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[Bcon] Questions For Dustin Browder - Page 6

Forum Index > SC2 General
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Asha
Profile Blog Joined November 2010
United Kingdom38257 Posts
October 20 2011 15:13 GMT
#101
If no LAN is forthcoming for competitive events, will you at least be working on a way to resume play from a certain point in gametime in the event that a game gets dropped?

Support for this is already in a number of other games and would at least prevent having to do complete regames when someone gets dropped from Bnet for one reason or another.
feebas
Profile Joined February 2011
Finland268 Posts
October 20 2011 15:14 GMT
#102
Throw him a softball inbetween the serious questions. Perhaps something regarding the sound design or soundtrack of HotS.
paska peli
Roxy
Profile Joined November 2010
Canada753 Posts
October 20 2011 15:14 GMT
#103
Have you considered reducing the effectiveness of mules on gold bases? perhaps limiting their income to be comparable to a mule on a blue base?

Have you considered reducing the rate at which multiple SCVs can repair buildings. Planetary fortresses are neigh impenetrable without your entire army there to attack it (leaving you ripe for a counter attack, or a flank between the PF and their army)
http://sc2ranks.com/us/941824/Roxy - Masters Protoss: "Respect my authoritai"
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
October 20 2011 15:15 GMT
#104
In SC2, a lot of the units are designed to be "glass cannons", units that are absurdly powerful, but quite fragile vs other glass cannons. It forces passive games, where the players will decide which unit combination will be able to counter the other player's unit combination, which glass cannons will be most effective for the opponent's glass cannons and these passive games are usually decided by one, one sided battle. Do you think this statement is accurate and if so what can you and your team do to resolve this issue? (or is it a non-issue?)
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
Pietro
Profile Joined March 2011
Poland103 Posts
October 20 2011 15:15 GMT
#105
There are many, MANY community made maps that would work well on the ladder. Seeing how Tal'darim is getting old by now, would you consider implementing 1-2 new (community made) maps anytime soon?
Soulriser
Profile Joined July 2011
United States192 Posts
October 20 2011 15:16 GMT
#106
why didnt you return my call last weekend? that hurts Dustin.. that hurts..

also, when are you going to fix hellions?
Roxy
Profile Joined November 2010
Canada753 Posts
Last Edited: 2011-10-20 15:17:56
October 20 2011 15:17 GMT
#107
Do you have any intention of making tournaments or streams more accessible through the Bnet 2.0 client?

An example would be allowing MLG to make an account and embed a stream that other players can watch though their SC2 client. Perhaps adding a spotlight and quick viewing link from the main SC2 page? Surely the increased awareness and convenience would be good for all parties involved.
http://sc2ranks.com/us/941824/Roxy - Masters Protoss: "Respect my authoritai"
Diavlo
Profile Joined July 2011
Belgium2915 Posts
Last Edited: 2011-10-20 15:25:29
October 20 2011 15:18 GMT
#108
What do you think about the growing concern from Pro Gamers, especially Protoss and Zergs, about the lack of scouting possibilities in the early game and its impact on the game (more coinflips from both players)?

And if you think there is indeed a problem, what do you intend to do about it?






"I don't know how many years on this Earth I got left. I'm gonna get real weird with it."
windsupernova
Profile Joined October 2010
Mexico5280 Posts
October 20 2011 15:19 GMT
#109
On October 20 2011 23:47 saynomore wrote:
Now I am a little disappointed. I thought it said Bacon

Anyway:
I really loved your presentation in GDC, about making an e-sport game.
What are your plans\hopes\ideas that you would do to improve the viewing quality for the spectator in the upcoming expansions or patches, and drive SC2 further as an spectator sport?


I second this question.
"Its easy, just trust your CPU".-Boxer on being good at games
Kinshuk
Profile Joined February 2011
India116 Posts
October 20 2011 15:21 GMT
#110
Do you plan on adding more spellcasters by any chance?
feardragon
Profile Blog Joined October 2010
United States973 Posts
October 20 2011 15:21 GMT
#111
Dear Blizzard,

Are you considering the implementation and change of units that give more positional advantages based on risk-reward? Right now it feels like only the seige tank has the balanced trade off for risk reward in terms of positioning. If you feel that's not the case, what units do you think are being utilized for positional advantages with a risk reward formula?
Ok Starcraft 2 Commentator
blae000
Profile Joined April 2010
Norway1640 Posts
October 20 2011 15:22 GMT
#112
Any changes coming up for the ghost?
Liquid
Roxy
Profile Joined November 2010
Canada753 Posts
October 20 2011 15:22 GMT
#113
Do you have any plans to adjust the user interface during SC2 games?

Examples would be thigns like allowing the player to specify that they want the resources counter above the minimap instead of top right

Another example of an addition to the UI would be additional hotkeys to help players do things faster (such as a button that lets you drop one unit from your control unit each time you press the button) or have a separate worker and army counter on your screen?

http://sc2ranks.com/us/941824/Roxy - Masters Protoss: "Respect my authoritai"
phodacbiet
Profile Joined August 2010
United States1740 Posts
October 20 2011 15:22 GMT
#114
When will they add clan support?
Novalisk
Profile Blog Joined February 2011
Israel1818 Posts
Last Edited: 2011-10-20 15:24:04
October 20 2011 15:22 GMT
#115
If you had to choose either making the game perfectly balanced or making it more entertaining to watch, what would be your choice?
/commercial
Mash2
Profile Joined February 2011
United States132 Posts
October 20 2011 15:23 GMT
#116
Can you explain why stim for marines and marauders allows them to fire their guns faster? As I understand it, it is a drug allows their bodies to function faster and more efficiently for a small cost to their health. This should have no effect on the rate of fire for their mechanical weapons, right?
"Quite often the flood of history is undammed or diverted by the character and actions of one man." - Pat Frank, "Alas, Babylon"
Vuistgevecht
Profile Joined August 2010
Netherlands77 Posts
October 20 2011 15:23 GMT
#117
Did they know about magic boxing mutas when they designed the thor? or was their initial plan to make 1 thor counter infinite mutalisks?
Yoshi Kirishima
Profile Blog Joined July 2009
United States10364 Posts
Last Edited: 2011-10-20 15:34:27
October 20 2011 15:23 GMT
#118
In Brood War, Terran's tech tree is split into three distinct paths: Bio, Mech, and Air. Because of attack and defense upgrades applying to one of those three specific groups and the flexibility you receive by being able to produce your army from one kind of building, each tech tree was dependent -- we saw many strategies revolving around making an all Bio army or an all Mech army, though unlike the others, an all Air army was too weak, thus unseen in competitive games.

In SC2, we see that Terrans are encouraged to get a more mixed army composition than in BW -- that is, as the game progresses, the need for support units from different kinds of buildings increases. For example, against Protoss, a Mech army can add Vikings or Ghosts; against Zerg, a Bio army can add Medivacs and Tanks and even later in the game, Thors; against Terran, an Air army could use Hellions. Bio armies now need to use Starport-unit-Medivac in order to heal, which are available at the Barracks in the form of Medics in BW. Mech armies now need to use Starports in order to create Vikings, which replace the anti-armor role of the Goliath from Brood War since Thors only do extra damage to Light units. Air compositions are now more complete since Banshees fulfill the role of Air to Ground attack units.

Strategies using pure Bio or pure Mech still exist of course, but in a more limiting fashion. Against Zerg, you can make pure Marines, but as the game gets longer and armies get bigger, eventually you cannot depend on your micro and so will need to add other units like Tanks.

Were these changes intentional to improve Terran's ability to transition between the tech trees without making their armies weaker, as well as to make Air-based strategies viable?


Note: Only include the italicized part if it's too long, thanks in advance!
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
hugman
Profile Joined June 2009
Sweden4644 Posts
Last Edited: 2011-10-20 15:28:37
October 20 2011 15:25 GMT
#119
Do you have any design ideas on how to reward players for avoiding the 1 hotkey deathball army that makes for boring games? Any units or abilities that focus on positioning and area denial, like Tanks currently?

How would you analyze the design success or failure of the Colossus as a replacement for the Reaver? Does it create more or less interesting gameplay, tactics and viewer excitement?

Do you think that the new SC2 macro mechanics should come into play more in the later stages of the game as opposed to being there from the start? MULEs, Chronoboost and Larvae Inject all contribute heavily to the early game volatility.
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
October 20 2011 15:25 GMT
#120
What are your thoughts on how well the removal of Khaydarin amulet went, now that it's a few months later? Any thoughts on, say, a 67 energy amulet?
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