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Hot suggestion list
Posted: Mon Apr 08, 2013 7:11 pm
by IvanX
Okay, I'm a vet from wc3 CC, and now that i played enough of sc2 CC, got used to it, raped quiet a few folks, I've got a list on how to improve dynamics and gaming experience, here it is:
1. Decrease cruiser turning rate by 3-4 times, cruisers in wc3 were TOO SLOW at turning, but sc2 ones are just too damn fast, why researching stabilizers to get turn rate and especially using nullify if you can turn 180 degrees within 2 seconds?
2. Make Yamato fire with delay, giving some lightening up animation, and slow Yamato shot speed at least 2 times, also increase it's damage by 30%~ - Yamato is supposed to be heavy thing that is avoidable. - at the moment hostile has no chance to dodge it, that's just not fair. plus the whole damage... well seems a little too low
3. Power management late game is slow, because you can only increase/decrease it by 5gw, and sometimes u want to have like 2000 GW on shields or weapons, so why not making it
jump from 5 GW to 10 GW per click if you research BC Core level 6 upgrade, that' ll surely boost the dynamics up - or make a switch that is unlocked after u research it, so u can switch it on to do 10, off for 5.
4. To further increase dynamics of power management, it's better if we're able to simultaneously hold down two or more buttons - e.g. increasing shields and decreasing speed and weapons - same time, atm you gotta click them and that is not even half as effective, thus buttons could be triggered - so that if buttons are pressed down - they decrease/increase.
5. Hull repair station is too nurfed... absolutely useless now even level 4, should be at least 1.5-2.5x more efficient
6. Engine killing of wraith cuts another wraith's [a]/[d] - for just too long, it cuts for more then 6 sec, should b reduced to 1-2 sec
7. Some maps like mass destruction and many others has intro lobby, where you can customize some stuff and pick teams. CC atm has the lobby only to view who's on which side and what is his rep + ready.
Thus, making it possible for host to move people would be great! I don't think it's that hard either - just create a selectbox next to each char for host where he can pick team, and change player team on select change, if that is how sc2 WE works, in wc3 it was that simple :p - is a great problem, because most of the people want to have a fight, not a slaughter, so if one team has all vets and another has all first timers.... give host a chance to fix this.
8. fast asteroids expire pretty fast, so imo, there should be 1 spawning every 3-5 mins
9. Make it possible to destroy docked ships for, maybe, 10-20% resourses back. Sometimes it just has to be done, and if you go out to crash it yourself:
1) enemies see you suicide them, figuring you're doing it to get more power docking to rush within next mins
2) your stats gets one more 'death'
Thx for your time.
Re: Hot suggestion list
Posted: Mon Apr 08, 2013 7:19 pm
by Hopeinmo
repair station is extremely effective at removing debris/fire suppression, minelayers main purpose now is to repair bc, (well main repair is minelayer) sot hat aspect not bad, and the turn rate is just fine. Also, Yamamoto is like a giant energy ball (super lazer) so its speed is not a problem, missiles should be slower than yama, they are kinetic loads :p
If my suggestion for a super weapon (long range missilebomb) comes through, itll be a more damaging item than yama and slower flying =p
Re: Hot suggestion list
Posted: Mon Apr 08, 2013 7:37 pm
by IvanX
Why making a new yamato (bomb) when you got an existing one, just change it from being "just-like-a-rocket", to special yamato-type, that is slow. yamato is a Plasma Ball, and plasma is usually non moving or slow, not fast, thus there is np with making it slower, it's just i liked the way wc3 yamato was, you could dodge it if u ran away, used a nulli, or a boost. And about turn rate being ok, answer this, have any one you ever used field nullifier not after u won? I know it's being used to roll ship around after u win the fight and at quitting screen. I guess answer is "no", that's cause cruiser turns too fast!
Re: Hot suggestion list
Posted: Mon Apr 08, 2013 8:33 pm
by Hopeinmo
I have won many game by using that super turn ability (im guessing you mean by nulifier) i also used before to keep from missing some targets =p, turn rate atm full up, isn't enough to track a boosting bc that's circling you.
I have never een a plasma ejection move slower than a missile, excluding a shift from scyfy plasma to real missiles as real missiles, many, (example being an rpg) fires fast enough it really hard to track with the eye, were as a plasma caster in a movie can be tracked :p but only if you compare scyfy to real life will you find slower plasma, (maybe some scyfy is unusual)
And it is not a new yama, it is a new long ranged weapon, so it an cross the gap between the 2 starting points with ease, and the only way for it to do energy or core damage is with an upgraded piece per shot (if upgrades come for it)
Re: Hot suggestion list
Posted: Mon Apr 08, 2013 8:47 pm
by LordDragon
Interesting suggestion list; thanks for the post Ivan.
I'd only like to refute the turn-radius. If the map were larger I would agree, but it is already difficult to make precision turns at high speeds as it is. I use the inertial null. ability quite frequently to change direction during boost, move around/through an asteroid field, and even dodge yamato blasts. By the way; I dodge yamato blasts, so careful with how slow they get.
Re: Hot suggestion list
Posted: Mon Apr 08, 2013 9:04 pm
by Hopeinmo
I shall have the last say =o (cause i want to) i think yama is good speed atm, we dont need a speedy power weapon nerfed =o
Re: Hot suggestion list
Posted: Mon Apr 08, 2013 9:23 pm
by IvanX
Hopeinmo wrote:I shall have the last say =o (cause i want to) i think yama is good speed atm, we dont need a speedy power weapon nerfed =o
nerfed? :p if it would have more damage and less speed it'd be better, in hands of a pro nav it will have low miss rate plus it would make moving fights a priority, cause u know... all those standing around and tanking each other fights... well, it could be better ^^
Re: Hot suggestion list
Posted: Mon Apr 08, 2013 9:53 pm
by Hopeinmo
i dont want it to lose speed, and nice display pic XD (i made mine btw =p)
Re: Hot suggestion list
Posted: Mon Apr 08, 2013 10:39 pm
by DumbMarine
IvanX wrote:1. Decrease cruiser turning rate by 3-4 times, cruisers in wc3 were TOO SLOW at turning, but sc2 ones are just too damn fast, why researching stabilizers to get turn rate and especially using nullify if you can turn 180 degrees within 2 seconds?
I don't have a problem with like a 20% slower turn rate but 3-4x slower would be absurdly ridiculous. Right now, turn rate is high enough that you don't have to stress about it, but it's low enough that you can still exploit it. Making it 3-4x slower removes the first part without adding anything.
IvanX wrote:2. Make Yamato fire with delay, giving some lightening up animation, and slow Yamato shot speed at least 2 times, also increase it's damage by 30%~ - Yamato is supposed to be heavy thing that is avoidable. - at the moment hostile has no chance to dodge it, that's just not fair. plus the whole damage... well seems a little too low
Uh you can very easily dodge the yamato. Like, try yamatoing a fleeing wraith, tell me it's easy.
Yamatoing a large mostly stationary battlecruiser at close range is going to be easy for obvious reasons.
And the damage is fine, primarily due to the large core stability damage it does. Seriously, 3 yamatos in a row is brutal for the guy on power.
IvanX wrote:4. To further increase dynamics of power management, it's better if we're able to simultaneously hold down two or more buttons - e.g. increasing shields and decreasing speed and weapons - same time, atm you gotta click them and that is not even half as effective, thus buttons could be triggered - so that if buttons are pressed down - they decrease/increase.
You can already do this. Set your hotkeys.
IvanX wrote:6. Engine killing of wraith cuts another wraith's [a]/[d] - for just too long, it cuts for more then 6 sec, should b reduced to 1-2 sec
It's 4 seconds, and without this, pro wraith duels end up with neither wraith ever hitting the other.
Re: Hot suggestion list
Posted: Tue Apr 09, 2013 4:32 am
by Siretu
IvanX wrote:Okay, I'm a vet from wc3 CC, and now that i played enough of sc2 CC, got used to it, raped quiet a few folks, I've got a list on how to improve dynamics and gaming experience, here it is:
1. Decrease cruiser turning rate by 3-4 times, cruisers in wc3 were TOO SLOW at turning, but sc2 ones are just too damn fast, why researching stabilizers to get turn rate and especially using nullify if you can turn 180 degrees within 2 seconds?
2. Make Yamato fire with delay, giving some lightening animation, and slow Yamato shot speed at least 2 times, also increase it's damage by 30%~ - Yamato is supposed to be heavy thing that is avoidable. - at the moment hostile has no chance to dodge it, that's just not fair. plus the whole damage... well seems a little too low
3. management late game is slow, because you can only increase/decrease it by 5gw, and sometimes u want to have like 2000 GW on shields or weapons, so why not making it
jump from 5 GW to 10 GW per click if you research BC Core level 6 upgrade, that' ll surely boost the dynamics - or make a switch that is unlocked after u research it, so u can switch it on to do 10, off for 5.
4. To further increase dynamics of management, it's better if we're able to simultaneously hold or more buttons - e.g. increasing shields and decreasing speed and weapons - same time, atm you gotta click them and that is not even half as effective, thus buttons could be triggered - so that if buttons are pressed - they decrease/increase.
5. Hull repair station is too nurfed... absolutely useless now even level 4, should be at least 1.5-2.5x more efficient
6. Engine killing of wraith cuts another wraith's [a]/[d] - for just too long, it cuts for more then 6 sec, should b reduced to 1-2 sec
7. Some maps like mass destruction and many others has intro lobby, where you can customize some stuff and pick teams. CC atm has the lobby only to view who's on which side and what is his rep + ready.
Thus, making it possible for host to move people would be ! I don't think it's that hard either - just create a selectbox next to each char for host where he can pick team, and change player team on select change, if that is how sc2 WE works, in wc3 it was that simple :p - is a problem, because most of the people want to have a fight, not a slaughter, so if team has all vets and another has all first timers.... give host a chance to fix this.
8. fast asteroids expire pretty fast, so imo, there should be 1 spawning every 3-5 mins
Thx for your time.
1. I might reduce it a little. It seems like some people here are hesitant with it being too slow and I dont want to rush it.
2. I'm not sure if I feel like doing this. I think the yamato is pretty good where it is right now. It does decent damage along with a nice core stability attack and it is dodgeable.
3. I could add a switch between 5 and 10 if people really want it
4. Not possible due to how the engine works.
5. Buffs are coming in the (hopefully near) future.
6. I'll look into it. If I feel like the current duration is too long, I might reduce it.
7. This is much harder than you think. Making the UI for it is no problem, but making everyone switch teams is very hard because I'd have to change stuff in basically every part of the code. It would take a very long time to implement and result in a very long time of weird alliance bugs.
8. I disagree, they're not meant to be a continuous source of green, but more of an early/mid-game thing.