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[Bcon] Questions For Dustin Browder - Page 42

Forum Index > SC2 General
Post a Reply
Prev 1 40 41 42 43 44 Next All
Ultimea
Profile Joined October 2010
United States25 Posts
October 21 2011 21:12 GMT
#821
On October 22 2011 05:17 0neder wrote:
Show nested quote +
On October 22 2011 05:02 Node wrote:
One of the most brilliant characteristics of fights in Brood War was the way space on the map was controlled. Units such as siege tanks, spider mines, lurkers, and arbiters emphasized this control of space, and led to battles that could range across entire maps. Look at nearly any Terran game in Brood War, and the tank line that inevitably stretched for miles. In SC2, one of the primary criticisms is the way battles often come down to "ball vs ball", instead of these epic fights over large swaths of space. Is there any desire to bring back this old style of battle, and if so, what is being done to do so?

This.


Agree also. Please ask that question!!
NuclearWINtr
Profile Joined February 2011
United States125 Posts
October 21 2011 21:45 GMT
#822
Why did you make swarm hosts instead of lurkers?
Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
October 21 2011 21:54 GMT
#823
On October 22 2011 04:05 Nawe wrote:
DO you plan to implement all collours into a ladder play? Red vs blue become rly boring

Hahahaha you can change it to green vs red if you want (you green, him red)
Jaedong.
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
October 21 2011 21:55 GMT
#824
On October 22 2011 06:12 Ultimea wrote:
Show nested quote +
On October 22 2011 05:17 0neder wrote:
On October 22 2011 05:02 Node wrote:
One of the most brilliant characteristics of fights in Brood War was the way space on the map was controlled. Units such as siege tanks, spider mines, lurkers, and arbiters emphasized this control of space, and led to battles that could range across entire maps. Look at nearly any Terran game in Brood War, and the tank line that inevitably stretched for miles. In SC2, one of the primary criticisms is the way battles often come down to "ball vs ball", instead of these epic fights over large swaths of space. Is there any desire to bring back this old style of battle, and if so, what is being done to do so?

This.


Agree also. Please ask that question!!


THIS ^^
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
ZaaaaaM
Profile Joined March 2010
Netherlands1828 Posts
October 21 2011 21:57 GMT
#825
On October 22 2011 06:12 Ultimea wrote:
Show nested quote +
On October 22 2011 05:17 0neder wrote:
On October 22 2011 05:02 Node wrote:
One of the most brilliant characteristics of fights in Brood War was the way space on the map was controlled. Units such as siege tanks, spider mines, lurkers, and arbiters emphasized this control of space, and led to battles that could range across entire maps. Look at nearly any Terran game in Brood War, and the tank line that inevitably stretched for miles. In SC2, one of the primary criticisms is the way battles often come down to "ball vs ball", instead of these epic fights over large swaths of space. Is there any desire to bring back this old style of battle, and if so, what is being done to do so?

This.


Agree also. Please ask that question!!

Please, ask this!!!
no dude, the question
ffadicted
Profile Joined January 2011
United States3545 Posts
October 21 2011 21:59 GMT
#826
On October 22 2011 06:57 ZaaaaaM wrote:
Show nested quote +
On October 22 2011 06:12 Ultimea wrote:
On October 22 2011 05:17 0neder wrote:
On October 22 2011 05:02 Node wrote:
One of the most brilliant characteristics of fights in Brood War was the way space on the map was controlled. Units such as siege tanks, spider mines, lurkers, and arbiters emphasized this control of space, and led to battles that could range across entire maps. Look at nearly any Terran game in Brood War, and the tank line that inevitably stretched for miles. In SC2, one of the primary criticisms is the way battles often come down to "ball vs ball", instead of these epic fights over large swaths of space. Is there any desire to bring back this old style of battle, and if so, what is being done to do so?

This.


Agree also. Please ask that question!!

Please, ask this!!!


YES PLEASE!
SooYoung-Noona!
SaLaYa
Profile Blog Joined September 2010
United States363 Posts
October 21 2011 22:02 GMT
#827
On October 20 2011 23:42 Jameser wrote:
what do you think of Girls' Generation's new track "the boys"?

Cornell 2014 // eYe_am_SaSsY
Antares777
Profile Joined June 2010
United States1971 Posts
October 21 2011 22:05 GMT
#828
Why was the Thor changed to be a "Mothership"-style unit for Terran?
Ksi
Profile Joined May 2010
357 Posts
Last Edited: 2011-10-21 22:21:51
October 21 2011 22:19 GMT
#829
Why are you guys so adamant in giving every race a dragoon-like unit? Zerg in Brood War used to be the race of fast, damaging, but fragile and easily countered units. Terran used to be the race of ranged units that required very deliberate movement and positioning. With the Roach and the Marauder, you've lessened the importance of those aspects in their respective races and given us two high-hp, fairly bland, one-dimensional, attack move units. Was this done entirely for the purpose of giving new players a simplistic, effective brute force unit?
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
Last Edited: 2011-10-21 22:29:16
October 21 2011 22:26 GMT
#830
On October 22 2011 07:05 Antares777 wrote:
Why was the Thor changed to be a "Mothership"-style unit for Terran?

Why bother keeping the thor if your just going to make it mothership-esqe?
I swear that's gotta be so LotV can be perfect or something :/
I suppose what I'm saying is "Can you take the thor out?"

On October 22 2011 04:00 Whitewing wrote:
Show nested quote +
On October 22 2011 03:19 Capped wrote:
Why do you torment us so.

Seriously.

At what point do you realise TvT is lame and actually remove tanks.


What? No, go the other direction, mech vs. mech is awesome.

I second this!
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
ktimekiller
Profile Blog Joined May 2010
United States690 Posts
October 21 2011 22:53 GMT
#831
Why is HOTS giving so much Command and Conquer vibe
Superouman
Profile Blog Joined August 2007
France2195 Posts
October 21 2011 22:55 GMT
#832
On October 22 2011 07:53 ktimekiller wrote:
Why is HOTS giving so much Command and Conquer vibe

Dustin previously worked on a previous C&C, don't know which one though.This maybe comes from there.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
4of8
Profile Joined November 2010
Germany256 Posts
October 21 2011 22:59 GMT
#833
Why is the tournament plan for the invitainal so stric?. Or more specific why do we have to miss Naniwa vs Nestea when there is actually no live game planned for about 50 Minutes ?
GhostFall
Profile Blog Joined March 2010
United States830 Posts
October 21 2011 23:08 GMT
#834
Completely diregarding racial balance please ask dustin browder why he decided the racial identity of all three races is as it is?

In Starcraft 1, all 3 races had very well defined racial narrative. You had Protoss: Strong pound for pound best units with psionics. Zerg: The aggressors and set the tone of the matches. They also had the swarm feeling as well as spreading across the map. Terran: The defenders with weak infantry but a strong entrenched positions. They had to sit turtled into their base meaning they didn't have map control.

In Starcraft 2, Zerg's racial narrative is pretty consistent, but Protoss and Terran are not. Terran have pound for pound the strongest units, and they have map control with marauders and marines as they waddle around in the center of the map. Protoss no longer have the strongest spellcasters.

Please ask him, what is the racial identity/narrative of each race in Starcraft 2? Is it different? Is it the same? If it is different ask him why he changed the racial narrative to be as it is. And if it is the same as Starcraft 1, ask him why units such as the marauder and marine completely go against that racial narrative?
zev318
Profile Joined October 2010
Canada4306 Posts
October 21 2011 23:09 GMT
#835
On October 22 2011 07:59 4of8 wrote:
Why is the tournament plan for the invitainal so stric?. Or more specific why do we have to miss Naniwa vs Nestea when there is actually no live game planned for about 50 Minutes ?


yes can you ask why the sc2 tournament is basically a piece of shit for people who can't afford the plane ticket to blizzcon?
Ramuh
Profile Joined February 2011
Germany238 Posts
October 21 2011 23:09 GMT
#836
Tell him: If they want to move the players over to hots early on they should give out enough beta keys :-)
Carbonthief
Profile Joined October 2010
United States289 Posts
October 21 2011 23:10 GMT
#837
I would like to know what they plan on doing about the 1-1-1 allin vs protoss.
Sajaki
Profile Joined June 2011
Canada1135 Posts
October 21 2011 23:14 GMT
#838
On October 22 2011 06:59 ffadicted wrote:
Show nested quote +
On October 22 2011 06:57 ZaaaaaM wrote:
On October 22 2011 06:12 Ultimea wrote:
On October 22 2011 05:17 0neder wrote:
On October 22 2011 05:02 Node wrote:
One of the most brilliant characteristics of fights in Brood War was the way space on the map was controlled. Units such as siege tanks, spider mines, lurkers, and arbiters emphasized this control of space, and led to battles that could range across entire maps. Look at nearly any Terran game in Brood War, and the tank line that inevitably stretched for miles. In SC2, one of the primary criticisms is the way battles often come down to "ball vs ball", instead of these epic fights over large swaths of space. Is there any desire to bring back this old style of battle, and if so, what is being done to do so?

This.


Agree also. Please ask that question!!

Please, ask this!!!


YES PLEASE!


Ask this pretty please!
Inno pls...
Lumire
Profile Blog Joined July 2010
United States607 Posts
October 21 2011 23:15 GMT
#839
On October 22 2011 05:02 Node wrote:
One of the most brilliant characteristics of fights in Brood War was the way space on the map was controlled. Units such as siege tanks, spider mines, lurkers, and arbiters emphasized this control of space, and led to battles that could range across entire maps. Look at nearly any Terran game in Brood War, and the tank line that inevitably stretched for miles. In SC2, one of the primary criticisms is the way battles often come down to "ball vs ball", instead of these epic fights over large swaths of space. Is there any desire to bring back this old style of battle, and if so, what is being done to do so?


If any question gets asked please please let it be this.
|| o.o
JLew
Profile Joined February 2011
Canada353 Posts
October 21 2011 23:16 GMT
#840
I'm actually curious, of all the people that work on balance and/or adding new units or maps..Who has the highest ladder rank on Bnet.

I'm not saying that this would be indicative of anything, I'm just curious because I can't see any player over Platinum being in favor of close positions on a map like shattered or thinking that the new Zerg units Death Grip ability is balanced.
@Triumph_eSports . www.Triumph-eSports.com
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