[Bcon] Questions For Dustin Browder - Page 23
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DoubleReed
United States4130 Posts
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Roxy
Canada753 Posts
It was stated that these changes were made for PvP but I think with the most recent changes, they are not necessary. It is so freakin hard to defend against early pushes. The pylon radius still screws me up regualrly (even after playing about 1000 games with them). | ||
Asymmetric
Scotland1309 Posts
Currently armies seem to reach max at a rather rapid rate off only a handful of bases. Zerg especially feels constrainted by this due to its inherent nature and having so many 2(+) supply units. i.e. what are you going to do to make the swarm feel more like a SWARM? | ||
Praetorial
United States4241 Posts
Would Starcraft 2 be better if the rankings of units contributed to a "kill-streak" system? For example, if a marine killed three zerglings, he would gain an ability for increased vision area, five kills would give a high aoe damage ability, and seven would grant the ability to summon a flying recon and attack unit that lasted for five minutes? I think that this would be effective, because it would encourage newer players to learn to micro units effectively so as to score the most number of kills on a single unit, and would promote a diverse array of unexplored gameplay options and depth. I think this would also draw newer players into the game, as the early game would be much more focused on combat and action instead of watching one's base for several minutes. Praetorial | ||
AZN)Boy
United States57 Posts
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Tewks44
United States2032 Posts
On October 21 2011 04:42 Nemireck wrote: This is such a ridiculous assertion. You won't be banned for losing games when you switch races. It's against the TOS to intentionally forfeit games in order to earn achievements (ie. win-trading), it's not against the TOS to go on a losing streak because you switched races. I believe he was implying he would have to intentionally lose games to lower his MMR so that he would be more evenly matched due to the loss in skill that a race switch usually entails. Although it would make a lot more sense to just switch races and let your MMR lower naturally, he would risk being banned if he was intentionally losing matches in an attempt to play easier opponents for his race switch. | ||
Roxy
Canada753 Posts
On October 21 2011 04:55 PraetorialGamer wrote: Dear Mr. Browder, Would Starcraft 2 be better if the rankings of units contributed to a "kill-streak" system? For example, if a marine killed three zerglings, he would gain an ability for increased vision area, five kills would give a high aoe damage ability, and seven would grant the ability to summon a flying recon and attack unit that lasted for five minutes? I think that this would be effective, because it would encourage newer players to learn to micro units effectively so as to score the most number of kills on a single unit, and would promote a diverse array of unexplored gameplay options and depth. I think this would also draw newer players into the game, as the early game would be much more focused on combat and action instead of watching one's base for several minutes. Praetorial that would definitely be a cool custom map, but i dont think this has a place in SC2 multiplayer perhaps would be more suitable for WC4?? | ||
ZenithM
France15952 Posts
On October 21 2011 04:55 Roxy wrote: I would like to know if we can have pylon radius back and warp gate research back to the way it was It was stated that these changes were made for PvP but I think with the most recent changes, they are not necessary. It is so freakin hard to defend against early pushes. The pylon radius still screws me up regualrly (even after playing about 1000 games with them). This is so true about the pylon radius. If you play fast, you have trouble finding room to throw down your buildings (and you can even see it in pro stream like Huk's and SaSe's, sometimes, they have to search for a place to put that shit down for quite a long time). And if you want the most room you can have, you're forced to really spread out your pylons, yielding the so-called "Artosis pylons" that are so much more frequent since this patch. For an expansion, you can no longer put a pylon in front of your nexus so that it covers the front and the mineral line at the same time (if you want to plant a pylon in the mineral line), you basically have to put 3 pylons (because one at the rear isn't even enough to cover the full area with cannons). It's 300 minerals that add greatly to the cost of an expand, without including the cannons you will have to put down like the other races do. And of course, they are more reachable for your opponents, making defending against all ins and drops that much harder. | ||
Match
215 Posts
On October 21 2011 04:59 Roxy wrote: that would definitely be a cool custom map, but i dont think this has a place in SC2 multiplayer perhaps would be more suitable for WC4?? WC4: Ancient Warfare. I'm digging it. | ||
Nachtwind
Germany1130 Posts
On October 21 2011 04:55 PraetorialGamer wrote: Dear Mr. Browder, Would Starcraft 2 be better if the rankings of units contributed to a "kill-streak" system? For example, if a marine killed three zerglings, he would gain an ability for increased vision area, five kills would give a high aoe damage ability, and seven would grant the ability to summon a flying recon and attack unit that lasted for five minutes? I think that this would be effective, because it would encourage newer players to learn to micro units effectively so as to score the most number of kills on a single unit, and would promote a diverse array of unexplored gameplay options and depth. I think this would also draw newer players into the game, as the early game would be much more focused on combat and action instead of watching one's base for several minutes. Praetorial what´s with banelings? | ||
SniXSniPe
United States1938 Posts
Also, the SC2 map maker has great potential, but the delay when playing side scrollers/rpg based maps is rather annoying. Any intent on being able to fix said problem, or is a solution even possible at this point? And any plans to change layout designs for battle.net? The current channels system feels quite... lacking to be honest. Channels also could have use for moderation, but I would supposed you could do that for "Clan/team specific" channels. | ||
rivurivurivurivu
Sweden140 Posts
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Roxy
Canada753 Posts
On October 21 2011 05:07 rivurivurivurivu wrote: who was the guy that suggest to change PDD from zerg to terran ? The same guy that moved Maelstrom to zerg and attached it to plague's little brother ^^ | ||
goDrop_
Poland43 Posts
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Roxy
Canada753 Posts
On October 21 2011 05:03 ZenithM wrote: This is so true about the pylon radius. If you play fast, you have trouble finding room to throw down your buildings (and you can even see it in pro stream like Huk's and SaSe's, sometimes, they have to search for a place to put that shit down for quite a long time). And if you want the most room you can have, you're forced to really spread out your pylons, yielding the so-called "Artosis pylons" that are so much more frequent since this patch. For an expansion, you can no longer put a pylon in front of your nexus so that it covers the front and the mineral line at the same time (if you want to plant a pylon in the mineral line), you basically have to put 3 pylons (because one at the rear isn't even enough to cover the full area with cannons). It's 300 minerals that add greatly to the cost of an expand, without including the cannons you will have to put down like the other races do. And of course, they are more reachable for your opponents, making defending against all ins and drops that much harder. Now that you mention it, you're right about the pros having problems with their pylons too. I guess it's not just me ![]() ![]() If we ever want to have a pylon that can morph onto the low ground from our base, it is in range of being sniped by marauders One thing that I DO think would be a totally reasonable pylon nerf is not allowing it to provide power to highground (but can still power even and lower ground). It should be able to provide power the same way an overflowing fountain gets things wet. | ||
rd
United States2586 Posts
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lorcasTV
Canada100 Posts
On October 21 2011 04:42 Nemireck wrote: This is such a ridiculous assertion. You won't be banned for losing games when you switch races. It's against the TOS to intentionally forfeit games in order to earn achievements (ie. win-trading), it's not against the TOS to go on a losing streak because you switched races. Ok, I was wrong it is not explicitly said in the TOS/TOU/EULA, but it is very clearly said here. And on top of that, I hate wasting 1 hour (or 6-7 hours if I do try to play) to get placed in an appropriate ladder spot. | ||
Roxy
Canada753 Posts
On October 21 2011 05:13 Tyrant0 wrote: Does blizzard acknowledge the importance of allowing the meta game to play out for more than a few months rather than take innovation away from players when you cave into balance demands? But on the other hand, realize trends that have existed for over a year and conclude that maybe they DO need to be changed (*caugh* GOMTvT) | ||
IreScath
Canada521 Posts
On October 21 2011 04:24 H0i wrote: It doesn't take 5 seconds to produce a HT, it takes about the same as ghost/infestor. The production cycle is reversed, but you still need to have a pylon or warp prism up and in the end the only real moment where it takes 5 seconds to produce units is the moment when warpgate finishes, and at that moment your amount of units is small anyway so protoss needs that. To produce HT in 5 seconds you would need to have warpgates off cooldown and resources stockpiled. Really, what you're doing is quite similar to arguing ghosts and infestors shouldn't be able to enter medivacs/overlords because it would be instant "warp in". Wait 40 seconds, spawn unit in 5 seconds, wait 40, spawn in 5 seconds. Total units spawned: 2. Time : 90. Train unit in 45 seconds, train unit in 45 seconds. Total units spawned: 2. Time: 90. See? It's exactly the same. Warpgates do give more mobility, but isn't that what they were made for? Complaining about this is like complaining about workers being able to mine, it's just what they do. But this is offtopic... I was about to write something like that. But anyway... Just ask the question! lol | ||
Nuttyguy
United Kingdom1526 Posts
Why does zerg get 'punished' for missing larvae injects? (Cant stack larvae injects) Whats the ratio of time spent designing the race in sc2? (Terran: Zerg : Protoss) | ||
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