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[Bcon] Questions For Dustin Browder - Page 30

Forum Index > SC2 General
Post a Reply
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Snaphoo
Profile Joined July 2010
United States614 Posts
October 20 2011 23:27 GMT
#581
Dustin,

Even Google wants to know:

[image loading]
Snaphoo
Profile Joined July 2010
United States614 Posts
October 20 2011 23:27 GMT
#582
Dustin,

Even Google wants to know
Highways
Profile Joined July 2005
Australia6124 Posts
October 20 2011 23:31 GMT
#583
Do you believe Collosus is the reason why captial ships are not viable? Because with Collosus, zerg and terran require very strong AA hence Vikings and Corruptors. This makes carriers not viable because of the opponents strong AA.
#1 Terran hater
0neder
Profile Joined July 2009
United States3733 Posts
October 20 2011 23:31 GMT
#584
On October 21 2011 07:54 Snaphoo wrote:
Dustin--

From a design philosophy, Terran appears to be defensively-oriented with bunkers, siege tanks and planetary fortresses.

Yet they also have the most mobile offensive units in the game in the form of cloaked banshees, medivac drops, hellions, etc.

What would you say is the trade-off of playing Terran? Zerg, for example, rely more on numbers than powerful units to win, while Protoss units are very expensive and relatively immobile, though powerful.

Tradeoff to playing Terran is Idra doesn't respect you and demands an apology.
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
Last Edited: 2011-10-20 23:36:39
October 20 2011 23:36 GMT
#585
Please explain the role of the Hydra and if you believe it's use is as intended and you think it should be.

Let's face it. Hydras are terrible, you'd think they'd be good for anti-air defense due to the creepspread not going very far and their speed on creep (and off of it is incredibly slow), but they die fast, are terrible against nearly all match-ups, even in high numbers and their intended use is shrouded by every other unit.

They don't compliment roaches because their mineral to gas cost is just an upgrade from the roach.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Ryder.
Profile Joined January 2011
1117 Posts
Last Edited: 2011-10-21 00:17:40
October 21 2011 00:16 GMT
#586
On October 21 2011 07:53 Pgbz wrote:
Ever thought about making the Khaydarin Amulet upgrade only work with gateway? Would even make a use to transform a Warp Gate back into a Gateway, as it have no use to do it right now. Not a big change at all but it's kind of unfair protoss doesn't have this energy update. This is what should have been done instead of removing it.

What exactly would be the point of that?

Current situation: you warp in HT anywhere you want, wait 40 seconds for enough energy to storm, after which you have a functioning warpgate you can use for your next unit (after cooldown). In the mean time you can use HT for feedback or archon

Your suggestion: spend 150/150 on upgrade, wait 50 seconds for HT to build in gateway, where you have no choice where it spawns, can't use for feedback or archon, and after which you gotta waste 10 seconds + effort to turn in back into warpgate if you wanna use it for different unit...

Some good questions though, hopefully a lot will be answered during their presentation of HOTS anyway...
Wr4ith_Bl4d3
Profile Joined April 2010
Australia27 Posts
October 21 2011 00:57 GMT
#587
Dustin,

Have you considered employing progamers to help with the balancing of SC2? To my understanding the current methodology uses internal testers as well as statistics and some external feedback to drive balance. However what I'm proposing is the recruitment of progamers in the long term for the development and balancing of the game. Thanks.
Endure in enduring grow stronger
rift
Profile Blog Joined September 2007
1819 Posts
October 21 2011 01:07 GMT
#588
On October 21 2011 09:57 Wr4ith_Bl4d3 wrote:
Dustin,

Have you considered employing progamers to help with the balancing of SC2? To my understanding the current methodology uses internal testers as well as statistics and some external feedback to drive balance. However what I'm proposing is the recruitment of progamers in the long term for the development and balancing of the game. Thanks.


Impossible for them to be unbiased.
hobosrus
Profile Joined June 2011
United States99 Posts
October 21 2011 01:11 GMT
#589
where is replays with friends
There is obviously a huge racial imbalance in the global starleague. Just take a look at the code s roster: Korean Korean Korean Canadian Korean...
PPTouch
Profile Joined January 2011
99 Posts
October 21 2011 01:16 GMT
#590
On October 21 2011 08:17 TheStonedGuest wrote:
Dear Mr. Browder,

1) Do you ever plan on making mech-play viable versus Protoss?

2) Would you ever consider making the Ghost's EMP a carbon copy of the Science Vessel's in BW (i.e. requiring research and fired as a vaguely quick missile that, if you're good enough, you can possibly dodge with good micro)?

3) When will Carriers stop being a joke unit? A month or two from now? A year from now? Three years from now? Never?

4) Would you ever consider replacing the Infestor with the Defiler, as well as bringing back the Lurker? Sorry if this one's a tad delusional, but I like to dream


i think your #4 is the least delusional of that group brah
WillDerBeast
Profile Joined August 2011
United States4 Posts
October 21 2011 01:17 GMT
#591
Which was the more imbalanced, game breaking Protoss upgrade, Flux Vanes or Khaydarin Amulet?
I'm going to smoke you like a salmon.
ETisME
Profile Blog Joined April 2011
12900 Posts
October 21 2011 01:18 GMT
#592
Now that np got a range nerf, will anything add or changed for the zerg for them to have different ways to deal with colossus other than corruptors or baneling rain bomb?
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
sitromit
Profile Joined June 2011
7051 Posts
Last Edited: 2011-10-21 01:23:34
October 21 2011 01:21 GMT
#593
When you recently removed Metalopolis from the ladder pool, you stated imbalance as a reason, claiming it was significantly Zerg favored at the highest level. In the same statement you also claimed Tal'darim Altar was also heavily Zerg biased.

According to TLPD map stats from the highest level of play however, the opposite of this is true, and in tournament games, both maps are Terran favored, with Tal'darim having a >60% win rate for Terran in TvZ, and Metalopolis having a 57% bias. Both maps are much closer to 50% in PvZ.

Does this mean, that you consider ladder the highest level of play, and completely ignore professional games and tournament play when making your balance decisions, as your statements would appear to indicate?
Praetorial
Profile Blog Joined May 2011
United States4241 Posts
October 21 2011 01:25 GMT
#594
On October 21 2011 10:17 WillDerBeast wrote:
Which was the more imbalanced, game breaking Protoss upgrade, Flux Vanes or Khaydarin Amulet?


Khaydarin Amulet, of course. While Flux Vanes made Void Rays significantly better for a cost, Amulet pretty much forced any opponent into extreme caution when approaching a pylon, as high templars could just warp in and obliterate armies.
FOR GREAT JUSTICE! Bans for the ban gods!
Peleus
Profile Joined March 2010
Australia420 Posts
October 21 2011 01:26 GMT
#595
Currently a lot of protoss are forced into creating a 'death ball', and moving around the map as one entity. This typically leads to a single engagement where the game is won or lost in a single battle. Are there any plans to try and break up the need for protoss to be so grouped, leading to smaller battles and possibly more exciting games to watch?
Treble557
Profile Joined August 2010
United States221 Posts
October 21 2011 01:29 GMT
#596
On October 21 2011 00:26 Kanil wrote:
Why was the Colossus made so forgiving compared to other units with similar functions (Siege Tank, Brood Lord, Reaver, Lurker, etc)

Most of these units have clear weaknesses that offset their immense strength, forcing the player to use the unit skillfully to get the maximum out of it, but the Colossus tends to be incredibly forgiving with it's reasonable movespeed, ability to walk over other units (or even up a cliff!) to escape an attacker, lack of minimum range, no need to deploy it's weapon, and large amount of hitpoints.

Was the unit designed to be more forgiving, or are it's ease of use advantages supposed to be countered by it's vulnerability to AA fire? Are you happy with the current forgiveness (or lack thereof) in the Colossus?


This is another really solid question
mordk
Profile Blog Joined November 2010
Chile8385 Posts
Last Edited: 2011-10-21 01:35:37
October 21 2011 01:29 GMT
#597
I would ask the following, with the introduction included.

As the game has evolved, we've seen many things change. However, I feel like there's a real problem with Protoss as a race. I feel you intended Protoss to have a certain feel, but in the end, it played out a complete different way. Why do you think this happened?

Why do you think the void-ray ended up being a harassing unit instead of a truly solid damage dealer? Why do you think the Immortal is mainly used as a DPS unit instead of a Tank like it was probably meant to?
Why do you think Warp-gate technology backfired and ended up weakening protoss as a race, even if it makes it somewhat more versatile?

The point is, protoss has passed from being a "strong" race in BW, with powerful individual units which are rather cost effective, into this, sneaky race, which must rely on gimmicky stuff working in order to succeed, or rather, to increase the cost effectiveness of its units enough to make them viable. This holds particularly true for gateway units.

I have the feeling protoss is a completely different product than intended. What do you think about this? Why did this happen? And most importantly (if true), what do you plan to do about it?

Another question, about warp-gate: It seems to me the warp-gate tech forces gateway units to be significantly weaker. What do you think about modifying warpgate tech and making gateways viable as the main army constructing building? Right now the warpgate is a truly powerful tech which demands absolutely no decision making. You might as well eliminate the gateway completely, it doesn't really matter. What about reducing the power of warpgates, so it's useful in specific situations, so the player has to make a decision as to when and why he wants to activate warpgates? This probably would have to be about building times, increasing build times through warpgates, while reducing them through gateways and making the units stronger seems viable, to me at least.
hawliet
Profile Blog Joined February 2011
Mexico112 Posts
October 21 2011 01:31 GMT
#598
how can you compare mules with choronoboost or injecting extra larva??? (regard about mules collecting so much minerals, and spawning position)
If you think you are good enough, you should presume what you want.- Naniwa
Lom
Profile Joined February 2011
54 Posts
October 21 2011 01:39 GMT
#599
With the metagame constantly changing since the beta, due to balance-patches but more importantly due to (pro-)gamer experience and understanding, don't you think the upcoming expansions will kind of reset the whole learing process of the metagame and will lead to less attractive games to watch since players don't get that much time to develop their game?
Toastmold
Profile Joined April 2010
Canada207 Posts
October 21 2011 01:40 GMT
#600
It must be tricky dealing with the myriad of community responses to the development process. Do you think you made any mistakes listening to the community feedback? (IE: Changing the Tempest into the Carrier)

Has your outlook towards feedback changed the way handle it for Heart of the Swarm?
hi.
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