[Bcon] Questions For Dustin Browder - Page 5
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LemonDill
Canada1 Post
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zodde
Sweden1908 Posts
Stimmed marines, thors and vikings isn't enough, MOAR AA DPS | ||
Zambozo
United Kingdom63 Posts
Are you pleased with how Sc2 has developed and do you want to change something ? | ||
Medzo
United States627 Posts
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Ribbon
United States5278 Posts
What would you consider your biggest mistake in designing SC2? What would you consider your greatest success? | ||
Verator
United States283 Posts
Why is terran defensively allowed to remain stronger than the other races, while terran early game pressure is still by far the strongest of all 3 races? Why does terran have obvious unit counters and choices while protoss and zerg have to use strategies to overcome certain unit combos instead? (eg. zerg v protoss deathballs/ turtling. Protoss v terran openings. While terran simply makes marauders or makes vikings or makes ghosts to counter ultras/ colossi + broodlords/ Any zerg or protoss tech.) Bunker rushes v zerg are far stronger than any other form of early pressure, why not make bunkers require engineering bay to build? (Thus making terran choose between being defended from early attacks, or doing an early pressure build?) Why does terran get planetary fortresses when terran already has the strongest positional defense ability of all 3 races, and the other two races must invest considerable resources to defend expansions instead? | ||
Omsomsoms
Croatia194 Posts
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BoomNasty
United States265 Posts
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Medzo
United States627 Posts
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Inex
Bulgaria443 Posts
On October 20 2011 23:54 Murdock wrote: Are you going to add Carriers in any expansion? I miss them so much from brood war! Ahahahaha . Question: Are we ever going to see Clan support with clan tags, or is the paid name change the closest we'll get to it? | ||
Verator
United States283 Posts
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tapuchi
Greece7 Posts
Because , besides the early game defenders advantage that would reduce the volatility of build order losses and require the aggressor to have much more refined build orders/execution, the game right now lacks in a fundamental strategy concept , " zone control " , that is accomplished either by unit design ( vultures , defilers , lurkers ) or by having an army in an advantageous position ( a higher ground area ) . I know it may be a "big" question but if you get the gist of it feel free to shrink it . | ||
tracoes
United States45 Posts
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zocktol
Germany1928 Posts
Would love this question answered. | ||
tnud
Sweden2233 Posts
On October 21 2011 00:07 tracoes wrote: Why did you decide for the units to clump up when moving? Is there any talk of adding unit formations like for example in Warcraft 3? Thank you Considering the AoE spells that has always been in sc are relatively small area I don't think helping out with the unit spread is the right way to go | ||
Slusher
United States19143 Posts
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DoublespeakUS
United States55 Posts
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Roxy
Canada753 Posts
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MilesTeg
France1271 Posts
-Are you only going to remove underused units like the reaper, or are you going to change more important core units like marauders or hellions? -Is a change to some mechanics (mules, larva and chronoboost for instance) a possibility? Other questions: -Do you already have some idea of what you'll do in LotV? -How long do you think SC2 can remain successful as an esport? -How big do you see SC2 getting at its peak? | ||
Escape
Canada306 Posts
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