If you could patch Brood War... - Page 6
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Mutaller
United States1032 Posts
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puppykiller
United States3126 Posts
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figq
12519 Posts
As for balance changes, I'm quite hesitant to touch anything. But in some matchups there's not much unit variety. Like, in ZvZ it's all about muta-ling, unless it somehow goes late. In such matchups I'd think about making a wider variety of unit strats viable. | ||
Sawamura
Malaysia7602 Posts
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thezanursic
5478 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? The goon only gets stuck if you try to A click when units are barely out of range, besides you can easily debug it by using hold position. Not nearly as big a problem as you made it out to be... It basically only effected really bad players who couldn't unbug it. | ||
Antisocialmunky
United States5912 Posts
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vOdToasT
Sweden2870 Posts
On January 22 2014 13:55 Antisocialmunky wrote: Which was the game where Jaedong's lurker someone got stuck between 3 doodads and cost him the game? The map was Great Barrier Reef. May this information help you in your search. Anyway, that wasn't really an error, just an unfortunate consequence of intended game mechanics. | ||
phamchienthang[V]
Vietnam44 Posts
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Golgotha
Korea (South)8418 Posts
On January 22 2014 10:14 Fuchsteufelswild wrote: Interface options, bug removals like the Dragoon glitch, much that has already been said. 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 gesyers 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 thin 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 harrass vs zerg going hydras? Maybe? Might not be very viable. ) or perhaps instead make scouts either a tad cheaper. Ghost damage upgrade bonuses change to + 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 pof 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 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. i think u are a genius and play bw a lot | ||
Kau
Canada3500 Posts
On January 22 2014 11:29 Harem wrote: 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. Don't the templar sacrifice themselves to summon an archon? If you cancel it you would just get nothing back. | ||
ne4aJIb
Russian Federation3208 Posts
On January 22 2014 02:49 Peeano wrote: As everyone is mentioning; fix the god damn goon bug! Queen Nest Spawn Broodling Cost 100/100 --> 200/200 Queen Ensnare Range 9 --> 10 Spawn Broodling Energy Cost 150 --> 125 (This actually might be way too overpowered.) This! In the last season of bw proleague zergs sucked so much against imba mech switch build, and this continues into afreeca, unless zerg is killer. So I thought that it would be great to buff queens's broodling ability, decrease their energy cost. I would decrease even to 100 ! | ||
Hyde
Australia14568 Posts
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BigFan
TLADT24920 Posts
On January 22 2014 15:28 ne4aJIb wrote: This! In the last season of bw proleague zergs sucked so much against imba mech switch build, and this continues into afreeca, unless zerg is killer. So I thought that it would be great to buff queens's broodling ability, decrease their energy cost. I would decrease even to 100 ! doesn't that just imply that they should all get on killer's level? lol. On January 22 2014 15:34 Hyde wrote: How does everyone feel about an extra location key? so 4 instead of 3 I think more would be nice. | ||
thezanursic
5478 Posts
On January 22 2014 15:28 ne4aJIb wrote: This! In the last season of bw proleague zergs sucked so much against imba mech switch build, and this continues into afreeca, unless zerg is killer. So I thought that it would be great to buff queens's broodling ability, decrease their energy cost. I would decrease even to 100 ! Sorry, but that seems like a dumb solution, wouldn't it be better to increase queen starting energy, easier to transition + not OP in a longer game. | ||
ArvickHero
10387 Posts
On January 22 2014 15:28 ne4aJIb wrote: This! In the last season of bw proleague zergs sucked so much against imba mech switch build, and this continues into afreeca, unless zerg is killer. So I thought that it would be great to buff queens's broodling ability, decrease their energy cost. I would decrease even to 100 ! A lot of it has to do with maps actually, FS is extremely good for Terran latemech and almost all the Afreeca streamers agree FS is Terran favored (SOSPA TvZ FS Stats 159-89 (64.1%)) | ||
thezanursic
5478 Posts
On January 22 2014 16:09 BigFan wrote: doesn't that just imply that they should all get on killer's level? lol. Also this, people only complain about the last season of SPL because JD didn't do as well from what I remember Zero + Soulkey did well. | ||
thezanursic
5478 Posts
On January 22 2014 16:24 ArvickHero wrote: A lot of it has to do with maps actually, FS is extremely good for Terran latemech and almost all the Afreeca streamers agree FS is Terran favored (SOSPA TvZ FS Stats 159-89 (64.1%)) I don't know meta hasn't changed THAT much since 2009, I think that its just that zergs play worse now - HerO and Killer although Killer seems to have been not so dominant in the past couple of months. | ||
icystorage
Jollibee19343 Posts
On January 22 2014 16:27 thezanursic wrote: I don't know meta hasn't changed THAT much since 2009, I think that its just that zergs play worse now - HerO and Killer although Killer seems to have been not so dominant in the past couple of months. ever since T's integrated the late-game mech switch in tvt, zergs have a hard time dealing with it. | ||
ArvickHero
10387 Posts
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icystorage
Jollibee19343 Posts
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