Interface:
When you press A to attack, the entire right side of the screen is blanked out. This is incredibly annoying. Then need to make it so that when you press A to attack, you can still use other skills such as burrow. I press A Attack alot and often times I try to burrow but my cursor is on attack. I have to hit ESC to cancel A or hit a random spot on the ground.
Solution: Make it so that A Attack doesn't blank out the screen or give us the ability to press other keys while the screen is blanked out.
Better health bars. This is incredibly apparent during the challenge games where you're trying to go for gold. The health bars are WAY too big to be useful. I tried to burrow my roaches and I can barely select them because health bars are just simply overlapping everywhere (Roach + zealot fight is a nightmare). I often select the wrong roach and since the ground circle is obscured by the health bar I can barely see which one I selected.
5 Solutions:
1. Decrease the size of the health bars (make it an option)
2. Reduce opacity of unselected unit's health bars to 65%
3. Place health bars on the bottom of units so that the selection circle is more obvious
4. Increase brightness of the actual units selected (similar to homeworld)
5. increase opacity and thickness of selection halo
B.net 2.0
Appear Offline or AFK / idle status for friends lists.
Browse custom games server browser + the current popular tab
No stat / practice games for quickmatch (you are matched with other people with no stat /practice option, this should fix the need for smurfing)
Gameplay:
Reduce the clutter, increase bounding box sizes for units unless they need to get through tight spaces. The current pathfinding is great but it's way too cluttered for individual unit selection. Maybe create formations similar to WC3.
Decrease the amount of push idle units are allowed. I find it very annoying that I can force push my idle siege tanks with marines into enemy lines. They should only move for a small bit then become stationary pathfinding objects for your marines to path around then return to their original location.
Return to original position after being pushed. Units should return to their original position after 1 sec of being pushed around.
Add in more micro capabilities:
Siege tanks/Hellions/Immortal/Colossus etc swivel their turret to remain fixated on the target long enough for you to kite (turret returns to forward position after predefined time, lets say .8 seconds?)
Make zealot legs toggable. That way you can use them enroute for speed increase. Increase recharge time by a lot if used manually. Since auto cast only lets you use in battle.
Air units should bobble.
Sound (where to begin):
Generally, SC2 sound effects are all on the same level with little difference in pitch, and tone. It's one of the reasons why the sound scape just turns into a mush or noise once a big battle starts.
Solution: Simply autotune some of the sound effects to different octaves. SC1 had very distinct octave sound effects if you listen closely. Vulture grenade launchers were very high pitched gas sounds, Siege tank were low pitched. It's one of the reasons why SC1 sound was so memorable and nobody even mentions SC2 sound. It's the same principle why Trailers use a low sounding voice, because that octave usually is clear with all the noise generated by the explosions.
Alert sounds should ALWAYS override building sounds (right now command center sound will override more minerals sound)
Portraits should flash units completed (from SC1) with completed unit sounds overriding building sounds
SCV portrait should flash when completed building and SCVs should say "just finished". The sound is actually in the files, dunno why they don't use it.
All buildings should have a finished sound. In SC1, Zerg had a weird HUMPH sound, Terran had a Just Finished, and Protoss had a BZZZzzztttt sound. They are not as apparent in SC2.
AoE effect sounds should override any DPS sound. I think SC2 already does a good job at this but probably can improve.
Need to add more sounds for repetitive DPS attacks. Good examples include Marine, Roach. Bad examples include Battlecruiser, Hydralisk.




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