• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 14:35
CET 20:35
KST 04:35
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - RO16 Groups A & B Preview1TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation10Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
RSL Season 3 - RO16 Groups A & B Preview [TLMC] Fall/Winter 2025 Ladder Map Rotation Mech is the composition that needs teleportation t Weekly Cups (Nov 3-9): Clem Conquers in Canada Craziest Micro Moments Of All Time?
Tourneys
RSL Revival: Season 3 Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Master Swan Open (Global Bronze-Master 2) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle Brood War web app to calculate unit interactions [ASL20] Ask the mapmakers — Drop your questions BW General Discussion Terran 1:35 12 Gas Optimization
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Current Meta PvZ map balance How to stay on top of macro?
Other Games
General Games
Should offensive tower rushing be viable in RTS games? Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Artificial Intelligence Thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1683 users

[T] New Ideas: Units, UI, Gameplay - Page 20

Forum Index > SC2 General
Post a Reply
Prev 1 18 19 20 21 22 27 Next All
Caller
Profile Blog Joined September 2007
Poland8075 Posts
July 18 2008 14:59 GMT
#381
On July 18 2008 20:21 Klockan3 wrote:
Show nested quote +
On July 18 2008 13:35 Caller wrote:
Terrans have a need for units that can directly counter melee attacks. It used to be the firebat, but without the firebat and the addition of the marauder, and the loss of mines, an anti-melee unit (besides the jackal, which is questionable) is needed.

Marauders are a direct counter to melee attack, since the weakness of melee is that they can't attack if they are not in range and marauders keeps them at range.


marauders are expensive, and are you telling me that it is now required that terrans build marauders for all matchups to deal with melee units?

Besides, 100/25 maruader = 4 zerglings. It can only shoot one zergling at a time. Hmmmmmmmm....

Now what about charging zealots? hmmm.......
Watch me fail at Paradox: http://www.teamliquid.net/forum/viewmessage.php?topic_id=397564
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2008-07-18 15:12:55
July 18 2008 15:12 GMT
#382
On July 18 2008 23:59 Caller wrote:
Show nested quote +
On July 18 2008 20:21 Klockan3 wrote:
On July 18 2008 13:35 Caller wrote:
Terrans have a need for units that can directly counter melee attacks. It used to be the firebat, but without the firebat and the addition of the marauder, and the loss of mines, an anti-melee unit (besides the jackal, which is questionable) is needed.

Marauders are a direct counter to melee attack, since the weakness of melee is that they can't attack if they are not in range and marauders keeps them at range.


marauders are expensive, and are you telling me that it is now required that terrans build marauders for all matchups to deal with melee units?

Besides, 100/25 maruader = 4 zerglings. It can only shoot one zergling at a time. Hmmmmmmmm....

Now what about charging zealots? hmmm.......

The slow is aoe and they cost 150/50. Atleast in the wwi build´, and this makes them perfect to counter melee units. Charging zealots gets slowed to normal zealot speed btw.
Caller
Profile Blog Joined September 2007
Poland8075 Posts
July 18 2008 15:34 GMT
#383
On July 19 2008 00:12 Klockan3 wrote:
Show nested quote +
On July 18 2008 23:59 Caller wrote:
On July 18 2008 20:21 Klockan3 wrote:
On July 18 2008 13:35 Caller wrote:
Terrans have a need for units that can directly counter melee attacks. It used to be the firebat, but without the firebat and the addition of the marauder, and the loss of mines, an anti-melee unit (besides the jackal, which is questionable) is needed.

Marauders are a direct counter to melee attack, since the weakness of melee is that they can't attack if they are not in range and marauders keeps them at range.


marauders are expensive, and are you telling me that it is now required that terrans build marauders for all matchups to deal with melee units?

Besides, 100/25 maruader = 4 zerglings. It can only shoot one zergling at a time. Hmmmmmmmm....

Now what about charging zealots? hmmm.......

The slow is aoe and they cost 150/50. Atleast in the wwi build´, and this makes them perfect to counter melee units. Charging zealots gets slowed to normal zealot speed btw.


You still haven't addressed my concern that we will essentially be required to build marauders for every single matchup. That's really, really boring. If it was a choice, like vultures or firebats or even tanks (SK terran?) then it would be ok. But why do we have to build marauders with any unit in order to do anything against melee units, it seems?

and in any case did you actually look at the idea, it seems far more terranesque than a marine with bash.
Watch me fail at Paradox: http://www.teamliquid.net/forum/viewmessage.php?topic_id=397564
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2008-07-18 16:01:30
July 18 2008 16:00 GMT
#384
On July 19 2008 00:34 Caller wrote:
Show nested quote +
On July 19 2008 00:12 Klockan3 wrote:
On July 18 2008 23:59 Caller wrote:
On July 18 2008 20:21 Klockan3 wrote:
On July 18 2008 13:35 Caller wrote:
Terrans have a need for units that can directly counter melee attacks. It used to be the firebat, but without the firebat and the addition of the marauder, and the loss of mines, an anti-melee unit (besides the jackal, which is questionable) is needed.

Marauders are a direct counter to melee attack, since the weakness of melee is that they can't attack if they are not in range and marauders keeps them at range.


marauders are expensive, and are you telling me that it is now required that terrans build marauders for all matchups to deal with melee units?

Besides, 100/25 maruader = 4 zerglings. It can only shoot one zergling at a time. Hmmmmmmmm....

Now what about charging zealots? hmmm.......

The slow is aoe and they cost 150/50. Atleast in the wwi build´, and this makes them perfect to counter melee units. Charging zealots gets slowed to normal zealot speed btw.


You still haven't addressed my concern that we will essentially be required to build marauders for every single matchup. That's really, really boring. If it was a choice, like vultures or firebats or even tanks (SK terran?) then it would be ok. But why do we have to build marauders with any unit in order to do anything against melee units, it seems?

and in any case did you actually look at the idea, it seems far more terranesque than a marine with bash.

Um, you can counter melee units with air units, with a large enough concentration of marines, with thors since thors now already are walking walls, with siegetanks to blast them before they get close, snipe them with ghosts, blow them up with mines, scorch them with jackals.., with anything really. Why do you need another moving wall? Thors are already perfect walking walls with a lot more character than your version.

Terran have no problems with melee units in sc1, and they hardly ever uses firebats already since marine packs does everything firebats do but also hits air and do good damage to other stuff than small melee units.
Caller
Profile Blog Joined September 2007
Poland8075 Posts
July 18 2008 16:48 GMT
#385
On July 19 2008 01:00 Klockan3 wrote:
Show nested quote +
On July 19 2008 00:34 Caller wrote:
On July 19 2008 00:12 Klockan3 wrote:
On July 18 2008 23:59 Caller wrote:
On July 18 2008 20:21 Klockan3 wrote:
On July 18 2008 13:35 Caller wrote:
Terrans have a need for units that can directly counter melee attacks. It used to be the firebat, but without the firebat and the addition of the marauder, and the loss of mines, an anti-melee unit (besides the jackal, which is questionable) is needed.

Marauders are a direct counter to melee attack, since the weakness of melee is that they can't attack if they are not in range and marauders keeps them at range.


marauders are expensive, and are you telling me that it is now required that terrans build marauders for all matchups to deal with melee units?

Besides, 100/25 maruader = 4 zerglings. It can only shoot one zergling at a time. Hmmmmmmmm....

Now what about charging zealots? hmmm.......

The slow is aoe and they cost 150/50. Atleast in the wwi build´, and this makes them perfect to counter melee units. Charging zealots gets slowed to normal zealot speed btw.


You still haven't addressed my concern that we will essentially be required to build marauders for every single matchup. That's really, really boring. If it was a choice, like vultures or firebats or even tanks (SK terran?) then it would be ok. But why do we have to build marauders with any unit in order to do anything against melee units, it seems?

and in any case did you actually look at the idea, it seems far more terranesque than a marine with bash.

Um, you can counter melee units with air units, with a large enough concentration of marines, with thors since thors now already are walking walls, with siegetanks to blast them before they get close, snipe them with ghosts, blow them up with mines, scorch them with jackals.., with anything really. Why do you need another moving wall? Thors are already perfect walking walls with a lot more character than your version.

Terran have no problems with melee units in sc1, and they hardly ever uses firebats already since marine packs does everything firebats do but also hits air and do good damage to other stuff than small melee units.


What counters Zerglings... Firebats, not stimmed marines.
What counters Zealots... Vultures
What counters Ultralisks... Science Vessels
What counters Dark Templar... Vultures.

That's funny, why are all of the left units and none of the right units in the game?

The problem with the Thor is that it's not meant to be a walking wall but an artillery platform. It's redundant and nearly everybody agrees that the current build is lackluster. And sure you can have all those units, but then you could also say that tanks can always defeat zerglings b/c tanks can splash and kill many lings.
Watch me fail at Paradox: http://www.teamliquid.net/forum/viewmessage.php?topic_id=397564
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2008-07-18 18:02:43
July 18 2008 18:00 GMT
#386
On July 19 2008 01:48 Caller wrote:
Show nested quote +
On July 19 2008 01:00 Klockan3 wrote:
On July 19 2008 00:34 Caller wrote:
On July 19 2008 00:12 Klockan3 wrote:
On July 18 2008 23:59 Caller wrote:
On July 18 2008 20:21 Klockan3 wrote:
On July 18 2008 13:35 Caller wrote:
Terrans have a need for units that can directly counter melee attacks. It used to be the firebat, but without the firebat and the addition of the marauder, and the loss of mines, an anti-melee unit (besides the jackal, which is questionable) is needed.

Marauders are a direct counter to melee attack, since the weakness of melee is that they can't attack if they are not in range and marauders keeps them at range.


marauders are expensive, and are you telling me that it is now required that terrans build marauders for all matchups to deal with melee units?

Besides, 100/25 maruader = 4 zerglings. It can only shoot one zergling at a time. Hmmmmmmmm....

Now what about charging zealots? hmmm.......

The slow is aoe and they cost 150/50. Atleast in the wwi build´, and this makes them perfect to counter melee units. Charging zealots gets slowed to normal zealot speed btw.


You still haven't addressed my concern that we will essentially be required to build marauders for every single matchup. That's really, really boring. If it was a choice, like vultures or firebats or even tanks (SK terran?) then it would be ok. But why do we have to build marauders with any unit in order to do anything against melee units, it seems?

and in any case did you actually look at the idea, it seems far more terranesque than a marine with bash.

Um, you can counter melee units with air units, with a large enough concentration of marines, with thors since thors now already are walking walls, with siegetanks to blast them before they get close, snipe them with ghosts, blow them up with mines, scorch them with jackals.., with anything really. Why do you need another moving wall? Thors are already perfect walking walls with a lot more character than your version.

Terran have no problems with melee units in sc1, and they hardly ever uses firebats already since marine packs does everything firebats do but also hits air and do good damage to other stuff than small melee units.


What counters Zerglings... Firebats, not stimmed marines.
What counters Zealots... Vultures
What counters Ultralisks... Science Vessels
What counters Dark Templar... Vultures.

That's funny, why are all of the left units and none of the right units in the game?

The problem with the Thor is that it's not meant to be a walking wall but an artillery platform. It's redundant and nearly everybody agrees that the current build is lackluster. And sure you can have all those units, but then you could also say that tanks can always defeat zerglings b/c tanks can splash and kill many lings.

No matter what you say the thor is a walking wall with its 300+300hh, 3 base armor and self repair, adding another walking wall wont make the concept any more interesting.

And actually stimmed marines do counter zerglings hard while firebats only counters zerglings eventhough they do it better but since they only counter lings they are useless compared to marines.

Also marines + marauders will counter all of those mentioned units, add in a ghost or two to counter zealots. And if you want the ultimate counter for all of the above mentioned melee units, build a damn banshee, they do extremely high damage for their cost as an ATG and thus will slaughter the melee units that can't fight back.

Trust me, a unit whose only role is to be a walking wall is the worst concept ever, and the current terran have no problems with melee units...
If you read what people have said marauders + marines pwn melee units.
Caller
Profile Blog Joined September 2007
Poland8075 Posts
July 18 2008 19:28 GMT
#387
On July 19 2008 03:00 Klockan3 wrote:
Show nested quote +
On July 19 2008 01:48 Caller wrote:
On July 19 2008 01:00 Klockan3 wrote:
On July 19 2008 00:34 Caller wrote:
On July 19 2008 00:12 Klockan3 wrote:
On July 18 2008 23:59 Caller wrote:
On July 18 2008 20:21 Klockan3 wrote:
On July 18 2008 13:35 Caller wrote:
Terrans have a need for units that can directly counter melee attacks. It used to be the firebat, but without the firebat and the addition of the marauder, and the loss of mines, an anti-melee unit (besides the jackal, which is questionable) is needed.

Marauders are a direct counter to melee attack, since the weakness of melee is that they can't attack if they are not in range and marauders keeps them at range.


marauders are expensive, and are you telling me that it is now required that terrans build marauders for all matchups to deal with melee units?

Besides, 100/25 maruader = 4 zerglings. It can only shoot one zergling at a time. Hmmmmmmmm....

Now what about charging zealots? hmmm.......

The slow is aoe and they cost 150/50. Atleast in the wwi build´, and this makes them perfect to counter melee units. Charging zealots gets slowed to normal zealot speed btw.


You still haven't addressed my concern that we will essentially be required to build marauders for every single matchup. That's really, really boring. If it was a choice, like vultures or firebats or even tanks (SK terran?) then it would be ok. But why do we have to build marauders with any unit in order to do anything against melee units, it seems?

and in any case did you actually look at the idea, it seems far more terranesque than a marine with bash.

Um, you can counter melee units with air units, with a large enough concentration of marines, with thors since thors now already are walking walls, with siegetanks to blast them before they get close, snipe them with ghosts, blow them up with mines, scorch them with jackals.., with anything really. Why do you need another moving wall? Thors are already perfect walking walls with a lot more character than your version.

Terran have no problems with melee units in sc1, and they hardly ever uses firebats already since marine packs does everything firebats do but also hits air and do good damage to other stuff than small melee units.


What counters Zerglings... Firebats, not stimmed marines.
What counters Zealots... Vultures
What counters Ultralisks... Science Vessels
What counters Dark Templar... Vultures.

That's funny, why are all of the left units and none of the right units in the game?

The problem with the Thor is that it's not meant to be a walking wall but an artillery platform. It's redundant and nearly everybody agrees that the current build is lackluster. And sure you can have all those units, but then you could also say that tanks can always defeat zerglings b/c tanks can splash and kill many lings.

No matter what you say the thor is a walking wall with its 300+300hh, 3 base armor and self repair, adding another walking wall wont make the concept any more interesting.

And actually stimmed marines do counter zerglings hard while firebats only counters zerglings eventhough they do it better but since they only counter lings they are useless compared to marines.

Also marines + marauders will counter all of those mentioned units, add in a ghost or two to counter zealots. And if you want the ultimate counter for all of the above mentioned melee units, build a damn banshee, they do extremely high damage for their cost as an ATG and thus will slaughter the melee units that can't fight back.

Trust me, a unit whose only role is to be a walking wall is the worst concept ever, and the current terran have no problems with melee units...
If you read what people have said marauders + marines pwn melee units.


Thors are too unwieldy to use as walls because they are too slow and expensive. Walls are supposed to be cheap and expendable, not more expensive than the units they are protecting. Not to mention that Thors are at the top of the tech chain, and well... that doesn't make much sense for a wall.

The Cossack is not quite just a walking wall. It's a cavalry unit that can deploy into a wall, like the opposite of a siege tank. If you read the unit specifications there would be two things that stick out:

A) It is a fast "walker" unit that has a relatively fast but low damage attack. As such, it can be used to harass enemy units like for instance a group of zerglings that is moving about trying to flank or immortals that are being warped in in a small protoss encamptment. They somewhat function as mobile turrets, giving you a counter against light air that isn't infantry based as well. Worker harass will be far more difficult as only two can fit in a dropship at a time, the damage is too low to wipe out probes quickly, and they are expensive for worker harass.

B)Another use, though, is in conjunction with jackals in order to flank an enemy force, or to deflect a flank. A group of dug-in Cossacks can create small chokepoints that the Jackals can abuse with their linear splash while the Cossacks absorb Hydralisk/Stalker fire. But if a Terran ball is being attacked on two sides, whereas Thors will have a difficult time trudging into proper positions, Cossacks, with their quick speed, can quickly shift positions and save at least part of the ball from being ripped to shreds.

Addressing your points:

Again, you say to fight those units we need Marine Marauder. Well, I don't want to have to build Marine Marauder in every single game, and have to tech two different ways (infantry and mech) as a result, especially with the new gas system..

And the banshee is, again, much later tech than zealots+ zerglings, and its expensive, and its next to useless against hydras/stalkers which are assuredly going to be in most armies. That's like saying build Wraiths, Ultralisks can't kill them.
Watch me fail at Paradox: http://www.teamliquid.net/forum/viewmessage.php?topic_id=397564
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
Last Edited: 2008-07-24 18:29:20
July 24 2008 18:28 GMT
#388
Idea to make the game macro harder to master without using artificial blocks. Focusing o natural gameplay enhancement like Mutate Larvae and Reactor:

- Protoss:
Probes can build a super pylon in addition to normal pylons. These super pylons are temporary. Provides the same aura normal pylons does. Plus their aura increases the production speed of production buildings (or cooldown of warp gates) by 25%ish per super pylon. Up to 100% (x2 faster production or 1/2 build time).

- Terran:
Reactors increase production speed by 50% instead of 100%. But they cost 50% their old price and you can use up to 4 reactors per production building (total 200% speed increase, 3x faster or 1/3 build time).

- Zerg
Mutate Larvae can also be used on drones. Mutating it back to a larvae which can then be used to produce another unit. (basically sacrificing workers to produce combat units faster without needing to build more hatcheries)
Great people talk about ideas. Average people talk about things. Small people talk about other people.
jeb
Profile Joined July 2008
Sweden4 Posts
July 24 2008 22:12 GMT
#389
Ok, this has been a nagging me for a long time. I don't know what to do... it's such a simple fix... how can I make Blizzard listen? Oh, the frustration! *cries* Please, somebody with authority, make them listen... they MUST listen! *cries some more*

Move the health bars from the units' heads to the units' feet!

It looked great in Starcraft. I don't understand why they didn't do that in WC3, because it looks like shit (like in all RTS games with flying health bars). They're so simple to move, and have such a great visual impact. The guy or gal who knew that must've moved out from Blizzard when they began making WoW (where head health bars make more sense).
prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
July 25 2008 01:23 GMT
#390
On July 25 2008 07:12 jeb wrote:
Ok, this has been a nagging me for a long time. I don't know what to do... it's such a simple fix... how can I make Blizzard listen? Oh, the frustration! *cries* Please, somebody with authority, make them listen... they MUST listen! *cries some more*

Move the health bars from the units' heads to the units' feet!

It looked great in Starcraft. I don't understand why they didn't do that in WC3, because it looks like shit (like in all RTS games with flying health bars). They're so simple to move, and have such a great visual impact. The guy or gal who knew that must've moved out from Blizzard when they began making WoW (where head health bars make more sense).

I share your preference but I dont think it's a huge issue. What I'm more annoyed about is how the whole scheme of what is shown is war3 verbatim. Keep the health bar on your selected units visible without holding alt please.

Another thing, with the subgroups, please allow me to explicitly select a unit from the selected units display with a single click...
Oh no
KwarK
Profile Blog Joined July 2006
United States43219 Posts
July 27 2008 07:10 GMT
#391
I don't know if this has been suggested before because I normally avoid the sc2 forum and MBS topics in particular. However this thought just came to me and I thought it was worth suggesting.

Firstly, scrap tab mbs. It's just another forced handicap on the UI.
Replace it with a penalty on attempting to build units you can't afford. Basically just make the gateway busy for the build time of whatever it is you asked it to build but couldn't afford. If you have the money for 5 gates but only have 3 or so then you won't notice this at all, you'll go 1z and 3 zealots will appear but you'll still be macroing badly. Conversely if you make 8 gateways and go 1z it'll make the 5 zealots you can afford but all 8 gateways will be busy for the time taken to make the zealots.
It should encourage a player to interact more with the game, be aware of how macro concepts work and how to play efficiently. A player who can macro well in bw will never run into this problem, a bad player who likes being able to macro with just 2 keystrokes can macro with 2 keystrokes and to hell with production efficiency.

If it's been suggested before, sorry. If not, any thoughts or criticisms?
ModeratorThe angels have the phone box
Spenguin
Profile Blog Joined November 2007
Australia3316 Posts
July 27 2008 15:54 GMT
#392
On July 27 2008 16:10 Kwark wrote:
I don't know if this has been suggested before because I normally avoid the sc2 forum and MBS topics in particular. However this thought just came to me and I thought it was worth suggesting.

Firstly, scrap tab mbs. It's just another forced handicap on the UI.
Replace it with a penalty on attempting to build units you can't afford. Basically just make the gateway busy for the build time of whatever it is you asked it to build but couldn't afford. If you have the money for 5 gates but only have 3 or so then you won't notice this at all, you'll go 1z and 3 zealots will appear but you'll still be macroing badly. Conversely if you make 8 gateways and go 1z it'll make the 5 zealots you can afford but all 8 gateways will be busy for the time taken to make the zealots.
It should encourage a player to interact more with the game, be aware of how macro concepts work and how to play efficiently. A player who can macro well in bw will never run into this problem, a bad player who likes being able to macro with just 2 keystrokes can macro with 2 keystrokes and to hell with production efficiency.

If it's been suggested before, sorry. If not, any thoughts or criticisms?


So that's only for hot keyed gates or if you drag-box and select multiple gates? I thought the latest version played at Paris was where you had to go 1zzzzz?
< TeamLiquid CJ Entusman #46 > I came for the Brood War, I stayed for the people.
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
July 27 2008 16:25 GMT
#393
On July 27 2008 16:10 Kwark wrote:
I don't know if this has been suggested before because I normally avoid the sc2 forum and MBS topics in particular. However this thought just came to me and I thought it was worth suggesting.

Firstly, scrap tab mbs. It's just another forced handicap on the UI.
Replace it with a penalty on attempting to build units you can't afford. Basically just make the gateway busy for the build time of whatever it is you asked it to build but couldn't afford. If you have the money for 5 gates but only have 3 or so then you won't notice this at all, you'll go 1z and 3 zealots will appear but you'll still be macroing badly. Conversely if you make 8 gateways and go 1z it'll make the 5 zealots you can afford but all 8 gateways will be busy for the time taken to make the zealots.
It should encourage a player to interact more with the game, be aware of how macro concepts work and how to play efficiently. A player who can macro well in bw will never run into this problem, a bad player who likes being able to macro with just 2 keystrokes can macro with 2 keystrokes and to hell with production efficiency.

If it's been suggested before, sorry. If not, any thoughts or criticisms?


Criticism: Effecient macro will still allow a skillful player to have near perfect macro without returning to base, leading to the stagnation and overconcentration on micro, death of multi-tasking, etc etc
¯\_(ツ)_/¯
Kad3Ch
Profile Blog Joined June 2008
Lithuania26 Posts
July 29 2008 06:59 GMT
#394
OK, here's the idea.

What if we give tier 2 zerg queen ability to spawn 2 scourge which last X seconds.

-This will give zerg good counter against medivac, phase prism, overlord+worm drops and banshees, phoenix, collosus.
-Emphasize queens role as a defensive unit.
-Shouldn't affect mid-late game air battles.
-May give cheap and fast scouting for zerg.
-May complicate scouting/detection for protoss.
-ZvZ may become an overlord slaughter.
404.Nintu
Profile Blog Joined May 2007
Canada1723 Posts
July 29 2008 12:22 GMT
#395
On July 29 2008 15:59 Kad3Ch wrote:
OK, here's the idea.

What if we give tier 2 zerg queen ability to spawn 2 scourge which last X seconds.

-This will give zerg good counter against medivac, phase prism, overlord+worm drops and banshees, phoenix, collosus.
-Emphasize queens role as a defensive unit.
-Shouldn't affect mid-late game air battles.
-May give cheap and fast scouting for zerg.
-May complicate scouting/detection for protoss.
-ZvZ may become an overlord slaughter.


This is actually pretty cool, and makes a lot of sense.
"So, then did the American yum-yum clown monkey also represent the FCC?"
dcttr66
Profile Joined October 2003
United States555 Posts
Last Edited: 2008-07-29 13:50:37
July 29 2008 13:47 GMT
#396
On July 25 2008 03:28 VIB wrote:
Idea to make the game macro harder to master without using artificial blocks. Focusing o natural gameplay enhancement like Mutate Larvae and Reactor:

- Protoss:
Probes can build a super pylon in addition to normal pylons. These super pylons are temporary. Provides the same aura normal pylons does. Plus their aura increases the production speed of production buildings (or cooldown of warp gates) by 25%ish per super pylon. Up to 100% (x2 faster production or 1/2 build time).

- Terran:
Reactors increase production speed by 50% instead of 100%. But they cost 50% their old price and you can use up to 4 reactors per production building (total 200% speed increase, 3x faster or 1/3 build time).

- Zerg
Mutate Larvae can also be used on drones. Mutating it back to a larvae which can then be used to produce another unit. (basically sacrificing workers to produce combat units faster without needing to build more hatcheries)

your zerg idea is bad but the others are even worse.

Previously Posted:
"And the banshee is, again, much later tech than zealots+ zerglings, and its expensive, and its next to useless against hydras/stalkers which are assuredly going to be in most armies. That's like saying build Wraiths, Ultralisks can't kill them."

I'm sure he meant something more like, build guardians, ultralisks can't kill them.
Caller
Profile Blog Joined September 2007
Poland8075 Posts
July 29 2008 18:16 GMT
#397
On July 29 2008 22:47 dcttr66 wrote:
Previously Posted:
"And the banshee is, again, much later tech than zealots+ zerglings, and its expensive, and its next to useless against hydras/stalkers which are assuredly going to be in most armies. That's like saying build Wraiths, Ultralisks can't kill them."

I'm sure he meant something more like, build guardians, ultralisks can't kill them.


no im saying how its like "banshees are air, zealots cant attack air, use banshees against zealots." is like wraiths vs. ultras.
Watch me fail at Paradox: http://www.teamliquid.net/forum/viewmessage.php?topic_id=397564
dcttr66
Profile Joined October 2003
United States555 Posts
Last Edited: 2008-07-30 01:04:58
July 30 2008 00:58 GMT
#398
actually he said this "they do extremely high damage for their cost as an ATG"
and wraiths do not do this so like i said, it's more like guardians.

i mean, really, the ultralisks are stronger than the zealots and the wraiths are weaker than the banshees so why are you exaggerating like this?

it's like you're saying that killing a fruit fly is the same as killing a fish. neither of them can fight back.

it sounds like you want zealots to attack air.
Drakill Tannan
Profile Joined July 2008
Mexico13 Posts
July 30 2008 20:43 GMT
#399
After lurking for some time though teamliquid i decided to post my own idea
Right now the Nydus worm must be built on creep, making it almost exacltly like a nydus canal, it nerfs the wrom so the zerg can't just make 7 worms in terran/protoss without warning, but it doesn't fix the problem when attacking another zerg, and remains inbalanced anytime a zerg fights another zerg... right?

So, my sugestion is basicaly to restrict how fast nydus worms can be built in a certian time using either cooldown or energy from the nydus warren (or is it called nydus network? can't remember)

-You can only build 1 Nydus warren(/Network?), but once it is destroyed it may be rebuilt, but you'll lose all units within it. The nydus warren has 250 energy (maybe +50 with some reserch?) and each worm costs around 150 energy. (or just give it a cooldown, i like the energy idea best tho)

-Nydus worms can spawn anywere with vision, but their build time is incresed (6-7 secs?) also a Nydus worm can be moved, this will cost the Nydus warren some energy but the worm will be able to move anywere were there is vision.

-You can also build Nydus canals that will work much like thouse in SC1, but instead of having to build an exit they will conect to the nydus network.

Caller
Profile Blog Joined September 2007
Poland8075 Posts
July 30 2008 23:27 GMT
#400
On July 30 2008 09:58 dcttr66 wrote:
actually he said this "they do extremely high damage for their cost as an ATG"
and wraiths do not do this so like i said, it's more like guardians.

i mean, really, the ultralisks are stronger than the zealots and the wraiths are weaker than the banshees so why are you exaggerating like this?

it's like you're saying that killing a fruit fly is the same as killing a fish. neither of them can fight back.

it sounds like you want zealots to attack air.


no, i'm saying that just because a unit can't attack air doesn't mean that air units are a good counter for it. Please read the actual thing.

Sure, banshees do more damage to ground, but why are you wasting banshees to kill zealots anyways when they could be raping probes? or buildings? or... w/e?
Watch me fail at Paradox: http://www.teamliquid.net/forum/viewmessage.php?topic_id=397564
Prev 1 18 19 20 21 22 27 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 5h 25m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 545
SteadfastSC 227
IndyStarCraft 136
ProTech132
UpATreeSC 129
MindelVK 35
StarCraft: Brood War
Calm 3348
firebathero 436
Shuttle 432
Sea 427
White-Ra 292
Aegong 123
Dewaltoss 96
Dota 2
PGG 144
Counter-Strike
pashabiceps730
Foxcn199
Heroes of the Storm
Trikslyr54
Other Games
gofns5129
Grubby2985
Beastyqt570
ceh9570
DeMusliM295
Fuzer 236
Hui .137
QueenE59
C9.Mang057
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 21 non-featured ]
StarCraft 2
• Reevou 5
• Dystopia_ 2
• intothetv
• Kozan
• sooper7s
• Migwel
• AfreecaTV YouTube
• LaughNgamezSOOP
• IndyKCrew
StarCraft: Brood War
• 80smullet 9
• Michael_bg 3
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota2928
• WagamamaTV588
• lizZardDota251
League of Legends
• Nemesis4316
• imaqtpie2242
• TFBlade1022
Other Games
• Shiphtur250
Upcoming Events
PiGosaur Cup
5h 25m
RSL Revival
14h 25m
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
16h 25m
GuMiho vs MaNa
herO vs ShoWTimE
Classic vs TBD
CranKy Ducklings
1d 14h
RSL Revival
1d 14h
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
1d 16h
Cure vs Reynor
IPSL
1d 21h
ZZZero vs rasowy
Napoleon vs KameZerg
BSL 21
2 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
2 days
RSL Revival
2 days
Reynor vs sOs
Maru vs Ryung
[ Show More ]
Kung Fu Cup
2 days
WardiTV Korean Royale
2 days
BSL 21
3 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
3 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Replay Cast
3 days
Wardi Open
3 days
Monday Night Weeklies
3 days
WardiTV Korean Royale
4 days
The PondCast
5 days
Replay Cast
6 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
RSL Revival: Season 3
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.