Think you know better than Beastyqt? Prove him wrong!
In a recent stream Beastyqt suggested a number of design-oriented changes to make the game more enjoyable. The Terran and Zerg sections are available as VODs, Protoss will likely follow suite in a few days.
But talk is cheap so I went and implemented his suggestions in an Extension Mod now available in both EU and US. Click Custom->Melee->Create with Mod and search for Balanceqt to try any regular map with 6-worker start, Irradiate-Hunter-Seekers, unkillable Ultralisks or max out on fully charged chadrays!
Please keep in mind this is not intended to be perfectly balanced numbers-wise although do feel free to highlight glaring issues not present in vanilla balance as well as bugs/glitches.
Edit: 12 worker start is back by default, you can lower it down via a new custom lobby option. This uses a dirty hack so don't be alarmed if you start with 12 workers and some of them suddenly vanish but please do report any issues where the actual worker count does not match the advertised value from the lobby.
Edit2: with the next update the mod will be renamed "Beastyqt's Balance Mod" at his request. I will leave the old name in the description hoping the search isn't complete trash but no guarantees.
Edit3: Mod updated and renamed to "Beastyqt's Balance Mod". The Beast has heard your pleas, and granted you Tech Reactors!
Posted Mar 8, 2020, 9:18 PM UTC · edited
I'd love to try these things out on my stream!
I don't think a 6 worker start along the changes I made is a good idea though. It's one or the other, not both at the same time :)
Thank you for implementing the changes!
Hiya, glad to help and feel free to PM me here for adjustments.
I'd like to make the starting workers selectable, it'll be an ugly hack but I might be able to scale both worker count and town hall supply down from the default via a lobby option so you can change it every individual match. If nothing else leaving it at 6 workers for a day or two should prevent people from going in with optimised cheese builds :P
It makes it very hard to know what kind of a difference the free orbital and changed mules make though.
Hey, Just wanted to say that I really like your idea of more drastic changes, but I'd really miss some changes that expand the design space. All of your changes are still well in the "well-defined" possibilities.
I give some examples what I mean with expanding the design (with random units to make it more easily understandable)
Hopefully my point is sort of coming across. ☺️ Thanks again for all of your videos.
P.S.: I'm actually really scared that what I'm writing is coming off as a sort of attack/insult, since English is not my first language.
This sounds like the type of ideas that players would hate, but which would refreshen the game. These more crazy design change ideas is what has kept dota going. Taking the risk to expand the design space is something few game devs are willing to make though.
Hey, I have 3 "ways" that I had in mind that could change up StarCraft 2. First is the "brawl" challenges that would take units in and out of the game, which is the least probable one. Second one is the balance and design suggestions from the videos I made about that, things I would change. Third one is reducing the amount of workers to 6/7/8/9 to slow down the game.
I personally would love changing units completely/their abilities like you suggested, but realistically it most likely won't happen. Option two and three are more likely imo.
Uh, I don't think high Templars need a buff
marauder knockback is an interesting idea lol, dab on the charglots
in the next vod, how about immortals could shoot up like what you did to swarm hosts having 2 modes.
Hahahahahahahahaha
imagine them shooting up and deal bonus to armored units, but they have to derp around like dragoons
if they have a 50% chance to hit .. ok?
Should they knock the target half a screen backwards and damage all enemy air they collide with, or stack up all surrounding air units then deal splash damage to them?
nah just like regular dragoons.
What do you think about changing the starting workers?
Not necessarily to six (maybe 9 or 10 idk)