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What is the one big change you would make to SC2? - Page 2

Forum Index > SC2 General
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Azzur
Profile Blog Joined July 2010
Australia6260 Posts
May 14 2020 07:17 GMT
#21
Remove Warpgate and rebalance the gateway build timers
derkopf
Profile Joined July 2004
Germany81 Posts
May 14 2020 07:25 GMT
#22
Make the game font little bigger like .2. Remove the skins for units for laddering. Make the size of the chat symbols bigger.
TelecoM
Profile Blog Joined January 2010
United States10682 Posts
May 14 2020 07:28 GMT
#23
Remove the macro mechanics, and give an "AFK Clan" alert to the game / UI so it would delete inactive clan tags for others to potentially use lol
AKA: TelecoM[WHITE] Protoss fighting
HerrPfotig
Profile Joined July 2012
Germany39 Posts
May 14 2020 09:55 GMT
#24
I would change that starting locations stay the same (2 geysirs) and all other expansions have just ONE high yield gas geysir.
Creager
Profile Joined February 2011
Germany1920 Posts
May 14 2020 10:05 GMT
#25
Revert to 6 worker start.
... einmal mit Profis spielen!
omop
Profile Joined April 2017
45 Posts
May 14 2020 10:07 GMT
#26
Remove rapid fire or make a in game setting for adjusting it for every ability. It is important aspect of the current game, but we have to do the editing with notepad... Also it is very hard to use with grid hotkeys.
gTank
Profile Joined January 2011
Austria2588 Posts
May 14 2020 12:04 GMT
#27
I would implement highground advantage again, like doing less damage shooting units on higher ground.
One crossed wire, one wayward pinch of potassium chlorate, one errant twitch...and kablooie!
Drfilip
Profile Joined March 2013
Sweden590 Posts
May 14 2020 12:35 GMT
#28
On May 14 2020 21:04 gTank wrote:
I would implement highground advantage again, like doing less damage shooting units on higher ground.

I did not know that SC2 ever had high ground advantage. Was the advantage the same as in BW or was it something else?
Random Platinum EU
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
May 14 2020 13:40 GMT
#29
On May 14 2020 21:35 Drfilip wrote:
Show nested quote +
On May 14 2020 21:04 gTank wrote:
I would implement highground advantage again, like doing less damage shooting units on higher ground.

I did not know that SC2 ever had high ground advantage. Was the advantage the same as in BW or was it something else?

SC2 highground advantage is that you cannot see the unit on the highground and that's it. Never had it like in BW, IMO because people don't like RNG based mechanisms(IIRC it's 40 % chance of miss if you shoot a unit on higher ground in BW)
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
RealityTheGreat
Profile Joined January 2018
China564 Posts
May 14 2020 14:58 GMT
#30
No mineral reduce patch in LotV
and delete viper liberator disruptor (these unit are absolutely all or nothing design)
Betrayed, forgotten, abandoned.
heronn
Profile Joined January 2013
34 Posts
May 14 2020 15:20 GMT
#31
Remove macro mechanics
Nerf WarpGates
Remove +speed on creep
Change Queens
Add some BW units eg Scourges
seopthi
Profile Blog Joined December 2014
393 Posts
Last Edited: 2020-05-14 15:23:35
May 14 2020 15:23 GMT
#32
I) I'd like to see slowing down economy growth and make maxing out harder. It is ridiculous when in a few minutes Zerg can just have 200/200 -- not in terms of balance, but in terms of watching and playing. Part of fun of BW is that there is a long mid-game and different army compositions. Only rarely we get a game like that in SC2, e.g. Dark vs Taeja this season.

It is just too quick and easy to get into the late game, which makes the games look all alike. I liked how maxing out in BW was bit of an achievement.

___

II) I'd remove bunch of units, e.g. Swarm Hosts, Thors, and Adepts. I still think Adept was a mistake - the degree in which it is good is overlapping with other Gateway units and anything special to it sucks. When they were introduced it was met with a huge criticism, and I still think it was valid back then. I fear that if people defend them today, it is just giving in. It seems to me quite clear that introducing them did not improve the game.

Fewer units is ok, but if there's a good one introduced for replacement that's always gucci

___

III) Change the way walling is done. It is too easy to have a hole in a wall adding too much of volatility and randomness
MachineHeadx
Profile Joined November 2012
United Kingdom9 Posts
May 14 2020 16:10 GMT
#33
Move Warp Prism to stargate, It's an air unit. Imagine having a Medivac come out a factory.
Vision_
Profile Joined September 2018
870 Posts
Last Edited: 2020-05-14 17:50:17
May 14 2020 16:22 GMT
#34
Reduce every units speed mobility while increasing hit points and reduce firerate (with scaling down the hit box). Like that, SC2 could pretend have macro management unit (macro means generally " technology and construction management")

I think instant damage spell as EMP is too "all or nothing" (punishement).
ThunderJunk
Profile Joined December 2015
United States711 Posts
May 14 2020 16:45 GMT
#35
I'd bring back Scrap Station as a ladder map.
I am free because I know that I alone am morally responsible for everything I do.
NinjaNight
Profile Joined January 2018
428 Posts
May 14 2020 17:53 GMT
#36
Revert the economy changes. It was so much more fun and better in HoTS had way more fun in that game in 2015 than I've ever had in LOTV
c4rn
Profile Joined May 2020
4 Posts
Last Edited: 2020-05-14 18:00:12
May 14 2020 18:00 GMT
#37
Something big? How about making the game balanced?
purakushi
Profile Joined August 2012
United States3301 Posts
May 14 2020 18:47 GMT
#38
Increase maximum supply to 250 or perhaps 300. Unit supply inflation is real in SC2, so armies look pretty puny, especially with pathfinding tending toward a ball.
T P Z sagi
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
May 14 2020 19:06 GMT
#39
Add more hotkey niceties like Quick Cast.
Mettis
Profile Joined June 2019
84 Posts
May 14 2020 19:37 GMT
#40
Increase health across the board to make fights longer
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