What do you think is bad or needs fixing in the Beta?

Discussion in 'StarCraft II Beta' started by the8thark, Feb 24, 2010.

What do you think is bad or needs fixing in the Beta?

Discussion in 'StarCraft II Beta' started by the8thark, Feb 24, 2010.

  1. the8thark

    the8thark New Member

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    I've read a lot of topics about the beta here. And there's a lot of good information there. But most of it is what people think of the game or people's opinions on cerian mechanics of the game.

    And as all the people with beta keys are beta testers, I think it'd be nice to have a topic for people to say what you think is wrong/broken/unbalanced in SC2 and needs fixing. I think there could be soem good chat here about this. What have the beta players tested and found needs fixing? In their opinion of cause.

    [edit] This is not for argueing and saying "what you think is broken, I think it's fixed, you're a noob so I am better". Everyone has their right to say what they think needs fixing.
     
    Last edited: Feb 24, 2010
  2. Gforce

    Gforce New Member

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    From what i've watched so far in Jon's games, the nuke needs to have a bigger radius.
     
  3. Aurora

    Aurora The Defiant

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    I'm not in it yet. Fix that first, and I'll make a crapload of comments for you. ;p
     
  4. Bthammer45

    Bthammer45 New Member

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    -I think units have access to too many abilities and certain units are on building requirements (reaper, void rays, some others). Some units need stat tweaks nothing big
    -the zerg are the biggest ones in need of tweaking and I really think the lurker needs to be brought back as tier 2.5.
    -they need to let me get a beta key. I can see this being a viable reason to me not enjoying the game as much.
     
    Last edited: Feb 24, 2010
  5. 10-Neon

    10-Neon New Member

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    I think the nuke radius is fine. If you hit the middle of a cluster of buildings, it'll nail them all. It's completely adequate for taking out chokes or the guts of expansions.
     
  6. Kaaraa

    Kaaraa Space Junkie

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    Damn site lag; of course my post didn't go through...

    Anyway, I agree with Gforce on this one. From what I've seen, the Nuclear Strike's radius seems to have been reduced to the size of the actual blast animation. In one particular match, Jon nuked the Protoss opponent's base - twice, I might add - and not only were all of the opponents buildings still standing afterwards (there was no visual indication that they had taken damage at all) but most of the opponents Probes survived as well! For all intents and purposes, the current Nuke is nothing more than an overpriced, slow-casting Psi Storm with a slightly bigger radius.

    From what I've seen, that's the only big issue - everything else I've seen would only qualify as minor annoyances. The Medivac seems to act strangely at times, as it will refuse to heal units based on how it's feeling rather than whether or not they're in range. The Colossus seems a bit powerful at the moment (cooking up half of a squad of marines in one attack is scary). Perhaps their base damage should be lowered just a bit, so that they don't oneshot infantry outright.
     
  7. Aurora

    Aurora The Defiant

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    @BThammer
    Of course there are building requirements for certain units. It's always been like that. Don't really see any problems with that.
     
  8. 10-Neon

    10-Neon New Member

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    @Kaaraa: The nuke does 500 damage to buildings- that's the same as it's base damage in SC1. It nails all defensive structures, and make everything else hurt pretty bad. It's not made for cleaning house, but for getting your foot in the door. It costs half as much as the SC1 nuke, and is much easier to get to- it is not a huge deal to just keep raining them down, once you have the infrastructure in place.
     
  9. the8thark

    the8thark New Member

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    I have to agree with Kaaraa here. It's a nuke for jeebs sake. And look at hiroshima. One nuke flattened the place. And we would assume the Terrans are much more advanced and get the same power into a much smaller tatical nuke for the less cost.

    So after saying that I think the nukes need more of an area of effect radius. And having them really easy to get in not too unbalanced. As the other races have easy to get different but just as powerful things too. So in short give the nuke a bigger damage radius/more damage and it will be more balanced.
     
  10. Spardas

    Spardas Guest

    again u guys are talking about scales.....yes the nuke should have a bigger radius for that matter...but i can find u 10 more things that should be changed based on this kind of thinking....like the size of a marine when compared to a command center....
     
  11. the8thark

    the8thark New Member

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    Agreed.

    But I was talking about relative power. And balancing. I know many sizes of buildings/units are way out of proportion is SC2. I was just saying the Nuke at the moment is not balanced. More radius/damage would balance it better.
     
  12. kuvasz

    kuvasz Corrections Officer

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    The Sentry portrait still has the tail, fix it.

    On a more serious note, I would much prefer to have workers retrieve 6 or 7 minerals per round and have them actually mining from those fields. Did you notice that they hover there and practically pick up the chunk and run off? What is that? On a related note, though this is very subjective and just nitpicking to support the lengthening of the mining process to a somewhat realistic duration, 5 minerals doesn't make the mineral counter too interesting to look at. Personally, I liked cases where I only needed about 2 or 4 minerals for something. Well now it's counted in worker errands because of every cost ending in 0 or 5, which makes it a bit bland.
     
  13. Kaaraa

    Kaaraa Space Junkie

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    I'm not saying I want the Nuke to be some all-powerful base leveller, I just want it to do more harm than a strong breeze. I may be mistaken in my claims; it may have just been the feed quality. However, when a player calls down two Nuclear Strikes on a cluster of buildings within six squares of each other and none of their HP totals are even in the orange, something is definitely wrong. Seriously, it felt more like a single-target ability than an AoE.
     
  14. necromas

    necromas New Member

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    I think it's fair that nukes are weaker, they cost half as much, don't take up supply, don't require a command center addon (which meant less comsats), and they build a lot faster.

    It does 500 damage to buildings and 300 to units, and the AOE is big enough to take out a fairly large cluster of supply depots or an entire base worth of workers (though good players would pull them off in time). It can one shot any static defense except a planetary fortress.
     
    Last edited: Feb 24, 2010
  15. Rave

    Rave New Member

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    I've seen nuke do some pretty big damage and with the half supply cost i think it is worth using atm, idk personally as I don't have a key
     
  16. CyberPitz

    CyberPitz New Member

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    On the topic of Nukes...

    I've only used them a couple of times. Both times with 10-Neon. In a 2v2, I ended up taking out 1/2 of the enemy's army at the choke, while the other one nuked the workers at an expansion. It was VERY effective and I felt it was just right.

    On the topic of what needs fixing. I wonder, just for balance sake, what would happen if the Roach Warren *Den, whatever it's called* required some gas instead of just 150 minerals. makes Roaches insanely easy to get early on, and since they completely slaughter any Zealot, it's very easy to rush to Roach and take on the Toss.

    Can't really think of anything at the moment. I'll touch back later.
     
  17. kuvasz

    kuvasz Corrections Officer

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    All the system sounds. Why is the adjutant happy that you need more supplies? Is she ridiculing you? Same for every message except for the "mineral field depleted" one, along with most if not all of the other 2 races'.
     
  18. CyberPitz

    CyberPitz New Member

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    Zerg's "We require more mineralsssssss" gets on my nerves fast.
     
  19. Therock

    Therock New Member

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    Protoss: -Poenix are kinda useless, tweak them on a way or another to make them a better AA and make them able to get big units in the air, not only small one. Lifting a marine when there's 30 marines in your base's kinda useless... An ultralisk in the other side, would be usefull.

    -Mother ship's now an arbiter with more hp and a very slow mobility. Bring back arbiter or bring back the old mother ship who was faster and teleportable.

    Zerg: -Roach need a nerf imo. They come too fast into play OR are too strong for a tier 1.5 unit.

    -Broodlord are kinda OP too imo. Idk how to nerf them though...

    Terran:-They look weak compared to other races. You almost need to turtle with them to make them effective.

    -Thor are too weak. They die so fast, it make them a bad AA unit imo.

    That's about it, more to come...
     
  20. 10-Neon

    10-Neon New Member

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    The problem with the Roach isn't that it's OP, it isn't- it is that the Zerg really have no other choice early game. Zerglings and Banelings just don't cut it on their own.