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    Topics

    • BellatrixB

      What if ground experimentals could be upgraded like SACUs?

      Watching Ignoring Scheduled Pinned Locked Moved Suggestions
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      arma473A
      I've read somewhere that in SC2, some experimental functionality comes online before the thing is completely finished building So it would be interesting to have, let's say, a spiderbot that can start walking before the cannon is ready. So you could keep it in the base while you assist the laser upgrade. Or you could send it to the front and the spider would finish building the cannon on the way. That would get it out the door sooner but it wouldn't help you to defend a base sooner. So it would essentially reduce build time in some situations but not others. Or a different approach, when the GC finishes building it has a movement speed of 0 but a fully-functional cannon. Then you assist it with the "movement speed upgrade." When that finishes, it can start walking. So you could use it essentially as point defense until you finish making it. I see all the time people scrambling to finish a GC while enemy units approach. It would be interesting if the GC could shoot at them while it was finishing. Since these upgrades would be only a net positive, they would start building automatically when the unit finished construction. hey could be paused if you don't want to spend on them but they couldn't be canceled.
    • BellatrixB

      This game seems to have too many pointless weapons

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      veteranasheV
      A uef strat running away from a small group of inties (irc 3-4) can beat them down, perhaps 1 broadsword should be able to kill 1 intie per pass
    • BellatrixB

      Reworking the AA role of cruisers

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      TheWeakieT
      Cruisers doing aoe removes possible micro potential from torps where you try to dive in to snipe 1/2 key units and get out because torps alwqys stack onto eachother
    • BellatrixB

      Hint in loading screen about how ping works

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      arma473A
      Desyncs are a different problem but I have noticed that desyncs seem to be more likely to arise when a player has connectivity problems, especially if one person leaves the game while everyone else is waiting for a different player to reconnect to the internet. I haven't noticed a correlation between desyncs and the game running slowly based on slow CPU. Maybe in general people should try not to leave games while one person is reconnecting.