss.

In an awkward turn of fate, or even a purposeful ruse, Protoss players not only get refunded the full worth of their units being warped in, they also get their warp in cooldown set to 0 so that they can rewarp in the units they've just lost.

I for one feel that this is too forgiving for the Protoss player losing the pylon, the crowd should be able to ROAR at the instant evaporation of a dozen stalkers aborted in transit, not stare as the Protoss player purposefully snipes his/her own pylon to warp in their units to their currently being harassed base.

This would be pretty awesome if it actually happened.


I was going to say exactly this, if I ever see a Protoss player snipe their own pylon in time to cancel a warp-in and warp-in back at their base in time to make it useful against the drop, I will be ROARING at the amount of skill, speed, and precision required to decide and then implement this in the 5 seconds units take to warp-in.
"TL gives excellent advice 99% of the time. The problem is no one listens to it." -Plexa
Masada714
Profile Joined March 2011
United States89 Posts
July 06 2011 04:50 GMT
#152
Another example is the pylon power refunding warping in units.... if this made you lose the cost of the units or the cooldown this would make this extremely imbalanced in favor of zerg and terran since neither of them really have anything comparitively that allows their units to be killed while being built and are instead completely safe.... The only thing close is eggs for zerg but they have 10 armor and are thus almost 100% impossible to kill. as opposed to a flimsy pylon that can be sniped easily


Ty Orb, this is exactly what I was going to say. Also, It seems that T and Z should be focusing on the units that are warping in as it is free damage anyways.

For the people that said the Pylon mechanic should be on par with Z larva, are you serious? P has expensive units compared to everyone else and is only limited on the amount of gates that they have. While the Z can mass produce units very quickly.
weaknurse
Profile Joined October 2010
Australia320 Posts
July 06 2011 04:52 GMT
#153
Non-3D Menu backgrounds.
Sick of our cards getting fried before we even join a game.
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
July 06 2011 04:56 GMT
#154
On July 05 2011 04:59 ShatterZer0 wrote:
TL;DR?
What suggestions do you have for making Starcraft 2's spectator experience richer than it already is, without actually changing any of it's units or building's stats or purposes? How do you feel about making Starcraft 2 less forgiving?

Great writeup. I don't want to say make starcraft 2 more forgiving and leave it as a general rule. Chronoboost, warpins, and spawn larva made tech switches ridiculously fast and it's something that a lot of players look down on because it doesn't give players time to react. Rush or be rushed :/
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
Inflicted
Profile Blog Joined January 2011
Australia18228 Posts
Last Edited: 2011-07-06 05:00:09
July 06 2011 04:59 GMT
#155
On July 06 2011 12:14 -orb- wrote:
You seem to not understand a lot of the fundamentals of this game and probably shouldn't be making a thread like this...

For example, guardian shield is pretty specifically designed to only mitigate ranged attacks, not melee attacks. It's not some bug that it doesn't mitigate melee damage from units like zerglings.

Another example is the pylon power refunding warping in units.... if this made you lose the cost of the units or the cooldown this would make this extremely imbalanced in favor of zerg and terran since neither of them really have anything comparitively that allows their units to be killed while being built and are instead completely safe.... The only thing close is eggs for zerg but they have 10 armor and are thus almost 100% impossible to kill. as opposed to a flimsy pylon that can be sniped easily


He's referring to the fact that Roaches have melee attacks (aswell as their ranged) and when the zealots get close enough, they switch to their melee animations and the mitigation from Guardian Shield doesn't occur anymore.

NOTE: Not sure if it's true, but that's what OP was saying.
Liquipedia"Expert"
Termit
Profile Joined December 2010
Sweden3466 Posts
July 06 2011 19:02 GMT
#156
Oh yeah, one more thing: Give us the option to change the minimap so your opponents are red without using ALT + F so you are green and they are red. Why would they not make this possible when it already is in BW? -_-
( ̄。 ̄)~zzz ◕ ◡ ◕
-miDnight-
Profile Joined September 2010
Taiwan455 Posts
July 06 2011 22:52 GMT
#157
it should refund, but not reset cooldown
http://www.facebook.com/midnightsc Chinese caster from TW (go SEn)
Eleaven
Profile Joined September 2010
772 Posts
July 06 2011 23:07 GMT
#158
On July 06 2011 12:56 sluggaslamoo wrote:
Increase mining time 75%, and 8 minerals returned per trip. Its the same mining rate but workers will glitch out after 1 worker per patch rather than patiently waiting for their turn thereby making it useful to have more than 3 expansions and early expansions will make a bigger difference.

1-2 base timings will be weaker.
Having more than 3 bases will actually allow for more income.
Early expansions will provide more income.

Oh and option for BW sounds.



I'm not sure if this is the best way to go about it, but some kind of "buff" to multi-base play, and a nerf to rush and all in's would be amazing.

Good suggestion
Baum
Profile Blog Joined April 2010
Germany1010 Posts
Last Edited: 2011-07-07 01:01:44
July 07 2011 01:01 GMT
#159
On July 06 2011 12:14 -orb- wrote:Another example is the pylon power refunding warping in units.... if this made you lose the cost of the units or the cooldown this would make this extremely imbalanced in favor of zerg and terran since neither of them really have anything comparitively that allows their units to be killed while being built and are instead completely safe.... The only thing close is eggs for zerg but they have 10 armor and are thus almost 100% impossible to kill. as opposed to a flimsy pylon that can be sniped easily


Neither of those races can spawn their reinforcements on any part of the map though and you can always warp in at a safe pylon. It's not like when you are warping in opposing forces will come out of nowhere and snipe that Pylon because that's very unlikely. The way you can warp in offesinvely right now without having to fear losing at least the warp in cool down is completely ridiculous. On maps like Shakuras where the map gets split mid to late game it's completely impossible to attack without the Protoss player being able to instantly reinforce at the fighting location. This change wouldn't actually prevent that but it would make it a little bit more difficult and even for both players. Also this would help to balance early rushes which are still a problem.
I want to be with those who share secret things or else alone.
They_
Profile Joined January 2011
Japan62 Posts
Last Edited: 2011-07-07 01:26:17
July 07 2011 01:26 GMT
#160
It would be really nice if some kind of a 'guild/clan' system was implemented.
Diamond Zerg | Diamond ADC/MID | 音ゲー | Legendary Eagle
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