That's about it, I'm pretty happy with the game as it is
If you could patch Brood War... - Page 5
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ArvickHero
10387 Posts
That's about it, I'm pretty happy with the game as it is | ||
Golgotha
Korea (South)8418 Posts
On January 22 2014 02:31 2Pacalypse- wrote: customize keyboard shortcuts - i never understood why people are so adamantly against it i agree with all your points too this. would open this game up to a lot more people. people are against it because they have been hitting O for overlord for 10 years. btw, you can re-bind keys in BW, im sure there was a way how. my perfect patch for bw would be to merge battle.net and battle.net 2.0 together so u can play Brood war through SC2 and find games through SC2. | ||
]343[
United States10328 Posts
On January 22 2014 06:49 JohnChoi wrote: I like this one blizzard should definitely consider it wow, shoutouts to your own blog? tsk I've never heard of this ctrl-C thing wtf | ||
ShaLLoW[baY]
Canada12499 Posts
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vOdToasT
Sweden2870 Posts
On January 22 2014 08:53 Cyro wrote: Native 1920x1080, with higher resolution UI/units/etc so that they were not too small. ^That's halfway there. (: Higher resolutions are fine, as long as the sprites are made bigger (with more pixels), so that you see the same area, but everything has more pixels. | ||
BigFan
TLADT24920 Posts
On January 22 2014 08:27 YejinYejin wrote: Lol nvm found the ramp error vodtoast was referring to. oh ya, I remember this lol. I can see that being game breaking but does it happen that often? I mean I can't recall other incidents like this although I'm sure they must've happened. On January 22 2014 08:53 Cyro wrote: Native 1920x1080, with higher resolution UI/units/etc so that they were not too small. ^That's halfway there. (: was just going to ask someone to post something like this, thanks! That's a wide area that you can see so as long as they fix it as mentioned above^, I think a higher resolution would be a good thing. | ||
Fuchsteufelswild
Australia2028 Posts
In addition to the Dragoon glitches, Ultralisks actually sometimes failed to attack or just missed stationary targets. I've posted about this before some time ago, but when I was testing cooldown rates, how things like Ensnare affected them etc., but Ultralisks attacking a modified, 0 armour Xel Naga Temple, tested from numerous angles, would sometimes fail to hit the immobile building. This seemed to occur around about 12.5% of the time, though not precisely, but that made its effective cooldown closer to 17.142857[...]. I did test on a few other objects but not many, so it might be that it only fails to hit against buildings, or only against large enough targets or only from some angles of attack. I think one theory I came up with was that the ultralisk's attack animation did not time well with the attack cooldown, so it might play a little too quickly or slowly for the attack cooldown. Maybe the animation needs to have finished around the target but if the cooldown expired in poor timing with the animation, it would not deal damage? :S I haven't checked animation timings though, so that's just a wild theory. Obviously correcting this issue would be important to include in the hypothetical patch. Fix mining from gas geysers and mineral patches so that all positions are perfectly balanced! Improve the default map editor to be similar to the advanced one (I've forgotten the name of it now, because it doesn't seem to be installed on my computer any more! ㅠ___ㅠ). Allow copying and pasting of sections of the map and (maybe you could do this already but...) also rotation of the copied areas. While you could make multiple corners of a map, symmetrically at the same time, by making mirroring your actions, you couldn't mirror sections in hindsight by copying and rotating/mirroring the selection (copied stuff). Add ways of "mirroring" at 120° and 60° angles (or whatever is required) to make 3 player maps more easily! Maybe make maps of non-standard size NOT require UMS to be played and make applications like BWrepinfow.exe, Lord Martin Reply Browser etc. able to read them. The latter options would be up to the third party programmers rather than part of the patch, obviously. For variety of playstyle: As has been suggested make Spawn Broodlings cost 125 energy (I think it should be fine but it could obviously be reverted at some stage if it proved to be too strong). I think you'd want to try it with the technology research cost being the same at first so that you don't make it take too much time and too many resources to get going in the first place and then if SB at 125 energy seemed good but there were some timings that were too strong, you could increase the technology research cost. Making SB a little more viable or attractive in general also makes them more viable for Ensnare, as you know that if you get them for Ensnare and still have them alive, they can prove to be that much better later on, so preserving them can pay off just a little more than before. Apial Sensors only take 100 game seconds to complete (was 166), possibly only cost 50/50 (is 100/100). Scout Ground attack deals either 10 damage or 2×5 damage (again, this can be reverted if too strong) to snipe workers a little more efficiently, be slightly less poor versus hydralisks (good for opening up scout harass vs zerg going hydras? Maybe? Might not be very viable. ) or perhaps instead make scouts a tad cheaper. Ghost damage upgrade bonuses change to +2 per upgrade? (Still concussive though) Lockdown research cost reduced from 200/200 to 100/100? Spire and Greater Spire hit points increased because both buildings are so daftly low on life for the amount of time required to complete them and for the resources invested into them. Possibly other buildings too but mostly the hit points of buildings seem to work out pretty well in BW. In SC2 they all need more (maybe they should all have more than they have even now -_-) because of how easily you can stick a large number of units behind a base to kill it (multiple medivacs dropping marines/marauders) and how easily you get larger amounts of units. That's less of a concern in BW. Maybe a moderate hit point buff (somewhere from 135-160?) to lurkers because the best terrans can make marines just so ridiculously efficient and tanks and irradiate already really limit the timings windows for lurkers before Dark Swarm. :\ I would like things like 3 hatch lurker to be more viable at professional level play (possibly get contained and then break out with lurkers and speedlings from 3-5 hatcheries for defence transitioning into heavy aggression maybe?) rather than nigh-necessity to get mutalisks first. Hit point and/or movement speed buff (from 1.40625 to 1.6875 or 1.875) to Guardians? I would rather see the lurker and guardian buffs both be implemented and then if they're a little too strong, balance them by improving something for the other races trying to deal with them rather than reverting these buffs, because it is much nicer for the game to keep a good number of options (and unit compositions) viable. Remove or increase the sprite limit cap to allow at least an increased number of Valkyries on the screen without sprite glitch concerns and also make Devourers & Disruption Web a bit more viable somehow? So mainly the "balancing" ideas are to help more units within each race to be viable options. You would obviously work to make sure any buffs are kept in check by reducing the buff if appropriate, or buffing other things to help the "counters" etc. Edited to fix a few typing errors including missed number after a plus sign. :Þ | ||
traceurling
United States1240 Posts
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Caihead
Canada8550 Posts
On January 22 2014 10:21 traceurling wrote: Know what would becrazy? If scourge did splash damage That sounds absolutely ridiculous >_> | ||
Fuchsteufelswild
Australia2028 Posts
I'm hoping that's why he said it would be crazy and just felt like making the comment rather than making it as a serious suggestion. | ||
XenOsky
Chile2197 Posts
On January 22 2014 01:53 neptunusfisk wrote: Key rebinding. ^ This... and i would like to nerf terran superlate game a little bit. 3-3 tanks is just too powerfull. | ||
Harem
United States11390 Posts
On January 22 2014 09:15 ArvickHero wrote: fix sprite limit/"cannot create more units" issue. That's about it, I'm pretty happy with the game as it is Maybe make it so that you dont need a fleet beacon for additional air upgrades (or change the building required) to help out PvZ a bit. Being able to cancel archon morphing would be nice too. | ||
BisuDagger
Bisutopia19143 Posts
No. I would patch photon cannons that fire scarabs. | ||
Antisocialmunky
United States5912 Posts
On January 22 2014 11:32 BisuDagger wrote: No. I would patch photon cannons that fire scarabs. And are perma cloaked. | ||
Caihead
Canada8550 Posts
And cast storms. | ||
Nerevar
547 Posts
And fly | ||
EndingLife
United States1574 Posts
And that can recall. | ||
xAdra
Singapore1858 Posts
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DyEnasTy
United States3714 Posts
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icystorage
Jollibee19343 Posts
On January 22 2014 12:26 xAdra wrote: Never got into pro BW scene much, but I am aware of the infamous Dragoon problems. I just wanna ask: what would happen if your strategy hinged on using 1 Dragoon for harassment/scouting, and he got stuck? In a pro game did they allow you a rematch? first thing came into my mind: Tempest. to answer your question, idk, never happened before | ||
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