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[A] Starbow - Page 111

Forum Index > SC2 Maps & Custom Games
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Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
October 14 2012 07:58 GMT
#2201
On October 14 2012 16:34 maybenexttime wrote:
Show nested quote +
On October 14 2012 07:49 Beef Noodles wrote:
That... plus you max out so fucking fast in this game. I know everyone says it's slower than in BW, but I was maxing out by like minute 20... In BW if you maxed out in a 40 minute game that was normally because you were turtling too hard...


When was the last time you played BW? O_o

Like a month ago.

I don't think I've ever maxed out in a zvt... there is just always somewhere to send your units to die In starbow it is VERY easy to max out, even if you are fighting the whole game.
Danko__
Profile Joined January 2012
Poland429 Posts
October 14 2012 08:55 GMT
#2202
On October 14 2012 07:05 Kabel wrote:
Some kind of competition to show off the MOD would be a great idea! But again, there are too many issues I need to fix first: the tooltips are not showing up for all players, the map pool need better maps (I have a few one who will soon be uploaded) and the game is not balanced or completed enough yet. But within a few weeks time, I think this will have reached a point of decent perfection.

[image loading]

This post is based on my opinion regarding the feeling I get when I play Zerg in Starbow. It has nothing to do with balance. See this post as therapy where I break down and analyze what causes me to still dislike Zerg in Starbow.

First of all, when I play as Protoss or Terran I feel there is so much to do. Lot of options, decisions in combat and interesting units/spells to use. Overall, both races feel very good to play. And they even feel good to play against!
Sadly enough, I don´t have that feeling when I play as Zerg in Starbow... Or when I play against Zerg...

Starbow is heavily based on BW and almost tries to be a sequel to the game. That is no secret. I was a Zerg player for many years in BW. That was my main race and I always enjoyed it. But here in Starbow I just don´t enjoy playing Zerg. I almost even enjoy it more in SC2!

I look at some aspects of the current Zerg in order to understand whats going on. Is it the race that has problems or is it me?

Zerg Macro

- Zerg must have macro hatcheries in Starbow.
- Zerg has fewer larvas to work with, which causes more careful decisions on how to spend them.
- Since Zerg needs more hatcheries anyways, its common to see a Zerg take 4-6 expansions realtively fast with a low number of workers on each. (And more bases equals more places to attack and defend... and that equals more fun!)
- Creep spread is still an important thing to do to connect the bases.

This sounds quite a lot like BW Zerg. Why am I not happy?

Larvas spawn slower in Starbow compared to SC2 and BW. That is to balance the fact that a lower number of workers is needed per base and to not mess up the saturation time. If workers had "normal" build time, bases would saturate very fast in Starbow. And if Zerg had "normal" spawn rate on larvas, they would get a huge advantage in worker production compared to P and T.

But it also creates a feeling that Zerg develops slower than in BW and SC2, since you have to wait 3 seconds longer for each larva to spawn. That feeling of slower acceleration becomes even greater compared to SC2, since Inject here only gives 2 larva instead of 4. Again, the reason for this is balance and it corresponds quite well with the other races development. But P and T have not recieved a nerf in anything that accelerates them!

Another aspect of Zerg macro is the multiple selection of buildings. It was a unique Zerg thing in BW. When I had 4 hatcheries in one screen I could cntrl + click on a larva to select 12 larvas and build 12 hydras! Just like that! It felt very Zergy and no other race could mass produce units in the same way and in waves like that. It also provided another dimension to the Zerg defence. I had to make sure that all spawned Zerg units moved where they were needed. If the enemy was approaching one of my colonies, I had to send all my newly produced units there, which was hard since rally points were difficult to manage. This was an important skill that made good Zerg players able to defend their empires well, while bad Zerg players crumbled when attacked.

In Sc2 and in Starbow, if I see an enemy army moving towards one of my expansions, I can with one click set all my rally points there and use all my eggs to produce reinforcements that will auto-move to that location. I don´t have to do anything. I look at the enemy army, I determine how much units I need and I build it. My army of newly built Zerglings will auto-surrond and kill the enemy in most cases, without me having to do anything, as long as I get the right amount of units.



Zerg Combat

8 Zealots pushes out at the 7 minute mark? Ok, I use all eggs to create 30 Zerglings. If it is not enough, I make 30 more as soon as I can and it will be enough to kill the enemy with my superior A-move command. (It will still be harder for Protoss to rebuild 8 Zealots than it is for me to get 30 new Zerglings.)

14 Marines, 3 Firebats and 3 Medics pushes out vs me? Ok, I use all eggs to create 30 Zerglings. AND I morph 15 of them into banelings. A-move. BAM! His army is dead.

I know I make it sound easy. But these scenarios happens all the time when I observe games. Combat vs Zerg ends in seconds. Either the Zerg army dies fast or it kills the enemy fast. Compare it to a combat between Protoss and Terran. + Show Spoiler +
There are so many layers in it: Spider mines are thrown at the "best" locations. Stalkers back away from the Spider mines, tanks focus fires Stalkers, Zealots tries to move up to the tanks, Vultures back off to shoot Zealots cause if the Zealots reaches the Vultures they are killed fast, etc. And this is the interaction between the basic units! Look in any TvP VOD on the front page to see what I mean.


What do we have in Zerg combat that is interesting?

In BW, flanking was a key thing to do for Zerg. You were so highly rewarded for attacking from multiple angles at the same time, and it was a fun thing to do too! Maybe it turns out that flanking indeed can be important in Starbow, but right now I never feel that I must flank the enemy. If I just A-move, my Zerglings will behave like water and flood the enemy. I just feel that there often is a low reward for paying attention to a combat as Zerg, compared to the other races.

Critical things to do in combat as Zerg:

- Burrow lurkers
- Cast spells with Infestors
- Cast Dark Swarm
- Dodge enemy storms.
- Maybe split Scourges if the enemy has air units
- Maybe use mutalisks for hit-and-run attacks
- Sometimes drop Banelings on the enemy

The core units, Zerglings, Banelings and Hydras can just roam into the enemy and often from the same direction. The situation gets a little bit more interesting when Hydras are fighting Zealots. A Zerg player will indeed be rewarded for splitting his Hydras vs speed zealots, to minimize casualties. But against most other units, neither Zerglings or Hydras are highly rewarded by micro in a straight up fight.

Zerg also has the most unmicroable unit in the game: Zergling. It is so tiny, it moves so fast on creep and is so auto-smart that it is not humanly possible to react to it or target it. (Yes I know I am a rusty Diamond player and GSL players would just laugh their asses off at this statement. But I make this mod for human players, not for cyborgs >_< )

Bot honestly, when 50 tightly packed Zerglings attacks an army, what can a player do? Its a wave of death that either win or loses, no matter what a player does in those few seconds of combat. Yes, you can place spider mines, cast a nerve jammer, get firebats into position just before the Zergling wave surronds your army. Or you can storm it or blink away. But the battle itself have a low level of interaction. Even 10 Zealots vs 30 Zerglings is over so quickly. Maybe Zerg can back away with a few Zerglings to save them, or the Zealots can reposition themselves a little bit. But compare SC2 Zerglings with BW Zerglings on VODS or in a stream. You can actually react to BW Zerglings and controliing them actually matters in combat!

Anyways, many of these problems occur in SC2 too. But I feel that they are even worse in the Starbow context.



Zerg has no new toys

First of all, a lot of "fun" Zerg stuff has been nerfed in Starbow:

Larvas spawn slower.
Inject is weaker and must not be done.
Queen has a limit. (Which has both good and negative effects, in my opinion.)
No Roaches.
Fungal Growth do not deal damage, which takes away a key feature of the Infestor.
No Changeling or Contaminate.
Nydus was removed but it has recently been brought back...
Brood Lords spawned no Broodlings but they do again...

What have Zerg recieved that is fun to use?

- Scourges
- Lurkers
- Dark Swarm
- Almost all Zerg ground units can move slowly while burrowed.

Out of all this, Lurkers is most fun to use. Dark Swarm is messy and confusing. ("This works or not under it?")
Compare it to P and T who has gotten Spider mines, Wraiths, Irradiate, Reavers, Dark Archons, Arbiters, etc! They have even got more interactions with stuff they already had in the game: the decision between Warpgate/Gateway, Chrono boost cannons, Calldown SCV instead of Mule and so on..



Ok, so what can be done to make Zerg become fun?

Based on all this I have written above, (and I will ask you all to share your view on this matter) I have some thoughts on possible solutions. Lets start:


Flanking
If flaing mattered more for Zerg, it would add a unique racial feature that seperated Zerg from the other races. How can that be done?!

More dimensions in Zerg combat
If Zerg units would benefit more from being controlled, combats would feel less one-dimensional. How do we do that?

Overlord with creep spread must matter!

I have never understood why Blizzard added such a cool ability with only a limited purpose. I think there is room for more design in Overlords dropping creep. For the most part its a pointless ability right now. If the creep they dropped actually gave a bonus in combat, we would see scenarios were Zerg position their overlords smartly on the battlefield. If overlord creep spread made units under it regenerate life, gain armor or whatever, we would see the dynamics of Zerg retreating back to a overlord for support, just as Terran units backs to siege tanks for support, to gain a favorable position in combat

The Roach


The Roach in its current form solves nothing. But if it can become a unit with more depth then being the little brother of the hydralisk, it would be a benefit for the Zerg race.

Macro

Zerg macro do not feel unique or fun. We are adding BW macro to Zerg while still using SC2 mechanics. Its the same as macroing from mass gateways or mass barracks. Maybe the macro can be adjusted in some way to make Zerg macro feel more like... Zerg macro..

Queen must become a key unit for Zerg:
Its most important feature in Starbow is the ability to spread creep. Inject is ok, but not at all so important as in SC2. This causes the Queen to feel less useful now, while at the same time I have limited so players can only have a few, to make them feel more important! This does not make sense. If the Queen becomes important in some way than it currently is, it will be a swing for the Zerg race. Right now they are kinda redundant. They have less purpose here than in SC2.




Final question:

for those of you who actually read all text above, is it the Zerg race who has problem or is it me? O_o






Larvae spawn:

Actually i love that how slow larvae is produced. And dont understand why everyone is saying zerg is growing slowly. Zerg is still able to develop much faster than other races. Beeing 2 bases ahead and having 50% more units is normal in games im seeing, just suply is equal cause you can have 2 hydras for each roach you would have in sc2.

Reinforcing:

I thought about that already long time ago. When you are reinforcing you just add eggs to your army or give rally points to eggs. If you want to make it harder then maybe remove rally point from them. Unfortunatly it wont fix problem of adding them to existing army. It makes this aspect much easier compared to other races. But maybe someone will think way to change it.

Zerg combat:

Its fine like that imho with battles involving zerglings. We cant change it, like we cant change marines dps. These units always were like that. Killing fast and dying fast. But with time people will get more patient. Running around push with small group of lings, trying to snipe HTs, tanks or single reinforing units and patiently waiting when opponent makes mistake and split his army. Right now is as you said. You morph banes, boom, its over. Solution: remove banes.

What can we do to make battles interesting:

Better and more important, harder to cast and effective spells. Infestors have 2 easy to use spells and one barely useful now. Imho, fast flying caster with annoying single target/small aoe spells could be much funnier. And infestor as t3 unit with dark swarm. Slow, vunurable, easy to snipe, always behind your army, not above it. Casters can change a lot.

Also, either remove overseer or give it spells.

Flanking:

You can increase collision size of units a bit. You can slow down some units turning speed. There is no need for big change imho. It is rewarding just people are not yet realizing that.

Overlord creep spread matter:

Creep is fine as it is imho. You can even remove it from overlord if you want to ask me and reintroduce cheaper nydus which can only spawn on creep and transports units faster (as somebody suggested some time ago).

Roach:

If you have interesting idea for it, i have nothing against. Roaches as roaches wont be good solution imho. Zerg already have answer to everything, just lacks FUN stuff.

Macro:

Imho making reinforcing/rally points harder more BW-like will make it more challenging and fun to play.

Queens:

Give queens some kind of detection? Spell or small aoe spell decloaking units for couple of seconds? Dunno, just thought.



Zerg lacks fun and multipurpose stuff. Each toss/terran tech strenghtens him and give him way of harrasing! Templar archives => DTs/HTs/archons, Warpgate => defensive and offensive warpins, Robo => reaver+warpprism, Stargate=>corsairs (scouting and suply blocking zerg or picking up sieged tanks). Factory => vultures+mines, Starport=>wraths/dropships (harras and sniping important units).

Maybe fun roach and fun caster will fix it.
SmileZerg
Profile Joined March 2012
United States543 Posts
Last Edited: 2012-10-14 09:14:28
October 14 2012 09:11 GMT
#2203
On October 14 2012 16:14 Beef Noodles wrote:
I normally like smile's ideas, but I don't like a few of these for several reasons.

Show nested quote +
I don't think the problem is that the units are too fast, I think it's that the maps are too small and the bases are all too close together. We need maps like twice the size of the ones we currently have, with LONG travel distances between bases. This will stop players from expanding across the maps so fast and maxing out so quickly, and allow for more places to set up flanks and tactical maneuvers. It would also be the final nail in the coffin for deathball play. The idea that [more bases = more places to defend simultaneously = splitting forces] will only truly shine when those bases are far enough apart that you can't just move your army from your main to your fourth before raiding enemies can do significant damage.

First: I think it's a combo of how small the maps are, how close the bases are, and how fast the units are (especially zerglings). I want all three to change for all the great reasons you said in your post.

Second: I do agree that we need to take a long look at larva mechanics. I need to play more to form an opinion.

Show nested quote +
I like the idea of Overlord creep drop having a measurable impact in engagements. Perhaps if, as well as a movement speed bonus, it also gave Zerg units a slight attack speed increase as well? This would have to be very carefully tuned to make it reasonable balance-wise but I think it's a good start. Other possibilities include creep draining HP from Mechanical units/structures in place of the death-and-decay spell that had been proposed. This would allow Overlords to slowly clear spider mines and force Siege Tanks out of position if they didn't have some anti-air backup. Have it not affect hovering units (Vultures, SCVs/Probes) or Protoss units/buildings with their shields intact. We could also restrict Zerg regeneration to ONLY taking place on creep but buff the regeneration rate.

Third: I really hate the idea of tons of DoT spells and auras and all that crap. 1) it makes the game REALLY hard to understand for spectators and beginners, and 2) it feels so WC3-like and not like starcraft. Those effects should be VERY rare and easily understood (like plague in sc:bw).

I agree with you for the most part but I think Creep can be the exception. It's a very visible and obvious game element for such mechanics. Everyone picks up right away that Zerg move faster on Creep. It's easy to adjust the tooltips and say they move AND attack faster, which increases defenders advantage further and makes creep spread in battle actually important. It would also be intuitive that Zerg can only regenerate on Creep (more positional than regenerating anywhere), and an "anti-regenerate" for enemy mechanical ties right into that. It also makes sense given the fact that Terran/Protoss cannot build on it.

I think a much simpler fix to get overlords out onto the map (which is essentially what we all want), is to take away sight from creep tumors. This will make putting ovies around the map much more important (for sight, and also to spot for creep tumors so they can spread. If this turns out to be too be of a nerf to creep, allow creep tumors to spread without vision, and that will still require ovies around the map for sight.

I don't think the vision should be removed from tumors entirely, but I wouldn't mind if the radius were nerfed so that using other units to spot for creep tumors would allow for faster growth (i.e., they can't see up to their total spread distance). We don't just want a way to get Overlords out on the map though, we want a way for their creep drop ability to actually do something in combat. Again, the regenerate-only/+att speed change would absolutely do that.

Show nested quote +
I'm not opposed to Roaches making it back in the game but they absolutely need to be Lair tech and based around burrow-movement mechanics to stop them from overlapping with the Hydralisk again. I like the idea of cliff-jumping via some sort of burrow charge ability.

4) I liked the original idea for roaches (which browder talked a lot about when sc2 was still in alpha testing). A really non-beefy unit, with low range, but REALLY fast health regen. I would like to see a 1 supply roach that is really weak, but with burrow and health regen, can hold its own. If the roach is reintroduced in its current beefy state, I'll be a sad panda.

I agree with this completely. Weak, low health, but fast regen, which would set the Roach even further apart from other Zerg units if it were the only one that could regenerate off-creep. I would still make them Lair tech though, for the fast burrow-move and the under/over theme of Zerg T2.

Show nested quote +
- Give Hydralisks a line AoE attack like Hellions/Lurkers that does reduced damage to each successive unit it hits . For example, 6(10)/4(6)/2(3) to the first three units in range. Flanking will make them more effective on the Zerg player's part, and splitting vs Hydras will reduce the potential damage on the opponent's. Also ties in with Mutalisk glave bounce, making Zerg ranged units have their own particular flavor. Might also fix Hydra's problem versus Mutas if they fire at a stack.

5) I kinda like the idea of giving hydras a glaive ability, but only for another 2-3 targets (like mutas), and only against air (to deal with mutas in zvz). I think glaive hydras would be super op vs toss.

Just a random brainstorm on this one, it could be terrible in practice.

Show nested quote +
- Make Banelings slower, larger, more survivable (+ HP, Armor?) and possibly more expensive/powerful. This will make battles involving them last at least a little longer, encourage focus firing and micro on both ends.

6) I really like this idea. Would your baneling changes also include a damage nerf or stay the same?

The speed nerf and survivability buff balance each other out, but if we were to also increase their cost we should buff the damage.. sacrificial units are a big investment. I'm leaning more towards leaving the damage the same though.

Show nested quote +
- Make Zerglings weaker and more numerous. This will lengthen battles in which splash damage is not involved because the lings will kill things more slowly but take longer to die as there are more of them. Also with less damage per surface area you will get more out of your extra lings by sending them to attack other targets. Execution of this idea would probably be something like: Reduce HP from 35 to 25, reduce attack speed, increase lings per larvae from 2 to 3. It would also feel RIDICULOUSLY swarmy.

7) I REALLY don't like your zergling idea. I really hope the zergling goes in the complete opposite direction. I want the sc1 zergling back for so many reasons. Bigger and slower zerglings (less surface area against targets) combined with much higher dps allows for actual zergling micro. Currently, zergling dps is too weak to ever kill a supply depo... even if terran pulls scvs super late... Also, reenforcing zerglings being so fast makes it really hard for toss and terran to ever retreat with the surviving units after a big battle. Don't like that... And, zerglings being so small, its almost impossible to micro them (mostly a problem in zvz). And if the zergling is bigger, then it will LOOK more swarmy cause they take up more of the screen.

Yeah even I'm really iffy about this one, again just kind of brainstorming here. You make a good point.

If we were to go with a size/damage buff it would have to be carefully done though. Visually it would actually be a good thing if combined with the larger/tougher Banelings idea. Also I wouldn't mind speedlings being a little slower if we buffed their base speed before the upgrade.
"Show me your teeth."
Gendi2545
Profile Joined February 2012
South Africa50 Posts
October 14 2012 09:39 GMT
#2204
On October 14 2012 16:14 Beef Noodles wrote:

Show nested quote +
- Make Banelings slower, larger, more survivable (+ HP, Armor?) and possibly more expensive/powerful. This will make battles involving them last at least a little longer, encourage focus firing and micro on both ends.

6) I really like this idea. Would your baneling changes also include a damage nerf or stay the same?



Earlier on someone suggested that exploding banelings could ensnare the units in the AoE, perhaps you could work with something like that. Or instead of ensnaring they could deal a small amount of initial damage, with a larger amount of damage over time as the acids eat away at the units they exploded on.

This would stop a group of banelings instantly rolling over other units and make battles longer with more micro as extra banelings are held back and then sent in as the effect wears off. The lowering of instant damage might make banelings less exciting to use though.
There is something strange in the Starcraft engine - liquipedia
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-10-14 10:25:24
October 14 2012 10:10 GMT
#2205
@The game being too fast

I agree that certain units move and deal damage too fast. With fast I mean that there is low time for players to react or effect anything in combat.

I do not think the game is maxed out too fast. I rarely see players get 200/200 on EU. And I have played and observed 500 games? I´ve seen 200/200 battles in maybe 20-30 games. Instead there seems to be a long midgame, because resources dry out kinda quickly. This makes it harder for players to go straigth for high tech and lategame units. They must invest their money on getting map presence, new bases and a mid game army. But the meta-game might be totally different on NA and EU.

I actually fear that the game is too slow, in terms of economic acceleration. We have the same scenario as in BW, where the first 5 minutes are rather dead. How do I know that? Well, all observers, including me, alt-tab out in Windows the first minutes of a match since we miss nothing. "But it should be like that!" Well, its not a good thing. Not at all. Imagine any other game/sport where it starts and viewers don´t give a shit about the first 5 minutes, cause nothing rarely happens.

I am not saying that it must be combat within the first minutes. But the feeling of development must start early. "Oh, he is going for this and that, this can be a nice game! " In BW it was painful. The first 2 minutes players literally only built workers.

Besides, games often tends to get really long. I don´t mind that myself, but if decemberscalm will continue to cast VODS, it will get tiresome with TvT games that lasts 30-45 real minutes. TvP can last forever too.

Not sure what can be done about it at this point. I have choosen to create a slower paced game with more area control and defenders advantage. It comes at the prize of a different and maybe slower gaming experience, compared to the fast paced SC2.



@The size of maps


I do not think that twice as large maps are necessary. Simply because it would lead to even longer games and maybe less "action". But I do agree that maps needs to be designed in a different way, compared to SC2 maps.

Bases should be more seperated from each other, which makes it harder for a deathball to defend all bases at once. (In many SC2 maps bases are so close to each other that a deathball can defend them all.) Thus, as SmileZerg says, this would indeed help destroying the deathball. If we look at Match Point, a medium zied map with seperated bases, the best games I´ve seen recently has been on that map.

One way to make maps larger, without actually making them larger, is to reduce movement speed of all units. Mind blowing, isn´t it? O_o



@Flanking

I will experiment in the editor and see how the collision radius and turn speed can make Zerg units less good at auto-sorround. Maybe this will encouarge players to set up proper flankings, if they gain notable benefits from it. Another factor is even shorter range. Hydras in a large clump will not be as effective since not all can shoot. (I will not change anything about this yet, thought.)


@Combats are too short

I have considered to reduce all units movement and attack speed by 10%. The relation between units would be almost the same, but it would give more time for players to control their army. High HP and low damage are two other indicators that determines how quickly combat ends.


@ Zerg

I have never been a fan of creep increasing movement speed for Zerg units. Just because it makes maps even smaller, makes micro harder for the opponent, makes it easier to selet all Zerg units and run over the enemy. In countless pro-games in SC2 we see a 200/200 Zerg army fight a 200/200 Terran army on creep and it all ends within seconds in a big charge. The same is happening in Starbow too sometimes.

But since I base this MOD on existing Starcraft features, its hard to change things people are used to. In my opinion, Queens and Spine/Spore Crawlers could get speed boost from creep. Creep should instead give armor bonus or life regeneration or something else that does NOT reduce the interactions in combat.

Same goes for high damage and low HP units like Zerglings and Marines. Their stats are iconic and classic. But they die and kill extremely fast, which again makes combat being kinda... static.. (unless you are really gosu)



@Zerg tech tree

If I reintroduce the Roach it will probably be at Lair tech, it will be more different from the Hydra AND the Ultralisk, in terms of stats and usability too. (So its not just a midgame tanking unit) Preferably it would have something to do with Burrow and have some sort of active or passive ability that makes controlling them in combat matter. So they do not just become another A-move unit for Zerg. SmileZerg had some good ideas for the Roach earlier, but I just felt it wasn´t really enought to justify their comeback in the game. They must really add something to the Zerg race!


Banelings
has undergone a lot of shapeshifts in Starbow. It slowed enemy units upon impact, it gave them a damage over time effect. They were larger and more expensive. But it never worked as satisfying as I hoped. Having the distinct explosion upon impact was more nerve tickling and more exiting. I like Banelings. Its a walking bomb that creates thrilling moments and it adds spice to ZvZ.

To remove them is not the solution, Danko. For me, a solution is to invent a way so they fit in the game and adds something to the game experience. They function well in SC2 because of the methods the enemy has to stop them:
Marauders kill Banelings, Medivacs lift up the Marines. Protoss uses Force Fields.

In Starbow, Terran can use Spider mines, Shield with Medics or cast Nerve Jammers. All of this is hard to do since combat ends so quickly and all Zerg units just moves fast as fuck >.< Protoss has no way to really stop them now. And Zerg do rarely care what the Banelings blow up. Just A-move and destroy!

One way to make Baneling control matter is to make them deal less damage vs armored targets. They still are great vs light units, "medium units" and buildings. If you roll your banelings into combat, you want to try and detonate upon the Zealots, HTs and DTs. If you blow up on Stalkers, Immortals or Archons, the Banelings are very cost-ineffective.

Since Firebats are armored, they could be used to "soak" up damage from Banelings.




Creator of Starbow
lefix
Profile Joined February 2011
Germany1082 Posts
October 14 2012 10:30 GMT
#2206
I was just thinking, that instead of reducing movement speed, lower mining, etc. you could as well change default game speed to normal. hah
Map of the Month | The Planetary Workshop | SC2Melee.net
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-10-14 11:29:42
October 14 2012 10:55 GMT
#2207
Game speed on normal would mess up the build time of buildings, the cooldown of spells, the build time of all units, the mining time from minerals (which I think is not too fast), the movement, attack speed of units and all other time factors in the game.

The only concerns I have is the movement and attack speed of units. (I have a concern with that in SC2 too.) Stuff happens so fast that it reduces the amount of interactions players can do to change the outcome of a combat. Many players like it and it is a part of the Starcraft feeling. I am just not satisfied with it. (Especially not when it comes to fighting as Zerg or vs Zerg.)

I´m not saying I shall make this into Warcraft 3 speed. But to fight vs a Zerg army in BW gave room for micro. Watch any BW VODs or BW streams. There is so much to do in fights, both as Zerg and vs Zerg. Heck.. you could even micro vs speedlings! I think one reason that made Zerg armies funnier to control was that there was a 12 units selection limit. You had to manage a lot of units and coordinate them so they attacked.

Since we don´t have 12 units selection limit anymore, we just need to find other ways to add dimensions in Zerg combat. I am not necessarily asking for radical changes, just small adjustments to make Zerg fights be more than just A-move with clumps of units that either win or loses within seconds.

Here is a first person view restream from Zerg pro-gamer Larva: http://sv.twitch.tv/dpfgc3/b/329708014

@3 hours and 14 minutes into the stream starts a series of midgame combats with speedlings, hydras, mutalisks etc. (There are of course lots of good material before that point too.) Neither the Zerglings, Hydras or mutalisks have any fancy abilities, still they seem to be so rewarded by control! There is so much the player can do with them in combat.

Again, everything is not about copying BW as much as possible. I just want to grasp the feeling of the game and put it into a more polished context with even more features. And combat as Zerg in BW was something completely different than combat as Zerg in Starbow. I need to understand why -_-
Creator of Starbow
Ritos753
Profile Joined May 2011
United States26 Posts
October 14 2012 11:30 GMT
#2208
^^^^ No it wouldn't, it woult just stop everything from being speed up so it would still take x seconds for something to be produced just it would take longer in real life allowing people to do more in that amount of time.
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
October 14 2012 11:31 GMT
#2209
I actually had the thought some time ago that +speed might be the wrong bonus for creep. giving extra armor/durability or extra regen might do wonders for micro while retaining the defenders advantage. Extra damage/attspd could also be a great motivator to spread creep agressively rather than defensively.

I agree that zerglings and indeed most units in the game should have their hitboxes enlarged. Also, it might be worth experimenting with changing pathfinding behavior depending on the movement command (I.E. normal move make units clump, attack move makes them keep their spread and patrol makes them ignore formation altogether).
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Don Pedro
Profile Joined April 2010
Switzerland14 Posts
October 14 2012 15:35 GMT
#2210
zerg units shouldnt get speed bonus on creep. (only queen and crawlers) also i think banelings should be removed, because of their insta-battle effect..
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
Last Edited: 2012-10-14 15:54:19
October 14 2012 15:52 GMT
#2211
--- Nuked ---
SmileZerg
Profile Joined March 2012
United States543 Posts
Last Edited: 2012-10-14 17:05:21
October 14 2012 16:38 GMT
#2212
Removing the speed bonus entirely is undesirable as it's the only real feature of creep in SC2, so it would be a jarring difference. Instead I think we should reduce it (in fact I've already suggested this before) from 30% to 20% to make all Zerg units on creep have a consistent bonus (other than Queens) assuming that the Hydra bonus was already changed. One of Zerg's racial themes is about speed anyways.

We should definitely institute faster regen on creep though, and possibly remove regeneration off-creep. If we did so, we could give Overlords a passive ability that gives them and Zerg air units near them the same regeneration rate, since creep only logically affects ground but the Overlords carry it in their bodies. Just jack the Rapid Regen icon from the Roach for the tooltip.

A slight bonus to attack speed on creep (10% or less) would also be less drastic if we did in fact lower all units base attack speed across the board, especially if we dropped Zerg's by a slightly greater margin than the other two races to compensate.

Banelings should not be removed, Zerg already has the least options as it is. There's probably not even as much of a problem with them as Kabel implied, we just don't have players with high enough level mechanics to demonstrate it yet. Given that Medics are Armored (right?) and can cast Shield on Marines, in combination with splitting, should be enough to deal with Banes I would think. Perhaps we could try lowering the base damage from 20 to 15 to make them less effective vs non-Light but that might be pushing it. Actually maybe instead of 20 (35 vs Light) we could do 18 (36 vs Light). Those numbers look good and elegant to me (10% reduction in base damage, deals exactly half vs non-Light, retains almost exactly the same max damage).

I've got some ideas on how to fix larvae mechanics and completely overhaul Queen spells but I need more time to put it all together, I'll make a separate post for that.

Edit:
On October 14 2012 19:10 Kabel wrote:
@Flanking

I will experiment in the editor and see how the collision radius and turn speed can make Zerg units less good at auto-sorround. Maybe this will encouarge players to set up proper flankings, if they gain notable benefits from it. Another factor is even shorter range. Hydras in a large clump will not be as effective since not all can shoot. (I will not change anything about this yet, thought.)

I like the shorter range on Hydras idea. Anything to make Zerg T1 closer to the melee/short-ranged theme is good if it also helps improve the gameplay. We could give Hydralisks a better range vs Air units as well since we already want to split the attack damage and it will make them more like Queens in that regard. Ground attack range 4, damage 6 (10 vs Armored), air attack range 6, damage 8 (12 vs Armored).
"Show me your teeth."
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
October 14 2012 17:04 GMT
#2213
As I don't quite have the time to read walls of text right now, I will chip in to say I've rarely ever seen 200 200 armies.

They only happen in a TvP or TvT where one players is simply not going for the killing blow, and power macro'ing behind their contain.

200/200 takes forever, and its nice that way.
ArkussSC2
Profile Joined May 2011
Canada95 Posts
October 14 2012 17:04 GMT
#2214
Baneling

Weak vs Baneling
Scv
Drone
Probe
Zealot
Marine
Medic
Zergling
Hydralisk
Dark Templar

Baneling Weak vs
Firebat
Vulture
Tank
Goliath
All terran air units
Stalker
High Templar
Immortal
Archon
Reaver
All protoss air units
Ultralisk
Infestor
All zerg air units

.... remove the baneling? Banelings die instantly to a landing pisonic storm vs P (a matchup in which theres always High Templar) and die to siege tank focus firing (sadly, you do have to micro your tanks terran). To what many people disbelieve, banelings actually do require micro. If I'm engaging a terran army of marine medic tank and firebat with ling bling I need to make sure my banelings hit the marine/medic and maybe the firebats if theyre clumped or if I have enough banelings for it. If I waste my banelings on the siege tanks (a horribly expensive trade for Zerg) I'm going to be left with a bunch of marine/medic stimming into my base putting me far behind if not killed.

Protoss. Banelings in ZvP are very situational and are pretty much only used for baneling bombs (burrowed banelings) or to drop heavy zealot play. Banelings are horribly inefficient vs stalker play (what is blink?) unless the protoss clumps up and a moves.

ZvZ 15 hatch ZvT 15 hatch ZvP 15 hatch
purakushi
Profile Joined August 2012
United States3301 Posts
Last Edited: 2012-10-14 17:35:12
October 14 2012 17:32 GMT
#2215
Yeah, I very rarely see 200/200 armies, also. If anything, people are still playing like SC2 (mass up then attack), when in Starbow they can actually put on nearly constant aggression if they have the mechanics for it. SC2 gave you so much resources, gave you the 3rd and 4th is fairly easy to get, so it is easy to mass up. BW was much slower, and I feel Starbow and BW are at that sweet spot in terms of the rate of getting out an army.

Please keep the baneling. Also, I like the ideas of SmileZerg in his latest post. No regen off creep; increased regen on creep. I like reduced vision of creep tumours as well as overlords giving short radius of increased regeneration for air units. I am all for making each battle "longer", so the players can differentiate themselves in terms of skill in all aspects of the game.
T P Z sagi
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-10-14 19:48:09
October 14 2012 19:42 GMT
#2216
New patch on EU. (Its on its way to NA)

- Infestors that use Neural Parasite becomes "Benign." That means that the enemy will not auto-attack them. They must focus fire the Infestor. This will make the Infestor a little bit more protected when it uses Neural Parasite.

- Recall teleports unit at 2 seconds instead of 3. (The time they must stand and wait before they are actually recalled..)

- Vikings benefit from air upgrades. (For some reasons they did not get any damage or armor bonus.)

- Reavers benefit from Plasma Shield upgrade.

- Corsairs BT lowered from 35 to 32 seconds. Stargate BT lowered from 60 to 55 seconds. (This is a way to enable faster scouting for P vs Z.)

- Duality Charge upgrade for Stalkers cost lowered to 150/150 but still has BT 140.

- Speed upgrade for Zealots BT 110 instead of 140. Same cost as before. (200/200)

- Photon Cannons have been buffed to have the same DPS as SC2 cannons.

- Rift for Arbiters cost 25 energy instead of 50. It has no cooldown so you can teleport quite a lot of units!



These are no drastic changes. Overall Zerg was beating Protoss very easy so P got some love now.
Creator of Starbow
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
October 14 2012 20:16 GMT
#2217
Oakshire and Sacred are updated on NA, but Match Point and Breaking are not, Blizz doesn't want me to connect to b.net for some reason
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
October 14 2012 20:29 GMT
#2218
--- Nuked ---
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-10-14 20:30:57
October 14 2012 20:30 GMT
#2219
I have not sent the new maps yet. I would recieve 2 new versions of 2 of the current maps before I send them to NA
Creator of Starbow
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
October 14 2012 20:36 GMT
#2220
Alright. B.net is cooperating, current NA pool updated, besides fighting spirit, I didn't upload that.
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