• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:47
CEST 13:47
KST 20:47
  • 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
Serral wins HomeStory Cup 292Serral wins Maestros of the Game 240ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
BSL Season 22 Full Overview & Conclusion6BSL Season 22 Full Overview & Conclusion6Weekly Cups (June 29-July 5): Solar Doubles0MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon445.0.16 Hotfix (June 30) - Balance + Bug Fixes40
StarCraft 2
General
Serral wins HomeStory Cup 29 Serral wins Maestros of the Game 2 5.0.16 patch for SC2 goes live (8 worker start) What is your PC setup in 2026 for SCBW/SC2 ? Most successful SC2 players of Q2 2026
Tourneys
GSL CK #5 Race War RSL Revival: Season 6 - Qualifiers and Main Event HomeStory Cup 29 Vespene Cup #1 — $300+ USD, July 10 Sea Duckling Open (Global, Bronze-Diamond)
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together Mutation # 532 Nuclear Family
Brood War
General
Pros Debate: Zerg Unfairly Nerfed? (ASL S22 map) BW General Discussion ASL22 General Discussion BGH Auto Balance -> http://bghmmr.eu/ BSL Season 22 Full Overview & Conclusion
Tourneys
[ASL22] Wildcard Qualifier IPSL Spring 2026 Top 4! [Megathread] Daily Proleagues CSLAN 4 is Coming!
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies
Other Games
General Games
General RTS Discussion Thread Summer Games Done Quick 2026! Nintendo Switch Thread Stormgate/Frost Giant Megathread Dawn of War IV
Dota 2
Looking for a Dota Mentor 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
TL Mafia
NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread TL Mafia Power Rank Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! Series you have seen recently...
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Tennis[sport] Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Simple Questions Simple Answers FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard?
TL Community
The Automated Ban List
Blogs
Major Shifts in the Gaming I…
TrAiDoS
An Exploration of th…
waywardstrategy
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3153 users

The Official Minor Complaints Thread - Page 6

Forum Index > SC2 General
Post a Reply
Prev 1 4 5 6 7 8 12 Next All
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
November 07 2008 19:50 GMT
#101
On November 04 2008 11:49 alphafuzard wrote:
2. replays need to be rewindable!!! (guessing they are putting this in? its a no brainer)

If you had any idea what you were talking about you would realise that replay rewinding is so difficult to the point that it is infeasible to implement.
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
November 07 2008 20:48 GMT
#102
On the blacked out minimap issue, I think Warcraft III hit the nail right on the head, and I hhope it stays that way. In War III, there are two levels of fog of war. A dark one that obscures some things, but shows major features like coast lines and gold mines, and a light one that is exactly like fog in Starcraft. You can't build in the dark fog.

Basically, you replace the blackness of Starcraft with a dark fog that shows you the basic lay of the land. I don't see any advantage at all to leaving the map totally black. it affects a small percentage of games and allows players to enjoy a wider variety of maps and utilize a wider variety of stratgies since they don't have to memorize a map to know where to drop tanks.
¯\_(ツ)_/¯
ImgGartok
Profile Joined August 2007
United States216 Posts
Last Edited: 2008-11-07 20:55:39
November 07 2008 20:53 GMT
#103
On November 04 2008 04:22 rushz0rz wrote:
- I hate the Colossus. The idea, the model, and the name.


Did you even read the guidelines for the thread?

- I don't like the fences in the game. The original never had them, why are you putting them in? It's too... I hate to say it.... C&C-esque. Look here.


OH GOD, CnC HAD FENCES! You know CnC had tanks too, better scrap the siege tank, it's way too CnC-like. CnC.

So much for the minor complaint thread. How about the minor complaint thread that coincides with FrozenArbiter's opinion thread?


Just because this thread is for nit picking doesn't mean the nit picking can't be unfounded, irrational and flat out annoying to read. I mean, seriously, fences because CnC had fences?
Blacklizard
Profile Joined May 2007
United States1194 Posts
November 07 2008 21:26 GMT
#104
Got 5 minutes... hope I didn't post this already. Some (all?) of this is in agreement with some other posters.


1. Make Colossus more fun. Give some quick kill abilities (best option IMO). Maybe make the first hit do a lot of damage, and the line do a small splash amount. That'd make it more like a reaver/tank, which are fun. Or just give it some energy/time based scarabs or missles or something. Or they are against making it a killing machine, at least make it a dancing machine... make its walk speed way faster (think reaver in a shuttle or simply the immense range of a siege tank).

2. Give me a Nighthawk irl. I love their new look (kinda looks like an arbiter actually).

3. Defiler graphics are still way better than the Infestor graphics. (Love the rest of the Zerg unit graphics, for the most part... more so than T or P actually).

4. Make probe skinnier and SCV fatter (in looks alone... keep actual sizes the same for balance).

Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
November 07 2008 22:00 GMT
#105

1. Make Colossus more fun. Give some quick kill abilities (best option IMO). Maybe make the first hit do a lot of damage, and the line do a small splash amount. That'd make it more like a reaver/tank, which are fun. Or just give it some energy/time based scarabs or missles or something. Or they are against making it a killing machine, at least make it a dancing machine... make its walk speed way faster (think reaver in a shuttle or simply the immense range of a siege tank).

I've actually always wondered why there isn't a unit that has like a "turbo" ability :D It'd make much more sense for, say, a Hellion than the Colossus tho.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
dcttr66
Profile Joined October 2003
United States555 Posts
November 08 2008 00:57 GMT
#106
the colossus has a lame attack graphic.
Ki_Do
Profile Blog Joined July 2008
Korea (South)981 Posts
November 08 2008 01:04 GMT
#107
aaahhhh.
the closer we get to sc2 the more i love brood war =D

- Another good thing they could fix are those brighty tilesets -at least in the movies they looked too brighty- that would help a lot gameplay visibility
I've got a point, and i'm ready to kill or die for it.
dcttr66
Profile Joined October 2003
United States555 Posts
November 08 2008 03:05 GMT
#108
On November 04 2008 04:35 Savio wrote:
Make Roach Melee

Explanation:

The purpose of the roach is to absorb damage in lower mineral situations so other units can get the kills. However, their design runs completely counter to their purpose.

Please make the roach a melee unit. That way they can actually absorb damage that would have just killed the zerglings who currently run past the roaches to attack.

A units design should not nullify its purpose. The design should bolster/strengthen its purpose.


This is not a major change since the stats could be the same and the attack animation would be very easy to change.

you're wrong. zerglings' worst enemies aren't melee units, they're ranged units. so the roaches will successfully draw the fire of ranged units
Manowarrior
Profile Joined May 2007
United States159 Posts
November 08 2008 06:40 GMT
#109
On November 08 2008 12:05 dcttr66 wrote:
Show nested quote +
On November 04 2008 04:35 Savio wrote:
Make Roach Melee

Explanation:

The purpose of the roach is to absorb damage in lower mineral situations so other units can get the kills. However, their design runs completely counter to their purpose.

Please make the roach a melee unit. That way they can actually absorb damage that would have just killed the zerglings who currently run past the roaches to attack.

A units design should not nullify its purpose. The design should bolster/strengthen its purpose.


This is not a major change since the stats could be the same and the attack animation would be very easy to change.

you're wrong. zerglings' worst enemies aren't melee units, they're ranged units. so the roaches will successfully draw the fire of ranged units


Damn! In before me!

But yeah. Remove MBS/Automine/Autosurround, yadda yadda.

Minor complaint .. and this shouldn't really be a complaint, but more of a request ... please oh please make sure the music is badass.
404.Nintu
Profile Blog Joined May 2007
Canada1723 Posts
November 08 2008 06:50 GMT
#110
What I've noticed a LOT was, and I'm surprised I haven't seen anyone else bring it up, the non-visible attacks from like, half the units in the game. Most the ranged attacks in the game are unclear, or really, really tiny. I could hardly tell when units were firing, even mutalisks. Ingame, I'm certain it's much clearer, but from the videos I've seen, the attacks were unclear or realistically (-_-)small.

Maybe I'm insane or partially blind, but this has been irking me since the first gameplay video.
"So, then did the American yum-yum clown monkey also represent the FCC?"
mister.bubbles
Profile Joined September 2008
Canada171 Posts
November 08 2008 06:58 GMT
#111
Most of the death animations are lame. One of my favorite parts of BW was the gore explosions of dying Ultralisks and whatnot. Now they just kind of keel over and sink into the ground. Some other units' deaths are too elaborate too. It's distracting and ugly.

And I hate the idea of MBS.
http://808seppuku.bandcamp.com/ <---Quick! Go here!
Ki_Do
Profile Blog Joined July 2008
Korea (South)981 Posts
November 08 2008 08:34 GMT
#112
yeah, attack animations were easy to distinguish in brood war but i could barely tell the difference in the videos(watchability)
I've got a point, and i'm ready to kill or die for it.
Alizee-
Profile Blog Joined September 2007
United States845 Posts
November 08 2008 10:41 GMT
#113
quit delaying beta
Strength behind the Pride
Aerox
Profile Blog Joined September 2004
Malaysia1213 Posts
November 08 2008 15:31 GMT
#114
On November 08 2008 19:41 Alizee- wrote:
quit delaying beta

You know they'd have to clamp down some things to be unchangeable when it gets to beta. It'll be all your fault if SC2 turns out to be shit.
"Eyes in the sky."
dcttr66
Profile Joined October 2003
United States555 Posts
Last Edited: 2008-11-08 17:43:59
November 08 2008 17:21 GMT
#115
On November 08 2008 15:50 Nintu wrote:
What I've noticed a LOT was, and I'm surprised I haven't seen anyone else bring it up, the non-visible attacks from like, half the units in the game. Most the ranged attacks in the game are unclear, or really, really tiny. I could hardly tell when units were firing, even mutalisks. Ingame, I'm certain it's much clearer, but from the videos I've seen, the attacks were unclear or realistically (-_-)small.

Maybe I'm insane or partially blind, but this has been irking me since the first gameplay video.

yeah mostly the only ones i noticed were from the stalkers and the colossus units. i liked the stalker attack, but someone else didn't like it. since the stalker attack seemed kinda like a battlecruiser attack in that it's laser instead of energy ball...it seems like the stalker is stronger than dragoon in two ways now...an instant attack and teleporting.
alot of what they need to change are graphics...but blizzard has always said that the first thing they like to get out of the way is the gameplay...so since the game isn't balanced yet they haven't really kicked the graphics into high gear yet...which is the main area people are complaining about...including me...i wouldn't complain about it but it could be noted that the warp prism has two shadows and the overlord only has one shadow.

On November 05 2008 02:12 sushiman wrote:
Show nested quote +
On November 04 2008 21:05 DeCoup wrote:
On November 04 2008 19:48 sushiman wrote:
On November 04 2008 12:27 onepost wrote:
On November 04 2008 05:10 sushiman wrote:
Autosurround. I think alot of people will agree on that one.

I don't. Besides, it can't really be removed because there is no such thing as autosurround; it's the result of improved pathfinding.

In BW, the pathfinding was for individual units, and it was such a crappy heuristic (wander around obstacles at random, increase search depth incrementally if that doesn't work) that it hardly deserved to be called pathfinding.

But in SC2, the game uses cooperating pathfinding (managing one solution for multiple units, if you prefer), seamlessly managing collisions at chokes for example (you know, what made your tanks or dragoons disperse erratically if they bumped into each other at a narrow passage, sometimes without a single unit coming out?). Naturally, it makes large groups of units surround a common target or they would all bump into each other. There is no workaround.

And frankly, I don't think there is a problem either.

There is autosurround. Units will instantly form a perfect circle around a unit if they're given the order to attack it. This even applies to workers.
Maybe you don't see it as a problem, but the fact is that this greatly reduces skills required to micro. You no longer have to be careful with flanking or split up your lings to make that perfect surround of a unit; the computer will handle it for you. As it is, players will only be able to focus on defensive micro instead of both defense/offense as in original SC. It's dumbing down the game.
Better pathfinding should be in the game, units reacting instantly to surround other units should not.


No, onepost is right. There is no such thing as auto-surround. The units surrounding an enemy is a result of improved pathing. An attempt to get out from behind the guy infront of them so too can attack. Units being so stupid that they stand behind each other instead of moving so they can attack would be a stupid thing to maintain.

If you were in a war and your captain told you to kill an enemy with a knife, you would not just stand their because your team mates are between you and the enemy. You would move around your friend to get to your enemy. It would be beyond stupid to break improved pathing to maintain this lack of feature.

Improved pathing is one thing, units automatically surrounding is another. I have nothing against units knowing which route to take to a destination, I love the concept of not having to babysit my units due to some map having small passages or neutral buildings blocking the route, making the AI of the units break and forcing them to dance around.
However, units automatically positioning themself to always attack units is an entirely different thing. If anything, they should just stop units from dancing around trying to reach the target. Instead they should wait in place until given order to move around or the unit in front moves/dies, then continue with the previous command, unless another one is given. If the units automatically find the best angle and moves around, I'd say the amount of micro required for your units would be reduced by at least 30-40%, which is not good for a game that have already streamlined macro immensely (which is another subject that won't be discussed here).
I realize you might consider this a backward move when pathing can be improved so much, but I find this a huge concern in a game that should demand alot from a player and his/her control of the units.

uhm...most micro involves trying to figure out what to attack when.
wasting micro on stupid unit pathing hurts the game.
that means that people that go clickity click click click click click are better than those that just go clickity click click

anyway surrounding units was a big deal in wc3 because of hero units. since starcraft has no hero units it's not going to be a big deal.

On November 05 2008 03:34 Blacklizard wrote:
Show nested quote +
On November 04 2008 04:33 XCetron wrote:
In SC I could have a probe selected and do bp+leftclick +rightclick on a mineral patch and there would be a pylon warping in and my probe would be mining, all in less than a second. When playing SC2 at blizzcon, I had to wait for the probe to actually sits there and build the pylon before being able to order it to mine again, there was a delay. If I did the bp+leftclick+rightclick too quickly then the probe would just sit there and be stupid for approx .25 sec and then go back to mining, without initiating the warp for the pylon.


Yeah, sounds to me like it's going too fast b/c of the LAN thing like FA said. Just hold shift down while doing this, and you'll be fine.

or use high or extra high latency
PliX
Profile Joined May 2008
Netherlands72 Posts
November 08 2008 20:10 GMT
#116
Oh on another note with way too much beer, I would like to have a lame useless ability, like flare
1. NTT - Best Brood War player in the history of the game. Also totally awesome and super sweet. Some ego problems.
dcttr66
Profile Joined October 2003
United States555 Posts
Last Edited: 2008-11-09 02:24:44
November 09 2008 02:24 GMT
#117
excuse me? flare is like comsat...it's a good ability
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
November 09 2008 02:42 GMT
#118
On November 09 2008 11:24 dcttr66 wrote:
excuse me? flare is like comsat...it's a good ability

Optical Flare - aka blind, is a spell the medic has in BW ;p
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
garmule2
Profile Joined March 2006
United States376 Posts
November 09 2008 03:21 GMT
#119
New engine. No matter what Blizzard says, you and I all know that SC2, Diablo 3, WoW, and WC3 were all just modified from the same glows-too-much cartoonish-looking ooh-its-like-WoW-it-must-be-awesome engine that the lazy programmers over at Blizzard have been using for years. These aren't the same guys that produced the real gems from Blizzard's past. It shows.
The dangers of poor typing skills can be evinced by the dire parable about the hungry boy who accidentally ate a luscious red Yamato, and promptly died.
Cpt.Cocaine
Profile Joined June 2008
Canada299 Posts
November 09 2008 04:11 GMT
#120
-jungle tileset looks too bright and it annoys me in every video I see. All the other environments look perfectly fine.

-marauder is bland and uninteresting. I wish they'd just cut it completely. SC2 has too many units already.

-don't like how hydras look like they're dancing and shooting arrows. I miss the old instant-fire attack, and the animation in BW made more sense

-scvs should explode.. no scrap that, -all- units should explode.
Prev 1 4 5 6 7 8 12 Next All
Please log in or register to reply.
Live Events Refresh
GSL
11:00
GSL CK #5 - Day 2
Trap vs INnoVationLIVE!
Ryung 281
CranKy Ducklings SOOP116
herO (SOOP)70
SHIN 62
Classic52
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Ryung 281
OGKoka 261
SortOf 191
herO (SOOP) 70
SHIN 62
Classic 52
Rex 46
StarCraft: Brood War
Britney 25414
Sea 4012
Rain 2030
Bisu 1580
Shuttle 780
Horang2 765
Zeus 764
Jaedong 617
firebathero 560
Hyuk 474
[ Show more ]
BeSt 366
Mini 347
Larva 199
Soulkey 197
EffOrt 181
Light 171
Snow 153
actioN 138
Pusan 86
Stork 72
ggaemo 70
Rush 67
ToSsGirL 59
910 50
ZerO 49
soO 48
Killer 46
[sc1f]eonzerg 44
Bale 36
Sharp 35
Free 32
JYJ 29
Aegong 28
Sacsri 24
Hm[arnc] 22
Movie 20
Shine 20
yabsab 19
sorry 16
scan(afreeca) 15
Sexy 13
GoRush 13
Dota 2
XaKoH 845
XcaliburYe595
League of Legends
JimRising 405
Counter-Strike
byalli215
markeloff169
Other Games
B2W.Neo1054
Sick388
Pyrionflax342
crisheroes285
Lowko281
Fuzer 96
ZerO(Twitch)14
Organizations
StarCraft 2
IntoTheiNu 611
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• StrangeGG 86
• LUISG 41
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt897
Upcoming Events
Monday Night Weeklies
4h 13m
Replay Cast
12h 13m
WardiTV Weekly
23h 13m
The PondCast
1d 22h
Replay Cast
2 days
CrankTV Team League
2 days
Replay Cast
3 days
CrankTV Team League
3 days
Replay Cast
4 days
RSL Revival
4 days
Clem vs Lambo
Scarlett vs Cure
[ Show More ]
CranKy Ducklings
4 days
IPSL
5 days
Dragon vs Hawk
RSL Revival
5 days
Classic vs Trap
herO vs SHIN
Sparkling Tuna Cup
5 days
IPSL
6 days
Bonyth vs Ret
WardiTV Weekly
6 days
Liquipedia Results

Completed

YSL S3
HSC XXIX
Eternal Conflict S2 E2

Ongoing

IPSL Spring 2026
Acropolis #4
CSL 2026 Summer (S21)
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026

Upcoming

Escore Tournament S3: W3
ASL S22 SEASON OPEN Day 1
Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
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 © 2026 TLnet. All Rights Reserved.