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[Bcon] Questions For Dustin Browder - Page 16

Forum Index > SC2 General
Post a Reply
Prev 1 14 15 16 17 18 44 Next All
sushiman
Profile Joined September 2003
Sweden2691 Posts
October 20 2011 17:29 GMT
#301
I just want to know why they won't scrap the mothership and make carriers worthwhile; the joke has gone on far enough now, hasn't it?
1000 at least.
RogerChillingworth
Profile Joined March 2010
Chad3132 Posts
Last Edited: 2011-10-20 17:31:19
October 20 2011 17:30 GMT
#302
I would actually really like to know Blizzard's response to zergs feeling their race isn't "massable" or "swarmy" enough. Why was it ultimately decided to give zergs several 2-food units and no 1-food units, and slow 2-food units at that?

A serious answer could shed light on their design philosophy.
DeltaX
Profile Joined August 2011
United States287 Posts
October 20 2011 17:30 GMT
#303
What is his feeling towards making major balance changes as bug fixes, and does the balance team have much say in how those fixes happen?

Main example of this is the ultralisk getting a pretty big nerf in a hotfix patch to fix a bug.

See: http://www.teamliquid.net/forum/viewmessage.php?topic_id=156602
Xaeldaren
Profile Joined June 2010
Ireland588 Posts
October 20 2011 17:32 GMT
#304
Are there any plans to move Protoss away from cripplingly rigid tech trees that and an over-reliance on power units (like the Colossus) to compensate for the weakness of gateway units in comparison to the other races?
Botnot
Profile Joined August 2008
United States16 Posts
October 20 2011 17:32 GMT
#305
ask him... Why are you such a faggot?

User was banned for this post.
Build a man a fire, he's warm for a day, THROW the man in the fire, he's warm for the rest of his life.
Demonhunter04
Profile Joined July 2011
1530 Posts
October 20 2011 17:32 GMT
#306
On October 21 2011 02:23 Daralii wrote:
Show nested quote +
On October 21 2011 02:21 ProxyKnoxy wrote:
Opinion on spells that take away from micro and consequently the skill gap - fungal, forcefields, emps, etc.


I don't see why so many people insist on asking Blizzard about this since they've been in SC since its inception. Lockdown, Stasis, Plague, etc.


Thing is, Lockdown was a single target spell, Stasis Field is super high tech (comparable to vortex), Maelstrom is another high tech ability that only works on biological units, and Ensnare is usually a waste of queen energy (you said plague but plague is the defiler DoT)
"If you don't drop sweat today, you will drop tears tomorrow" - SlayerSMMA
rift
Profile Blog Joined September 2007
1819 Posts
October 20 2011 17:34 GMT
#307
Fundamental to esports is the importance of entertaining the spectator. Do you and the team consider a unit's potential for engaging and exciting the spectating audience?

Concrete examples of units that are successful in this way include the marine, which has a high potential for control and the display of that control. In a different manner, StarCraft: Brood War's spider mines and reaver were capable of creating dramatic shifts in the direction of a game without being too strong.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
October 20 2011 17:34 GMT
#308
There were a huge number of upgrades added for specific units in BW. These had the effect of breathing new life into some under-loved units. Do you plan to do this same with HotS? Can we expect to see upgrades for some of our unloved units, carriers, hydras, immortals, reapers and the like?

Also, one of the larger complaints in SC2 is the some races(zerg and protoss) inability to scout effectively. One of the strongest aspects of scan is that there is no way to deny or stop it. Do you plan on adding ways to gather information in HotS and other forms of scouting that cannot be denied for the other two races?

Also, more dection for Protoss. Please say its comming? The 60 HP sky-squid is not enough.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
ProxyKnoxy
Profile Joined April 2011
United Kingdom2576 Posts
October 20 2011 17:35 GMT
#309
On October 21 2011 02:23 Daralii wrote:
Show nested quote +
On October 21 2011 02:21 ProxyKnoxy wrote:
Opinion on spells that take away from micro and consequently the skill gap - fungal, forcefields, emps, etc.


I don't see why so many people insist on asking Blizzard about this since they've been in SC since its inception. Lockdown, Stasis, Plague, etc.


Just because it was in BW doesn't mean it was good.

I didn't play BW but anything that takes away from micro isn't great imo. Especially ones that inflict massive damage such as the emp. Storms are great
"Zealot try give mariners high five. Mariners not like high five and try hide and shoot zealot"
Tacosalad
Profile Joined October 2010
United States73 Posts
Last Edited: 2011-10-20 17:37:11
October 20 2011 17:35 GMT
#310
How do you feel about the ghost and it's current state in SC2? Is the current versatility of the ghost intended?

Not really part of the question but for example:
In BW you had to research the EMP for the Science Vessel in addition to getting an energy upgrade(although the energy upgrade wasn't critical). Currently the timing around EMP and when ghosts needs to be started is fairly loose compared to that of BW. In combination with snipe and cloak, the ghost of SC2 seems very potent in each MU. Maybe less in TvT.
Daralii
Profile Joined March 2010
United States16991 Posts
October 20 2011 17:37 GMT
#311
On October 21 2011 02:32 Demonhunter04 wrote:
Show nested quote +
On October 21 2011 02:23 Daralii wrote:
On October 21 2011 02:21 ProxyKnoxy wrote:
Opinion on spells that take away from micro and consequently the skill gap - fungal, forcefields, emps, etc.


I don't see why so many people insist on asking Blizzard about this since they've been in SC since its inception. Lockdown, Stasis, Plague, etc.


Thing is, Lockdown was a single target spell, Stasis Field is super high tech (comparable to vortex), Maelstrom is another high tech ability that only works on biological units, and Ensnare is usually a waste of queen energy (you said plague but plague is the defiler DoT)

I brought up plague because it always brings affected units to 1 health. You can't mitigate the damage through micro.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
koppik
Profile Joined April 2010
United States676 Posts
October 20 2011 17:37 GMT
#312
I feel like direct balance questions will just be met the same way he meets all balance questions: by saying "that's something we can look into".

Maybe ask him questions like "What do you feel the effect of the various macro mechanics (mules, chrono boost, and larva inject) has been on the game?"
Demonhunter04
Profile Joined July 2011
1530 Posts
Last Edited: 2011-10-20 17:39:29
October 20 2011 17:39 GMT
#313
On October 21 2011 02:37 Daralii wrote:
Show nested quote +
On October 21 2011 02:32 Demonhunter04 wrote:
On October 21 2011 02:23 Daralii wrote:
On October 21 2011 02:21 ProxyKnoxy wrote:
Opinion on spells that take away from micro and consequently the skill gap - fungal, forcefields, emps, etc.


I don't see why so many people insist on asking Blizzard about this since they've been in SC since its inception. Lockdown, Stasis, Plague, etc.


Thing is, Lockdown was a single target spell, Stasis Field is super high tech (comparable to vortex), Maelstrom is another high tech ability that only works on biological units, and Ensnare is usually a waste of queen energy (you said plague but plague is the defiler DoT)

I brought up plague because it always brings affected units to 1 health. You can't mitigate the damage through micro.


The excitement was seeing if the plague would land or not, or if vessels would Irradiate the defiler in time.
And of course the plagued player would retreat that portion of his army. It's not like fungal which just roots you in place at least.
"If you don't drop sweat today, you will drop tears tomorrow" - SlayerSMMA
0neder
Profile Joined July 2009
United States3733 Posts
October 20 2011 17:40 GMT
#314
What scenarios (with respect to units and race matchups) do you feel are less exciting for players and spectators than you envisioned? What are your plans to maximize excitement by adjusting these units?

A while back, TL voted the Colossus the most boring unit for spectators, with the marauder being second. Do you have any plans to replacing these units, and if so, how would their replacements differ?

Many expensive units in SC2 have a less powerful attack and are almost irrelevant in low numbers (seige tank, colossus, void ray, carrier, ultralisk, thor). Are you open to increasing attack damage and reducing supply cost of these units to promote more spectacular and larger late-game battles? Was this a conscious decision due to graphics/video limitations?
Augury
Profile Blog Joined September 2008
United States758 Posts
October 20 2011 17:42 GMT
#315
Ask him if they're going to focus on making key units more dynamic as opposed to the Colossus, which does a significant amount of AoE damage without offering a fun mechanic. For example, it's a lot more fun to watch Storm compared to the Colossus.

I'm also curious if they have plans for making the game more spectator friendly, such as forcing more distance between units. The huge ball makes it difficult to see what's going on. Also when are they releasing automated tournaments on BNET.

Thanks.
Shootemup.
Profile Blog Joined July 2010
United States1044 Posts
October 20 2011 17:44 GMT
#316
Dustin Browder,

Currently the "Standard" composition in TvP is Bionic based play, ie MMM plus Ghosts and Vikings. Several experienced Mech users TvP have stated that the extreme mobility of Blink Stalker Colossus and a lack of Spider Mines to zone these mobile forces makes it next to impossible to play Mechanical vs a Protoss player who knows how to abuse the immobility of Mechanical based armies. Do you have any ideas/plans to introduce Spider Mines or something that fulfills that role so that there is more strategic variation in TvP?
"Dirty Timber Picker" Mity Teem Larquad. "I am a baddie and tango is a smartiepants." -KwarK "When you said you didn't play Invoker I thought you were just being modest"
zyzski
Profile Joined May 2010
United States698 Posts
October 20 2011 17:45 GMT
#317
any chance of protoss getting an earlier defensive structure of some sort?

spawning pool -> sunken
barracks -> bunker
gateway -> ???
TYBG
ProxyKnoxy
Profile Joined April 2011
United Kingdom2576 Posts
October 20 2011 17:47 GMT
#318
On October 21 2011 02:40 0neder wrote:
What scenarios (with respect to units and race matchups) do you feel are less exciting for players and spectators than you envisioned? What are your plans to maximize excitement by adjusting these units?

A while back, TL voted the Colossus the most boring unit for spectators, with the marauder being second. Do you have any plans to replacing these units, and if so, how would their replacements differ?

Many expensive units in SC2 have a less powerful attack and are almost irrelevant in low numbers (seige tank, colossus, void ray, carrier, ultralisk, thor). Are you open to increasing attack damage and reducing supply cost of these units to promote more spectacular and larger late-game battles? Was this a conscious decision due to graphics/video limitations?


Seeing 20 collossus vs 50 tanks would be exhilirating...
"Zealot try give mariners high five. Mariners not like high five and try hide and shoot zealot"
Playguuu
Profile Joined April 2010
United States926 Posts
October 20 2011 17:47 GMT
#319
Ask for dragoon AI for stalkers. Nothing gives me more joy than watching them clumsily negotiate a ramp like a bunch of idiots.
I used to be just like you, then I took a sweetroll to the knee.
decaf
Profile Joined October 2010
Austria1797 Posts
October 20 2011 17:47 GMT
#320
Have you ever thought of tweaking mineral patches and if so, how?
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