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[Bcon] Questions For Dustin Browder - Page 23

Forum Index > SC2 General
Post a Reply
Prev 1 21 22 23 24 25 44 Next All
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
October 20 2011 19:52 GMT
#441
Actually I would be interested in browders opinion about all the different matchups. Both balance and mirrors.
Roxy
Profile Joined November 2010
Canada753 Posts
October 20 2011 19:55 GMT
#442
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).
http://sc2ranks.com/us/941824/Roxy - Masters Protoss: "Respect my authoritai"
Asymmetric
Profile Joined June 2011
Scotland1309 Posts
Last Edited: 2011-10-20 19:57:22
October 20 2011 19:55 GMT
#443
Would you ever consider changing the supply limits/cap?

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
Profile Blog Joined May 2011
United States4241 Posts
Last Edited: 2011-10-20 19:57:26
October 20 2011 19:55 GMT
#444
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
FOR GREAT JUSTICE! Bans for the ban gods!
AZN)Boy
Profile Joined September 2004
United States57 Posts
October 20 2011 19:56 GMT
#445
Would it be possible to see an increase the supply cap to 250/250 or maybe 300/300 in HotS?
~~[For every minutes you spend angry, you lose 60 seconds of happiness]
Tewks44
Profile Joined April 2011
United States2032 Posts
October 20 2011 19:57 GMT
#446
On October 21 2011 04:42 Nemireck wrote:
Show nested quote +
On October 21 2011 04:39 lorcasTV wrote:
I also have a question regarding 1v1 ladder. Are there any plans to have 1 ladder per race or will I have to still lose a bunch of games to play my lesser races at the correct level and risk being banned as it is against your ToS?


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.
"that is our ethos; free content, starcraft content, websites that work occasionally" -Sean "Day[9]" Plott
Roxy
Profile Joined November 2010
Canada753 Posts
October 20 2011 19:59 GMT
#447
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??
http://sc2ranks.com/us/941824/Roxy - Masters Protoss: "Respect my authoritai"
ZenithM
Profile Joined February 2011
France15952 Posts
October 20 2011 20:03 GMT
#448
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
Profile Joined January 2011
215 Posts
October 20 2011 20:04 GMT
#449
On October 21 2011 04:59 Roxy wrote:
Show nested quote +
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??

WC4: Ancient Warfare. I'm digging it.
Nachtwind
Profile Joined June 2011
Germany1130 Posts
October 20 2011 20:05 GMT
#450
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?
invisible tetris level master
SniXSniPe
Profile Blog Joined March 2010
United States1938 Posts
Last Edited: 2011-10-20 20:08:14
October 20 2011 20:06 GMT
#451
Have you guys considered adding more player made maps to the map pool? Like Daybreak? And why haven't you guys used Maps similar to GSL/MLG, which remove close spawn positions? If all the tournaments do it, why not incorporate said structure into concurrent map play?

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
Profile Joined May 2011
Sweden140 Posts
October 20 2011 20:07 GMT
#452
who was the guy that suggest to change PDD from zerg to terran ?
Roxy
Profile Joined November 2010
Canada753 Posts
Last Edited: 2011-10-20 20:14:20
October 20 2011 20:10 GMT
#453
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 ^^
http://sc2ranks.com/us/941824/Roxy - Masters Protoss: "Respect my authoritai"
goDrop_
Profile Joined August 2011
Poland43 Posts
October 20 2011 20:12 GMT
#454
WIll collosus be removed from the game?
everybody hates pvp
Roxy
Profile Joined November 2010
Canada753 Posts
October 20 2011 20:13 GMT
#455
On October 21 2011 05:03 ZenithM wrote:
Show nested quote +
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.


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.

http://sc2ranks.com/us/941824/Roxy - Masters Protoss: "Respect my authoritai"
rd
Profile Blog Joined July 2010
United States2586 Posts
October 20 2011 20:13 GMT
#456
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?
lorcasTV
Profile Joined June 2010
Canada100 Posts
October 20 2011 20:14 GMT
#457
On October 21 2011 04:42 Nemireck wrote:
Show nested quote +
On October 21 2011 04:39 lorcasTV wrote:
I also have a question regarding 1v1 ladder. Are there any plans to have 1 ladder per race or will I have to still lose a bunch of games to play my lesser races at the correct level and risk being banned as it is against your ToS?


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
Profile Joined November 2010
Canada753 Posts
Last Edited: 2011-10-20 20:15:30
October 20 2011 20:15 GMT
#458
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)
http://sc2ranks.com/us/941824/Roxy - Masters Protoss: "Respect my authoritai"
IreScath
Profile Joined May 2009
Canada521 Posts
October 20 2011 20:15 GMT
#459
On October 21 2011 04:24 H0i wrote:
Show nested quote +
On October 21 2011 04:10 HyperLink wrote:
On October 21 2011 04:04 B00ts wrote:
OMG please...

"Why do ghosts and infestors both get a starting energy upgrade, while HT do not. Is it because infestors counter everything and there fore get used a lot and thus need it? And because ghosts emp is so much better than feedback that they too will use it more often making the energy upgrade a necessity?"

DISCLAIMER: QQ wine is more for humor than to wine about balance... But the questions remains as HT's are the only one without an energy upgrade.

I can answer that, it's simple math.

It takes 45 sec to produce Ghost ready for EMP with energy upgrade.
It takes 50 sec to produce Infestor ready for FG with energy upgrade.
It takes 49,5 sec to produce HT ready for Storm without energy upgrade.
With the KA upgrade it takes 5 seconds, spawned anywhere on the map within a power field.

I don't think the energy upgrade was the problem, I think it's the Warpgate mechanic at the core of it and the balance it requires.


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
IreScath
Nuttyguy
Profile Blog Joined March 2010
United Kingdom1526 Posts
Last Edited: 2011-10-20 20:18:10
October 20 2011 20:17 GMT
#460
Did you actually do the Maths behind Mules+ Gold expos?

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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