What would I change in StarCraft 2 to make it more fun
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- Опубліковано 1 сер 2024
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Timecodes:
00:00 intro
00:58 Maps
01:58 Mercenary units
03:42 UI-friendly interface & QoL changes
04:28 Themes & events
Sources:
Mercenary units portraits - • StarCraft 2 - Mercenar...
Mercs for hire - • Starcraft 2 Mercenarie...
GGG’s only mercenary campaign - • Wings of Liberty: Merc...
CoH 2 commanders - • Company of Heroes 2 (C...
CoD battlepass - • Season 4 BlackCell Bat...
Lava map - • Lava Corridors - a Mel...
Cookiewatch - • Cookiewatch | Overwatch - Ігри
So, what would YOU change in StarCraft 2?
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Timecodes:
00:00 intro
00:58 Maps
01:58 Mercenary units
03:42 UI-friendly interface & QoL changes
04:28 Themes & events
@@EsportsStoryteller Please re-read my comment, I updated it with more stuff you might like! And please re-like it, because updating it deleted (atleast for me) "video's author liked this comment" mark, and I'd like to keep it for myself.
Also, say if you want this "plea" to be deleted or to leave it here indefinitly, don't want to clog up the (possible in the future) thread here.
They could throw in firebats and it would change nothing except enable funny builds
Does that mean Hellbats arent funny? Imo they are much better, cause you put 21 silly vroom vroom machines, make them stand, and they oneshot queen n drones, burn hatchery, and vroom vroom away
Hellbats already fill that purpose lol, and they also only cost 100 minerals, you can get them earlier than you could get firebats in brood war as well
Actually no. Firebats would hard counter ling bane and zergs would never allow that. 100hp armored, stim, splash, and bonus damage to light.
... funny.
@@inzynierkaczka That's what the more original and futuristic vulture is for.
So about your idea of dynamic maps (some environment events like lava raising), i proposed such thing in the past in the mapmaker community but the main problem of it is that you have to use triggers for such events, which set the map mode from melee to arcade, thus removing the starting counter we have in melee. As of now it is just a cool idea which couldnt be executed
I mean, if we're talking about official maps it would be an easy fix for Blizzard. They can code deep changes to the editor while we can't
@AvelineMelena they can but they won't, that's the thing, also we should get approval from TL team to design such maps
All I would do is lock anyone who auto-quits a match out of queueing for 5 minutes. Punish the smurfs, clean up the ladder.
Many casual players quit mirror matches. 5 min penalty would make them quit whole sc2.
@@tomhe286Counterpoint, the MMR boost and advantage it gives them over others makes those people want to quit. They still enjoy 2/3 of the matchups and it might encourage them to clown around a bit in mirrors which would actually make it more interesting/fun. Let's face it, SC2 laddering is the most enjoyable miserable experience we subject ourselves to.
Think it would be interesting to see a possible “tier 4” with even stronger units, more upgrades, and maybe a super weapon for each race.
Protoss: Death Purification Laser
Zerg: World-eater Infestation
Terran: Nukes goes brrrrr or Psi Emitter to attract Feral Zergs from Orbit
@@lucasgoncalves1390these sounds sooo cool and fun and could even be the solution to those endgame turtle fests if implemented well
I don’t think people would actually want that. It would just end the game once one side had enough of an advantage to get there and still live.
@@gumdrop4157 but would be funny to play in some unranked matches. Also, I personally wanted to see someone create a mod to allow us to play as the 3 main races in the alpha version. It would be REALLY good to try them
Protoss having access to the Spear of Adun's abilities, Zerg temporarily going beyond underling limit and Terran pacifies(can't attack & use abilities but can move) their enemies with the psi emitter or get that megazord from the April's Fools.
i would love if SC2 could get the saving of control groupe that DOTA has
I think an interesting idea to make things more potentially dynamic, is if each race had their base setup established, like it is now, but then had additional units that are not included, like Terran science vessels and goliaths that can be voted on for the next season to replace something that is currently in the lineup. This would really shake things up between seasons as builds and army comps could drastically change. I think there should be a limit of 3 total slots of changes that would be voted on, with there being options to not change.
Another idea I think would be nice would be "Divergent Tech" that could be researched for some of the more advanced units, like ghosts or BCs, and they would have to chose between two available options that would upgrade the unit in very different ways, but would also come with potential drawbacks as well, and you can only chose one unit to upgrade this way, making the choice even more important. For example: The Liberator could get a choice of upgrades, where one choice increases the range of their siege mode by some set amount, but the mode takes longer to turn on and off, or another upgrade that increases the RoF in their siege mode, possibly with a minor decrease in total damage each shot does, resulting in an overall DPS increase, but potentially better or worse against certain enemies. This also leads to some very important build shakeups. As.. for example, going Terran Bio builds can end up using the same basic units but might have different upgrades chosen depending on the race you face, and/or the build being used by your enemy.
Ever since I noticed Winter's heartstone-styled player cards in his videos, I think that would actually be cool in practice. Basically, normal races, just apply few modifiers. The modifier "cards" (can be anything but easiest to think as cards) would also support the events you mentioned in the form of themed modifiers. In a way, very similar to coop mutations. I personally would love to play nova-style terran where every unit would be buffer but much more expensive.
Co-op versus could be cool.
I write down ideas for sc2, like ultras should be able to walk over zerglings
I wonder if thats a good idea. the units will stack and tankshot for example will be very powerful
it would have a 'cover' for units undernearth
@@ixirionI think that's better than ultras dying before even making contact, which happens a lot because they can't get past other units.
There have been mods for that and ultras were very op. Might have been some old patch though
like campaign aberrations
Things I would like to add:
Maps with "creep camps" like Warcraft III. Groups of units that hold expansions, chokepoints or important locations like that. Make it harder to cheese with proxys and to get ninja bases. Also, harder to harass, since a single unit may get caught.
A unit roster to choose from (like deck building in card games). So games would have more variety. That roster could rotate by seasons.
On "Mercenary Units" section proposition:
It's essentially an expanded version of Legacy of the Void "War Council" unit variants selection, *albeit with more differences and consequences, mainly stats and costs...*
I SUPPORT IT WHOLEHEARTADLY!!!
I had similar ideas, but with Campaign and "Faction/Sub-race" specific variants, most of which are multiplayer skins made into an actual and different units!
On the rest:
I pretty much agree on everything, albeit a bit murky on "production selection" stuff, as I'm not a fan of designated production tabs, atleast in Starcraft (and in C&C Generals).
On the "what I want to see" question:
Mainly campaign units and old ladder/scrapped units in multiplayer, *ESPECIALLY Firebats and Medics!*
Also I want "Factions" to be added, as in "Ladder version of Co-op commanders", in form of sub-variants of base ladder races, to represent groups we have in the lore and use existing skins to turn into *actual* units! (Although I don't know how to deal with skins after that, maybe force to default when playing "Faction skirmish" mode?)
Admit it, we always wanted to play *and feel* as the Junkers/Mira's Marauders, as Umojans, *as Kel-Morians* (Seriosly, why we don't have skins for them already? We gotta ask Blizzard to make them as all the other skins! Even as micro-transaction[IF NOT OVERPRICED] is acceptable at this point!), as Purifiers, Tal'darim, Ihan'rii, *genuine unique Zerg Brood like Leviathan,* Project Immitator, and many more! We even could take inspiration for stats and abilities from community and custom stuff; they already made something similar in several instances, including Co-op and Campaigns!
All types of players want to have fun in their own ways. By giving a game like StarCraft 2 a variety of game modes, while smoothening the transition between them, it would be easy for casual gamers to enjoy even competitive multiplayer without negatively affecting the hardcore crowd.
I really like hearing and reading all of these ideas in the vid and comments.
I think a lot of them are really great ideas that would indeed add a lot to the game
My biggest wish that would ‘rock the boat’ the least would be saving/presetting control groups.
Even better if you could set up conditions for control groups like ‘If x building is constructed OR if x time, set Barracks as hotkey 3’
They could literally make mothership something, like extremely powerfull and rare late game unit that everyone is afraid of when it arrives, now its just a pseudo flying city being abducted by a strange fly
Imagine a mode in which you could have all the units from SC1 and SC2 available to each race… That would be really fun to play 1v1. Forget about balance
And also, giving every upgrade a new skin and animation
It would be nice to be able to change the available unit roaster also in the ladder. Do i want the viking or the goliath. Do i want the helion or the vulture. Do i want the medic or the medivac. If a composition is too hard just nerf/buff the units more regulalry, which is also key for better balance. As soon as a meta established, a patch comes and rerolling begins. And also the mirror matches would be more fun like this.
i would make use of the resource pickups with the terrazine collection animation(from welcome to the jungle mission) on maps. There would be an incentive to move out with small escorts and a worker or even setup small outposts in the earlygame instead of just trying to workerharass in the enemy's base.
The only thing i'd like to "improve" would probably be the ability to pick commanders and play their faction (coop commanders or specially crafted commanders inspired by coop, because coop bs is op)
i think it would be awesome if you can tell units to prioritize attacking certain other units, like telling adepts to focua on workers even if other units attack it
I like the sub-faction/commander idea and it has been done in other RTS quite well, but cnc3 kane's wrath did it the best imo. Subraces get some special toys, but don't get some of the vanila race stuff. For example, Nod Black Hand gets absolutely busted flame weaponry that can delete a base in seconds and they can arm every infantry unit with it, but they completely forego air units and stealth. So, early game looks like normal Nod games with bikes and buggies, but as you get towards the mid and lategame it can get completely different. Now, imagine a SC2 Terran subfaction that focuses and fast hit-and-run gameplay and completely foregoes siege units, but gets buffed banshees, razorbacks, etc.
What StarCraft multiplayer needs is the ability for medivacs to pick up sieged tanks and ferry them around as a mobile artillery cannon, can even make them only hit air instead of ground
We had the picking up of sieges tanks for a while, but they ended up reverting it a few years back.
Just let us use co-op commanders in standard vs matches. That would be awesome.
The balance council should pay close attention to top level play in the Evo mod. There's some really interesting things introduced by adding units like vultures and science vessels.
I'm not suggesting they add those units, simply look at the interactions and parse out what can safely spice up the current meta.
Giving each race 2 subfactions, each with unique specialities, like C&C3 Kane's Wrath would make the game infinitely replayable. Of course there needs to be a way for players to know which subfaction was chosen but that can come later.
I will say, the problem with CoH2 commanders was that they were an easy monetisation. Devs would release a new one with some dumb op shit it and people felt they had to buy it in order to remain competitive. Then people would complain, it would get nerfed, a new one would release, and repeat. CoH2 has never been well balanced in its lifetime.
DYNAMIC ENVIRONMENT!
More rocks, more lava, more bridges towers and DESTRUCTIBLES. Basically a fighting unit can have a purpose other than defend or attack.
Well, I think any changes, except the adjusting the numbers, would positively affect the game!
Thanks for the video!
no, truth is they wont bother
What I would change about SC2 to make it more fun, hmm...
The entire campaign storyline. I have no beef with the multiplayer.
"Leave your opinion in the comments" I thought you said to "leave European comments"
why do protoss get warpgate hotkey but nobody else
sadly for the ladder most ideas are not feasible
Imagine maelstrome for example from dark archon - its 3-4 sec stun. add two distruptors - game over
next scenario - two arbiters - stasis 2/3 of the army. line up storms while units unfreeze. th other player will just look and cant do anything
such abilty work in SC1 cos the dps is lower and dmg denstiy + gamespeed is slower.
the next thing that will happen is that ppl will 100% select Golaits overcyclone for example and vulture over helion
immagine also spinlots against bio or lings
Banelings need to attack air too!
We need all of that and Goliath's we also need Goliath's Thor's are too damn expensive!
Ux improvements mostly. Automated groups for structures, worker count without having to hover, all info at the bottom of the screen so looking to one corner and then the other wouldn’t be necessary
Wonder if it would be a QoL change or gamebraking to implement unit formations?
Totally off topic: I really like your accent. (I’m an English tutor, not a creep 😂)
Where are you from? (Only recently found your channel, so maybe it is common knowledge... it is worth a question.)
I'm originally from Russia and it's my native language, but i've been living abroad for some years now, hence the accent might be a bit strange :D
@@EsportsStoryteller not strange, just noticable, but in a good way, absolutely understandable and yes, now you mention Russian, I can kind of hear it, but much softer than the stereotypical (although also very cool) strong Russian accent! Thanks for answering, loving your vids!
Cheers! :)
shoulda coulda woulda
Make the psionic storm bigger radius and increase damage. Increase damage of nuke and shave 2.1 secs off land strike
terrans would kill you for that statement
Just change worker start count back to 6 and I’d watch / play again
I would love to see the reaper become an early game spellcaster.
From 50/50/1S to 100/50/2S, Reactor requiered. Its mine cost 25 energy (still with a CD), give it the anti armor missile from the raven for 75 energy and must be upgraded, because I think it would go with stimp pack so well. Give it the Scan from the CC for 50 energy, but a cast range of like 15-20 so its not a "legal maphack" anymore. For compensation, give the raven back the repair drone (updated) and the CC nothing, mules and supply drops are fine.
the reaper part would become too weak to compete , not early enough . The CC part is for terran to scout better without losing too much unlike zerg or protoss , also , terran need detection too , they only have 1 unit for that .
They should add allot more upgrades to every unit
I would chnage the units don't die too quick for expensive units it's rediculous
TL;DR: Coop is great.
RIP MSC \m/
Blizzard won't do anything because selling another recolor of WoW mount for 15$ will make more money than the entire SC2 esports and campaigns.
What if they make playable the Co-Op factions for sigle player, that way 3 races would give like 20 different playing styles
It would be significantly harder to balance, but who cares?
@@razorback9999able You're right, I totally forgot about Dehaka and his abillities for example
Make it not competitive there you go justfor fun, not for victory lol
bring back ULRENA to the map pool, that was so awful, i loved it.
make colossi not be hit by anti air units ...
thor should get a propper artillery attack, seriously who came up with using the shoulder cannons for AA? that's what the missilelaunchers are for
the artillery attack/ability could be something of a damage + debuff specialty like slowing down units and taking bonusdmg over the duration
bring back the firebat ... hellbat is nonsense
rename widowmine to ... idk black widow ... yea i know .. not that interesting
here is a fun one .. allow bunkers to be upgraded with a hellionstyle flametrowertower
🥖
slower game speed!!! so micro one can be played properly as in other games, no only having to rely on boring focusing macro which is the most important thing in the game right now
If I would change StarCraft II's game state, I would do the following:
- Increase time-to-kill for units in the early game to reduce volatility
- Damage multipliers between weapon and armor types should be reduced, relying more on positioning and terrain
- High burst damage units and abilities should be telegraphed and easy to dodge, otherwise reduce overall damage significantly
- Utilize their race's unique characteristics to their full advantage (eg. all Terran buildings liftoff, advanced Protoss Pylons that provide passive chronoboost)
- Make high ground advantage more viable, inceease weapon range on high ground units targeting low ground units
- Rework upgrades, where everything doesn't cost resources but are a double edged sword, specializing units where one aspect gets buffed while the other gets nerfed (eg. Marauder upgrade slows units but loses damage bonus vs armored, or a series of mutually exclusive Viper ability uprgrades that makes one ability overpowered while disabling the rest except Consume), it forces players to make decisions, emphasizing on the strategy aspect of RTS even more
Most of these sound like it's inspired by a certain cosmic monarchy
I like the idea of reducing the time to kill. Some games are too fast and a small mistake could lose you an army.
But I would like the opposite in others. The damage bonus against some armor tags to be more significant. Abilities that can't be dodged or that doesn't require "aiming" (I don't like ravagers and disruptors, for example).
Make some units hard counter others so the players have to scout and switch compositions continuously.
However, the idea of specializing units in only one thing or the other is the most interesting to me.
@@amNotRed Did you mean Cosmonarchy?
Nobody will care about a wood tier player, but pro games are too macro focused, with whole expansions being destroyed and not being a big deal, with both sides instantly rebuilding their whole armies from scratch.
zerg has 0 macro, T macro and base building is randon depending on map spawn and is hard af, toss just click buildings and they are auto built. The maps are flat and boring, the HUD is gigantic for no reasons. etc.
Ok I will bite. What does “Zerg has 0 macro” mean for you? It is *the* macro race
@@enriquegarciacota3914 1 building produces every units, literally 0 macro to do. Queens injects were added because it has 0 macro.
@@attractivegd9531 Oh ok so macro="having different production buildings" for you. Alright then. Have a very nice day.
How did you manage to say that much non sense in so few words.
@@enriquegarciacota3914 macro = base/buildings and economy management
🇫🇷
I think they should rotate units every year, so science vessel instead of raven, or goliath instead of thors, dragon instead of stalkers etc, even if it breaks the game it would be only for a year and players would be engage to discover new ways to beat or abuse the new meta, and maybe keep vanilla sc2 for tournaments as it goes with only balance in mind, and hell yeah, keep more maps in the ladder, since the updates are even apart each year, just throw all the maps in there, that would be amazing for team games
Make use of those co-op and camping varients
Monthly rotation. One year is a stretch.
@@Misha4em I meant to have it easier, each month means having support by blizzard constantly
I disagree with everything; 1. We are already blessed with maps, there are always lot's of new maps including creative maps, plus 7-8 maps is more than enough for a season, it takes time to learn maps, look at games like CS, it's great and they have almost no map movements. 2. Hero units are not needed in a game that is already so complex, I don't think it would change gameplay much and would be even harder to balance. 3. Hotkeys are already so great, you can do everything including queued actions, locations hotkeys, add to groups, patrol, we have the whole set of features, I unblinded F2, it leads to poor play, we don't need more of that. 4. SC2 is about melee play, other modes are much less important, I was never interested in other game mode, it's not the real game, not what is was designed for. SC2 is a huge success why try to change things that worked in the past and still work today, Chess had no patches.
Man, wake up. We play on Cloud Kingdom reskins for 9 years already.
@@helicoidsniffer1303 Not true, a quick look at the current maps can prove it, maybe one map is similar to Cloud Kingdom and that's a good thing, others are way different. I don't understand how you can hate when we had massive amount of quality free maps.
Is it me, or even with all the suggestions, the author seems to lack inspiration
Get rid of all free units. They are impossible to balance, regardless of games.
Come on, if Swarmhosts were a strong unit we would see them often and that is NOT the case.. maybe 1 out of 15 games has Swarmhosts, Broodlords Broodlings were nerfed three times last patch... it's not really a problem, we see Broodlords 1 out of 5 games maybe. Stop blaming balance for your lack of skills.