Request for minor gameplay improvements - Page 2
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PharaphobiaSC
Czech Republic457 Posts
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Jett.Jack.Alvir
Canada2250 Posts
On December 03 2016 10:55 Mistakes wrote: > Warpgate on auto cast, kind of unimportant as most players change them nearly instantly anyway. A better option would be the long-discussed change of advantages vs disadvantages of gateways vs warpgates and actually making it a choice. I would love giving protoss a choice between warpgates and gateways, but Blizzard already ixnayed it. They intended protoss to always use warpgates. The research on it was only a balance issue. Imagine if protoss could warp-in units right from the get-go! | ||
PharaphobiaSC
Czech Republic457 Posts
On December 03 2016 13:56 Jett.Jack.Alvir wrote: I would love giving protoss a choice between warpgates and gateways, but Blizzard already ixnayed it. They intended protoss to always use warpgates. The research on it was only a balance issue. Imagine if protoss could warp-in units right from the get-go! Yea sure like make Protoss with huge gateway parade like terran do, but with more broken units.. TL balance sometimes... | ||
Jett.Jack.Alvir
Canada2250 Posts
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ArtyK
France3143 Posts
On December 03 2016 10:16 Cyanocyst wrote: Love the Idea of this thread. I remember the first time i saw DRG play, was in this like secret stream one night. Though the first thing i noticed about his play, he would hotkey his hatches to 5-8 instead of queens. And while looking else where he would constantly be toggling 5 and 6 to see the progress on his inject timer. Making him very efficient at injecting while not having to absolutely baby sit looking at his base, able to micro mutas scout freely. I always wanted to adopt that into my own play, However its very hard to learn because the if you're going to lair or researching any hatch upgrade, making queens, the inject timer is replaced. It's hard to make a habit of something when half the time the wrong information is being presented. Wish their was some way the inject timers took prominence over the upgrade or queen. Not that you shouldn't be able to see both timers. Good idea, i added it to the warpgate timer section. On December 03 2016 10:31 Cyanocyst wrote: I don't play at a high level, but i do the same. It's far more frustrating to loose to some early rush that you simply were unlucky and scouted the wrong direction. Than to simply not scout well enough or not prepare a sufficient response. Speaking of scouting, i might be the only one on this but I hate playing random players. Random ZvZ is very frustrating due to overlord pathing. Why not just disclose the race on the loading screen? As a random player myself i actually tell my race to the opponent at the beginning of each game. But i'm still annoyed i can't see it in the loading screen to know what build i'm gonna have to use depending on the matchup. Added to the OP. On December 03 2016 10:55 Mistakes wrote: Unfortunately the only people I see complaining about 4 player spawns are my lower league friends. I tend to prefer 4 player maps as I feel I can be greedier on them. Likewise at times I can be more aggressive. Or I can just play standard and safe. 2 player maps (or showing the spawn) reduce these choices. The "omg I scouted him last and he sent his lings right to my base and I died" shouldn't be a problem unless you're being overly greedy or something anyway. There are always options to defend or to alter your build to defend or to come out on top of weird situations that the 4 player spawn may give you, you just need to find them. Most of the other points are decent. > Option for no textures on map (sort of like the blackout option) > Addons on either side, sure. > Unit priority tabbing, sure. Although an easy remedy is to use more hotkeys. > Timer on unit production or upgrades, sure. > Warpgate on auto cast, kind of unimportant as most players change them nearly instantly anyway. A better option would be the long-discussed change of advantages vs disadvantages of gateways vs warpgates and actually making it a choice. Well the guy who made the post on reddit is a pretty decent GM terran, and i've heard plenty of pros complain about scouting on 4 player maps... In fact i'd argue that those maps reduce the number of openings you can make, as you might get completly screwed over depending on spawn if you don't scout fast enough. I also feel that in boX situations, vetos are enough that you only ideally require 3 balanced maps, 2 favoring one race and 2 the other. That a map randomly gives an advantage to one race or the other has no place in a game like sc2 imo, especially in the competitive scene. As for tabbing as i specified, having MMMM, liberators + vikings and ghosts on separate hotkeys is a lot, hence why i'd like to be able to tab once instead of having another unreachable control group As far as i know, most pro terrans never use more than 3 army control groups (uThermal for example only has 2, uses tab or selects manually, what a casual am i right? :D) Only guy that i've seen using 4 is ByuN lategame TvP (one for MMM, one for mines, one for ghosts and one for liberators+vikings) | ||
Foxxan
Sweden3427 Posts
LESS RNG. If i should find losing "fun" it should be when i can do better. However, with rng stuff involved it just feel like crap losing. | ||
SCHWARZENEGGER
206 Posts
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ArtyK
France3143 Posts
On December 04 2016 02:26 SCHWARZENEGGER wrote: #2 and #7 hope it's a joke, #5 interesting but you have notifications and voices for that #2 is controversial sure, but i wonder what's the joke about #7. It's always been an incredibly unfair advantage. Terran already has the upper hand in most base trade situations, so for them to also have a guaranteed draw if they lose everything but a single building is the real joke isn't it? :> #5 you have to wait for things to finish to hear the notification, + you don't hear one for each unit/upgrade anyway. Being able to check the production cycle at all times for each type of building would be tremendously helpful to improve mechanics | ||
SwiftRH
United States105 Posts
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yubo56
680 Posts
I don't personally like all of these suggestions, but I think that there's no reason not to implement quite a few of them since they only make one player's life easier, not the other's harder | ||
ArtyK
France3143 Posts
On December 04 2016 04:53 SwiftRH wrote: would be nice to get a better chat and clan system I would need actual examples of improvement over the current version to add it to the list, though this isn't part of gameplay anyway so i probably won't. On December 04 2016 05:37 yubo56 wrote: I feel like flying terran buildings, 4 player spawns, random race telling are more than "minor gameplay improvements" and would actually affect a player. They should be grouped separately since one player's requesting them impacts another player's game, whereas minimap textures, auto warp gate, unit timers etc. don't affect your opponent. I don't personally like all of these suggestions, but I think that there's no reason not to implement quite a few of them since they only make one player's life easier, not the other's harder Yeah after adding a bunch of stuff i realised the title wasn't perfectly accurate anymore but i can't change it :p Random race telling wouldn't really affect high level play, and for ladder i feel like it's just unfair/impractical not to have it on the loading screen. Obviously some suggestions here are more controversial than others, i just wanted to put them all in one place, with the hope that certain would make it into the live game ![]() | ||
Nightmarjoo
United States3359 Posts
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WeddingEpisode
United States356 Posts
2. Live read-out of units recently killed. 3. Post match summary and stats doesn't list "Number of Workers Killed" (you have to watch the whole replay to find out). | ||
paralleluniverse
4065 Posts
Also, the profile banner for random should return to the planets picture, instead of being the race that happens to have the most wins, which does not represent random players. | ||
paralleluniverse
4065 Posts
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Kenny_mk
50 Posts
I see no reason to not implement queing for Building upgrade. Toggling auto train function should be allowed to me, focusing more the game on micro.. But it's yet another debate. | ||
True_Spike
Poland3410 Posts
Maybe the queue timers for Terran are good, as well. | ||
Lightrush
Bulgaria164 Posts
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ArtyK
France3143 Posts
On December 04 2016 14:46 paralleluniverse wrote: If random shows on the loading screen, then random must also count towards race-specific MMR. The reason it currently doesn't is because of this difference, which would no longer exist if random is revealed. Also, the profile banner for random should return to the planets picture, instead of being the race that happens to have the most wins, which does not represent random players. The reason random has its own MMR has nothing to do with your opponent knowing your race, it's because you don't know yours beforehand. It means you rank up for playing all 3 races, something you can't replicate unless you cycle through playing one terran game followed by a zerg then a protoss one. But even then you'd just see your actual MMR for each race and not your average. What profile banner are you talking about btw? When does it ever display your race with the most wins? On December 04 2016 11:32 WeddingEpisode wrote: 1. Click sound when Base Rally indicator is connected with mineral patch. 2. Live read-out of units recently killed. 3. Post match summary and stats doesn't list "Number of Workers Killed" (you have to watch the whole replay to find out). Do you often missclick your mineral patches? ^^ What do you mean by live read-out of units killed? Post match summary with more meaningful stats is something i wish we had a long time ago, but it doesn't affect gameplay so i'm staying away from adding it to the list sorry ![]() | ||
Sapphire.lux
Romania2620 Posts
Disagree with most of these "improvements" except for non textured mini map. | ||
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