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[A] Starbow - Page 136

Forum Index > SC2 Maps & Custom Games
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AndreiDaGiant
Profile Joined October 2010
United States394 Posts
October 29 2012 07:17 GMT
#2701
just started playing really enjoy it so far! so happy to not be playing against that death ball anymore!
Terran Metal for the Win
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
October 29 2012 15:10 GMT
#2702
I still believe that the lurker is op
purakushi
Profile Joined August 2012
United States3301 Posts
Last Edited: 2012-10-29 16:30:39
October 29 2012 16:12 GMT
#2703
Bugs that need to be fixed

1. Auto-turrets are not auto-targeted. i.e. nothing shoots it without manually focus firing, even if the auto-turret is shooting that unit.
2. Able to hear reaver noises across the map as a spectator. I am nearly certain I was able to hear my opponent's reaver while playing, too (even though I had no vision of it).
3. Selecting the reaver is kind of hard sometimes. The selection box seems to cover the whole reaver body, but it does not get selected.

Possible changes:

1. Make reaver the size of an immortal, so it can fit through 1 unit spaces. Right now, they take as much space as an archon, so you have to break down walls to move them out. Not sure if this was intended, but I have seen plenty of games where reaver is just stuck, despite the necessity to just have a warp prism for it.
2. Lurkers seem have a super acceleration coming out of their morph egg. Looks funny.


Thoughts:

1. Although I like that zerglings last longer in battle, so you can do a bit more with them (looks nicer), 4 hits from a zealot is a lot, and tanks no longer 1 shot them. I prefer higher DPS and lower HP and maybe a slight movespeed buff. The size of the zergling is perfect, though.
2. Inject is more necessary now, but it is still good to have macro hatcheries, so that is good. The patch is going in the right direction as far as economy/gameplay/difficulty is going for zerg. Transfuse is useful.
3. Mines need to burrow quicker.
4. Vultures die so fast... to everything. I think 100 HP would be good. The gamespeed is faster than in BW, and I think some HP needs to compensate for that. It will help them tank damage for siege tanks a bit better.
5. Still have yet to see ghost play (EMP), but that is probably just because no one is used to it. It should help out TvP.
T P Z sagi
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-10-29 18:22:53
October 29 2012 17:25 GMT
#2704
--- New Small patch with mostly bug fixes---

(This has not been uploaded yet since I found some more bugs T_T... )

I made hatcheries are too weak with their slow larva spawn rate. Inject is crucial to use! I want Inject to be a bonus for Zerg macro but NOT mandatory to get any production at all. In numbers:

Hatchery spawn time on Larvas reduced from 22 to 20 seconds.
Inject spawns a new larva every 13 second instead of evey 11 second.
Lasts 40 seconds instead of 33.

A hatchery + inject has the same total spawn time as in the previous patch. Inject is just a little bit weaker and hatchery a little bit stronger.
So Zerg has neither gotten stronger or weaker in terms of total larva.

Spine crawler HP increased to 250 from 200 and range decreased to 8 from 9. Reavers could 2 shot them and Dark templars kill them in 5 hits. I want them to be less tanky to make Transfuse more needed in base defence. Just not too fragile...

Combat shield can now be researched. Gives +10 HP to marines. Costs 100/100 and BT 110 seconds. With this I want to strengthen marines as a potential army support unit in mainly TvT and TvP. I am just curious to see how this will effect the gameplay.


Bugs


Lots of Terran units did not show up in the army cost field for observers in game. It looked like Terran had a low army value in terms of resources. Hopefully it shall work now. (I can´t try it without uploading it)

Reavers make no more weird sounds when moving. They also have same radius as Archons and immortals now.

In the previous patch I gave some Zerg buildings longer build time. That messed with the birth animation for some reason, so most Zerg buildigns have been reverted to their normal build times.

And some other minor bug fixes..

---

This has not been uploaded yet since I try to fix the selection of reavers too. I try to not change too much with the actual balance yet. I want to give the changes more time.


Questions.

1. Anyone has a better name for Medic Shield? It can´t be called Shield if Marines get their Combat shield back. Too many shields...

2. I have never seen the lurker moving super fast when they morph. Nothing in the editor seems to cause it either. :s
Have anyone else seen the same thing? If so, anyone knows how to fix it?

3. Anyone knows how to increase the selection radius of reavers? I can´t find a solution to it... It just refuses to be selected.. http://i.imgur.com/sFYux.jpg


Ps. I actually made Auto-turrets not auto-attackable. Instead of just letting it be a stationary marine, it is now a unit that is more effective if the enemy is not paying attention and focus fire it.
Creator of Starbow
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2012-10-29 17:35:51
October 29 2012 17:35 GMT
#2705
On October 30 2012 02:25 Kabel wrote:
Questions.

1. Anyone has a better name for Medic Shield? It can´t be called Shield if Marines get their Combat shield back. Too many shields...


I'm not an English native speaker, so better doublecheck if the stuff I write makes sense :D

Guardian\Protector\Reflector Field
Personal Matrix
Safeguard
Electromagnetic Hull
Nano Armor
makmeatt
Profile Blog Joined June 2011
2024 Posts
October 29 2012 17:36 GMT
#2706
On October 30 2012 02:25 Kabel wrote:
--- New Small patch with mostly bug fixes---

Combat shield can now be researched. Gives +10 HP to marines. Costs 100/100 and BT 110 seconds. With this I want to strengthen marines as a potential army support unit in mainly TvT and TvP. I am curious to see how this will effect the gameplay.

JOHNNYZERG HWAITIIIING!!!11

On October 30 2012 02:25 Kabel wrote:
Questions.
1. Anyone has a better name for Medic Shield? It can´t be called Shield if Marines get their Combat shield back. Too many shields...


D-Matrix plx.

That's all from me.
"Silver Edge can't break my hope" - Kryptt 2016 || "Chrono is not a debuff, you just get rekt" - Guru 2016
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
October 29 2012 17:36 GMT
#2707
@Marine shield

Marines with medics are already incredible vs Zerglings and medic support. They are really stubborn to die, they are even more stubborn now. I see lurkers get killed by a single marine and medic. Little worried about this, and its not like reaver and storm won't still demolish marines regardless of the upgrade.

@auto turret

As Z I'd rather deal with warp prism harass than this bloody thing. You can't send a few lings to deal with it because its hp is so huge. DT's? Their expensive. Warp prism plus reaver? Really expensive if it gets taken out. A few sci vessels can spread out, pop a single auto at every base and completely wreck most of Z's eco and production he needs to stay even, and its cheaper (sci vessels are still alive because they are usually que'd to move straight back to the terran base/army). At this point their way better than drops.

I'll have have either replays or vods posted tonight, depending on how much time I have. Some fun games with Z last night
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
October 29 2012 18:30 GMT
#2708
Show nested quote +
On October 30 2012 02:25 Kabel wrote:
--- New Small patch with mostly bug fixes---

Combat shield can now be researched. Gives +10 HP to marines. Costs 100/100 and BT 110 seconds. With this I want to strengthen marines as a potential army support unit in mainly TvT and TvP. I am curious to see how this will effect the gameplay.

JOHNNYZERG HWAITIIIING!!!11


bhuahahahahah
purakushi
Profile Joined August 2012
United States3301 Posts
Last Edited: 2012-10-29 19:09:55
October 29 2012 19:06 GMT
#2709
On October 30 2012 02:36 decemberscalm wrote:
@Marine shield

Marines with medics are already incredible vs Zerglings and medic support. They are really stubborn to die, they are even more stubborn now. I see lurkers get killed by a single marine and medic. Little worried about this, and its not like reaver and storm won't still demolish marines regardless of the upgrade.

@auto turret

As Z I'd rather deal with warp prism harass than this bloody thing. You can't send a few lings to deal with it because its hp is so huge. DT's? Their expensive. Warp prism plus reaver? Really expensive if it gets taken out. A few sci vessels can spread out, pop a single auto at every base and completely wreck most of Z's eco and production he needs to stay even, and its cheaper (sci vessels are still alive because they are usually que'd to move straight back to the terran base/army). At this point their way better than drops.

I'll have have either replays or vods posted tonight, depending on how much time I have. Some fun games with Z last night


Yeah, I agree. The marine does not need combat shield. It will just make them even stronger against Zerg and yet the same against Protoss.
Auto turret is just meh. It is just annoying rather than anything. It does not show skill and yet it does so much damage and is beefy/lasts forever. It is a set it and forget it type of harass.
T P Z sagi
Freeze967
Profile Joined August 2011
United States230 Posts
Last Edited: 2012-10-29 21:24:42
October 29 2012 20:48 GMT
#2710
On October 30 2012 02:36 decemberscalm wrote:
@Marine shield

Marines with medics are already incredible vs Zerglings and medic support. They are really stubborn to die, they are even more stubborn now. I see lurkers get killed by a single marine and medic. Little worried about this, and its not like reaver and storm won't still demolish marines regardless of the upgrade.

@auto turret

As Z I'd rather deal with warp prism harass than this bloody thing. You can't send a few lings to deal with it because its hp is so huge. DT's? Their expensive. Warp prism plus reaver? Really expensive if it gets taken out. A few sci vessels can spread out, pop a single auto at every base and completely wreck most of Z's eco and production he needs to stay even, and its cheaper (sci vessels are still alive because they are usually que'd to move straight back to the terran base/army). At this point their way better than drops.

I'll have have either replays or vods posted tonight, depending on how much time I have. Some fun games with Z last night


Right now is it researchable from tech labs? If so that's really silly. It should be a late t2 or t3 upgrade. Like from tech lab requiring armory. Or something similar. I really like it if it stays that way.

It mainly matters to allow marines to exist viably vs reavers, (like able to take 2 shots instead of just 1.) and be able to survive tank fire. Right now biomech can compete midgame, but late game they just instantly lose. Mech vs mech is horribly boring so I would really like it if mech could be adjusted.

Right now, lategame. Marines *suck*. I don't like that, maybe something to let them keep kicking? I wouldn't mind if it was t3 and like +15 life (to 60) or just like +5 armor. Something for more ability to tank reaver/tank shots.

EDIT: About people saying it's not necessary vs zerg, that's why this is t3. It is somewhat necessary lategame to make at least biomech possible, not just full on mech. Once a critical mass of lurkers is reached, marines just give up and die. With spider mines the way they are mech is also not fantastic. This allows a good DPS unit that can be micro'd out of dark swarms. (Siege tanks can't just stutter step out when sieged.)
purakushi
Profile Joined August 2012
United States3301 Posts
Last Edited: 2012-10-29 21:03:01
October 29 2012 21:02 GMT
#2711
Reavers deal 100 (125 with upgrade, 100 splash) damage, though. It is 1 hit kill no matter what against marines.
Surviving more tank shots is not a bad idea for later game, though.
T P Z sagi
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-10-29 21:20:12
October 29 2012 21:09 GMT
#2712
I used the wrong approach when I mentioned Combat shield. The combat shield in itself is not a must. Its just one out of many methods.

The real question is: How can bio be more viable in TvT and TvP?

I think that is important because the more possible options players have, the more interesting will the game be. Everything should have its disadvantages and advantages. Right now, and as in BW, mech are superior in all aspects to bio in TvP and TvT. I want bio to have its own kind of edge that mech can not provide...

Obviously the metagame shifts as players discover different build orders and counters. But giving certain stuff a little push in the right direction won´t hurt..
Creator of Starbow
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
Last Edited: 2012-10-29 21:32:03
October 29 2012 21:31 GMT
#2713
@kabel
bug:
transfuse don't work when build lair (once completed don't unlocks buildings that do require lair)
Freeze967
Profile Joined August 2011
United States230 Posts
October 29 2012 21:33 GMT
#2714
On October 30 2012 06:09 Kabel wrote:
I used the wrong approach when I mentioned Combat shield. The combat shield in itself is not a must. Its just one out of many methods.

The real question is: How can bio be more viable in TvT and TvP?

I think that is important because the more possible options players have, the more interesting will the game be. Everything should have its disadvantages and advantages. Right now, and as in BW, mech are superior in all aspects to bio in TvP and TvT. I want bio to have its own kind of edge that mech can not provide...

Obviously the metagame shifts as players discover different build orders and counters. But giving certain stuff a little push in the right direction won´t hurt..


Bio is only used because of mobility. It will, and should be, a inferior straight up army compared to a mech army in a good position. The idea is an equal mech army vs an equal bio army will always result in the meching player winning. So how bio wins is catching the meching player out of position. This can be from base trades, or catching unsieged, or just in good positioning by bio.

Suddenly, with huge anti-light (and bio is purely light), with untargetable spidermines (calling untargetable because past a couple food it is not realistic to expect anyone to snipe mines. And huge splash. So mobility is needed. Most of the maps need alternative attack paths to the third. (Note: When I say an easy to take third, I do not mean cutting off alternative access to that base. I mean making it close and have a somewhat reasonable choke, like 2 1/2 forcefields wide.) So a good idea would be removing the rocks to the third on Sacred Sands. This makes it much more pro-bio and anti-turtle. It does not hurt mech in such a way that mech would have a worse third, it would just mean that midgame tvt it is more bio-favored.
Freeze967
Profile Joined August 2011
United States230 Posts
October 29 2012 21:36 GMT
#2715
Also, will anyone start streaming EU soon? It would be nice if you guys are playing currently. Thanks!
nilsheam
Profile Joined September 2010
United States28 Posts
October 29 2012 21:37 GMT
#2716
I think ghosts can help w/ both mu's, but they aren't really good enough? Stalks are the problem as far as Using bio in TvP, there's literally nothing to be done vs them. They move faster, outrange everything, and can blink if they get emp'ed or you try to rush up with stim. The most recent patch helps TvT I think, the ghost has better range to help lock down tanks and attack w/ the rest of the bio. Maybe if emp also slows things it hits? That might be a good solution, but I don't think it makes sense against bio, and would make it usable vs everything unless it only targeted things with shields/energy... Slowing mechanical might do the trick?
*korean voice* GEE GEEEEEE!
purakushi
Profile Joined August 2012
United States3301 Posts
Last Edited: 2012-10-30 03:00:44
October 30 2012 02:46 GMT
#2717
More bugs/thoughts

1. Lockdown sometimes does not show up (i.e. warp prism and reaver). Combined with how hard it is to select a reaver, it is difficult to know it is lockdowned or if the selection is messing up (other than the tiny picture of a heart in the unit stats). Also, it would be nice if lockdown had a more noticeable audio cue. God I miss BW sounds. A more visual "lockdown missile" would be nice, too. (think, lifting reaver into prism as you see the "missile" coming. difficult but possible).

2. Irradiate needs to be more noticeable. It is much more difficult to see than in BW. If the unit is moving, it leaves this misty green stuff, but if it is standing still, the unit is just tinted green. It is even harder to see when it is affecting a zergling/baneling/smaller units. I think the visual feedback should be much more. Green blob, anyone? or at least the green mist should be a much larger radius and also be there when the unit is standing still. >_<

3. Rocks should be at least reduced HP from Sacred Sands. 1000 HP. It still gives protection, but it gives more motivation to break them down and harass/counter. 2000 HP rocks are much more of a barrier in Starbow than they are in SC2.
T P Z sagi
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
October 30 2012 12:34 GMT
#2718
+ Show Spoiler +
On October 30 2012 11:46 purakushi wrote:
More bugs/thoughts

1. Lockdown sometimes does not show up (i.e. warp prism and reaver). Combined with how hard it is to select a reaver, it is difficult to know it is lockdowned or if the selection is messing up (other than the tiny picture of a heart in the unit stats). Also, it would be nice if lockdown had a more noticeable audio cue. God I miss BW sounds. A more visual "lockdown missile" would be nice, too. (think, lifting reaver into prism as you see the "missile" coming. difficult but possible).

2. Irradiate needs to be more noticeable. It is much more difficult to see than in BW. If the unit is moving, it leaves this misty green stuff, but if it is standing still, the unit is just tinted green. It is even harder to see when it is affecting a zergling/baneling/smaller units. I think the visual feedback should be much more. Green blob, anyone? or at least the green mist should be a much larger radius and also be there when the unit is standing still. >_<

3. Rocks should be at least reduced HP from Sacred Sands. 1000 HP. It still gives protection, but it gives more motivation to break them down and harass/counter. 2000 HP rocks are much more of a barrier in Starbow than they are in SC2.


+1
Traceback
Profile Joined October 2010
United States469 Posts
October 30 2012 17:26 GMT
#2719
We all just need to keep developing the meta game. That the only real way to find out if stuff is broken or not. So easy to fall into the trap of thinking things are broken before metagame can show you they aren't.
makmeatt
Profile Blog Joined June 2011
2024 Posts
Last Edited: 2012-10-30 17:34:31
October 30 2012 17:32 GMT
#2720
On October 31 2012 02:26 Traceback wrote:
We all just need to keep developing the meta game. That the only real way to find out if stuff is broken or not. So easy to fall into the trap of thinking things are broken before metagame can show you they aren't.

Listen to him, as he speaks the truth. People also need to stop thinking in vanilla terms where a T2 tech choice allows you to successfully call a gg seven minutes into the game.
"Silver Edge can't break my hope" - Kryptt 2016 || "Chrono is not a debuff, you just get rekt" - Guru 2016
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