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What is the one big change you would make to SC2? - Page 4

Forum Index > SC2 General
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[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
May 15 2020 04:49 GMT
#61
In no particular order:

More minerals per base
Increase the supply cap
Bigger maps like Alterzim back in the pool
Give each side a new unit to play with
Make mothership OP again or just bring back arbiters
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Ben...
Profile Joined January 2011
Canada3485 Posts
May 16 2020 20:08 GMT
#62
I would nerf the bejesus out of queens and rebalance zerg according. Having the queen be this catch-all defence unit that can defend against pretty much all types of pressure really sucks. The queen changes that have been done over the years make sense in context to having one queen per base plus a queen for spreading creep. I don't think they anticipated zerg building 10+ queens off 3 bases early in the game and then suddenly being able to comfortably defend a ton of different pressures and all-ins, some of which are big gas investments for the other side. As it is right now, doing air harassment as the other races against zerg is essentially worthless, and a bunch of pressure builds aren't really viable anymore

Heck, even making it so queens can't transfuse other queens would make a huge difference. It's downright silly to see a group of queens with energy basically not die to sustained attacks. 5 queens should not be able to absorb twice the amount or more of queens worth damage.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
Mettis
Profile Joined June 2019
84 Posts
May 16 2020 20:52 GMT
#63
When watching WoL vods on twitch, I noticed you get a lot more small amounts of units skirmishing. So finding a way to bring that back.
RogerChillingworth
Profile Joined March 2010
2840 Posts
May 16 2020 20:56 GMT
#64
There are few changes I'd like to make. But the one I'd like the most (as a player) would be:

decreasing the DPS of everything by 1/2.

Longer fights, more micro, more time to defend, buildings don't die in 2 seconds, etc.

As a PTR-like test, I think, or custom map, would like to see how it pans out.


aka wilted_kale
SC-Shield
Profile Joined December 2018
Bulgaria818 Posts
Last Edited: 2020-05-16 21:08:26
May 16 2020 21:05 GMT
#65
Fix team matchmaking, it's not even close to fair. Games are complete stomp most of the time (winning or losing).

On May 15 2020 11:36 Azzur wrote:
Show nested quote +
On May 15 2020 03:47 purakushi wrote:
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.

Like this change!


There will be performance issues unless Blizzard optimises the game.
AcrossFromTime
Profile Joined May 2020
29 Posts
May 16 2020 21:26 GMT
#66
I would make it so that units cannot shoot over the head of another unit that is the same height or taller than them.
atuor
Profile Joined July 2010
United States82 Posts
May 16 2020 21:34 GMT
#67
Add replay & spectator modes that are from the unit's POV.
InfCereal
Profile Joined December 2011
Canada1759 Posts
May 16 2020 21:49 GMT
#68
I would add a watch tab that would let you tune into any on-going ladder or custom games that aren't set to private.
Cereal
Aunvilgodess
Profile Joined May 2016
954 Posts
May 16 2020 22:57 GMT
#69
remove warpgate and buff gateway units
Anc13nt
Profile Blog Joined October 2017
1557 Posts
May 16 2020 23:40 GMT
#70
feel like buildings die a bit too fast in SC2 but I am mainly a Broodwar player so I am biased.
GreasedUpDeafGuy
Profile Joined August 2018
United States398 Posts
May 17 2020 03:49 GMT
#71
6 workers
Cant catch me. You're wasting your time
Vision_
Profile Joined September 2018
861 Posts
Last Edited: 2020-05-17 07:40:32
May 17 2020 07:37 GMT
#72
Many wish list changes are concerning SC2 speed overall (6 workers, army movement, dps firerate, teleportation protoss)

That s not a surprised, it doesn t looks like a FPS

PS : I always liked Protoss warp units, i think the problem is directly connected to the actual intensity of the game speed.
xsnac
Profile Blog Joined August 2011
Barbados1365 Posts
May 17 2020 10:11 GMT
#73
Nerf capital ships (increase their supply cost)
make guerilla style small pack harass units more efficient (increase their speed)
Adding more hp (maybe 20% more to everything). I know this sounds a bit like broodwar, but I never played it much tbh. I think a more relevant example would be how Dota 1 was played, and then Heroes of Newerth (HoN) came, and it had this much much faster pace of the game which was more or less bs, (everything was getting 1 shooted).

and my best suggestion would be:
Consider combining units and/or USE USE USE time gated abilities.

e.g. (I play only protoss so this comes to mind first) remove adepts BUT give zealots the teleport ability from adepts for the first 6 minutes of the game, or in general, consider giving units abilities for a limited period of time, from minute 10 to minute 15 for example. Imagine all the timing possibilities would this open up. It would complelty revamp the game just by adding 2 abilities / race only available from minute 0 to 6 or from minute 6 to 10 or something like that.
1/4 \pi \epsilon_0
loppy2345
Profile Joined August 2015
39 Posts
May 17 2020 10:39 GMT
#74
Stop units from clumping. Smart cast avoids having to micro manage units, why isn't this true for anti-clumping, instead of needing 500apm to split units :/
Vision_
Profile Joined September 2018
861 Posts
Last Edited: 2020-05-17 12:15:47
May 17 2020 11:15 GMT
#75
On May 17 2020 19:39 loppy2345 wrote:
Stop units from clumping. Smart cast avoids having to micro manage units, why isn't this true for anti-clumping, instead of needing 500apm to split units :/


Actually from what i know, it s difficult to improve the pathfinding in relation with latency. Blizzard already reached to create the best RTS engine.


What actually is not clear is dependency between units (and their role)

You could eventually add skirmisher as a new role, three visible units which represents only one with a reduction on every splash damage - each unit inside the main one lose the same amount of hit point and they die together (who cares if this isn t so real as long as the engine is working well)

[image loading]

[image loading]




WightyCity
Profile Joined May 2011
Canada887 Posts
May 17 2020 11:34 GMT
#76
Have units walk around like in brood war. so they don't clump up. I think that would change so much.
90% watching it 8% talking about it and 2% playing it - sc2
Decendos
Profile Joined August 2011
Germany1338 Posts
May 17 2020 11:46 GMT
#77
On May 17 2020 06:34 atuor wrote:
Add replay & spectator modes that are from the unit's POV.


This would be so super cool!

As for my suggestions:

P: remove forcefields, give sentry a new support spell that buffs gateway units in area for x seconds. Either more damage or take less damage while under the new spell.

Helps gateway armies vs bio or roach Ling bane ravager and removes forcefields that just anti micro spell for T and Z.

T: not sure, Terran is in a really good place using basically all units on a regular basis.

Maybe try something like medivacs are now dropships only, new unit medic but as fusion core upgrade get medivacs again.

Z: buff aggressive harass options of Zerg. For example:

- dropperlords also gain some extra base speed after morph
- burrow move roaches get 2 extra armor while burrowed
- let SHs be 4 supply so massing them sucks but buff in another way like being faster or give them burrow move
- remove neural on infestor and give it a harass ability. Maybe even ITs back but make them be only 10hp or so and do more ground than air dmg so that they suck in army fights but are good vs workers
KalWarkov
Profile Blog Joined December 2011
Germany4126 Posts
May 17 2020 20:11 GMT
#78
Remove Warpgate
buff gateway units
DiaBoLuS ** Sc2 - Protoss: 16x GM | Dota2 - Offlane Immortal | Wc3 - Undead decent level | Diablo nerd | Chess / Magnus fanboy | BVB | Agnostic***
Jenia6109
Profile Blog Joined December 2008
Russian Federation1612 Posts
May 17 2020 20:32 GMT
#79
Reduce starting amount of workers to make early game 1-2 minutes longer to add that feeling of the flow to the game.
INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
washikie
Profile Joined February 2011
United States752 Posts
May 17 2020 20:36 GMT
#80
On May 14 2020 15:03 catplanetcatplanet wrote:
Record cooler voice lines. Hydralisk in particular says some reprehensible shit, and none of the brood lord's jokes really land for me.


Lol
"when life gives Hero lemons he makes carriers" -Artosis
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