What I really want to do is try TvZ as I think it might of just gotten a whole lot easier. :D But shhh, don't tell anyone.
Anyone who has played my TvZ on NA will know why.
| Forum Index > SC2 Maps & Custom Games |
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Traceback
United States469 Posts
What I really want to do is try TvZ as I think it might of just gotten a whole lot easier. :D But shhh, don't tell anyone. Anyone who has played my TvZ on NA will know why. | ||
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Danko__
Poland429 Posts
- Zerg groud units can regenerate of creep if they are not in combat. They have the regeneration value as in SC2. But still ground units regenerate faster if they are on creep and not in combat. Cool. - Warp Prism speed upgrade build time increased from 80 to 110. Cost increased from 100/100 to 150/150. Cost change not necessary imho. BT would be enough probably. Most Zerg units buildings BT increased with 5 or 10 seconds, depending on the building. Dunno. Probably quite fair. Zealots recived +10 HP to their shields. Doesnt matter much. Interaction with zealots is not only thing fucked up by new lings. Lurker has a longer cooldown between attacks. They deserve nerf i agree. But imho would be better to nerf aoe and hps, not atack speed. Dropships movement speed increased and they unload units at a faster rate. (4 units per second instead of 1 per second) Fine for me. Values may be bit extreme but they can be adjusted always. Energize for Medics replenishes energy faster and better to friendly casters. Someone suggested transfuse-like energize and imho that would probably be better idea. Combat shield upgrade added for marines. Gives +15 HP but requires Armory to research. Yeah, lets break more units. Marines stimpack adds 10% more movement speed bonus than before. We will see how it work. Nothing against that, and i agree stalkers with pure 14dmg are quite devastating vs stim and nonstim marines. Only im curious how it will affect relations with other units. | ||
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decemberscalm
United States1353 Posts
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decemberscalm
United States1353 Posts
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limk16
2 Posts
I discover starbow last week and I very love it, very good job But I want play with friends and I just find 5 maps on the arcade ... where are the over maps ??? I specialy looking for 3v3 and 4v4 maps. tks and sorry for my english (french) ![]() | ||
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Traceback
United States469 Posts
If I may make a suggestion, you could try doing KOTH (king of the hill) style 1v1 in starbow with your friends. This means, 2 people play while the rest of the people watch, then the winner stays and another person challanges him. Then you can talk in the observer chat about the game. This may not be ideal, but currently we aren't focused on team game support. | ||
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ArkussSC2
Canada95 Posts
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Chronopolis
Canada1484 Posts
That sounds great in concept! | ||
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Deleted User 97295
1137 Posts
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JohnnyZerg
Italy378 Posts
I do not like to marine have 60 hp: marine is the unit classic very dps few hit points, do not break this concept. On November 08 2012 08:03 Chronopolis wrote: @ Combat shield reduces splash damage by 50% That sounds great in concept! Nice idea: bio mainly suffer from splash damage. I like this update, make it more resistant marine to damage splash but not spell caster. _________________________________________________________________________________________________ Wraith: currently an opening of spectra does not pay the cost. 2 wraith with 10 damage each vs ground units: 2 shot probe 3 shot drone 3 shot scv add 1 point of damage? or a bonus + 5 vs light? _________________________________________________________________________________________________ Corruptor: corruption ability is bugghed. the colldown time of the ability is not considered. _________________________________________________________________________________________________ Vulture: after hp buffing ling (50 heal) zea (60 shield) and marine (combat shield), to give 20 point damage vs light, as in bw, it would not be a bad idea. _________________________________________________________________________________________________ Planetary forteress: I do not like it, create it and are affixed by zerglings, zealot, vulture push. Change the design, suggestions? Considerations? | ||
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limk16
2 Posts
Too bad, I shod with until starbow enter the ESWC and you will be obliged to make 4v4 maps ![]() Seriously, it's a very good job that you have make, I share completely the design of this mod. After more than 1 year of sc2 I to begin really to grow tired (rush, rush, rush) and I thought more and more of wanting to pass in the other thing, but there.... Yahhhoooooo it's too funny ![]() Sorry not to propose me to join the team, but I do not know even programmed an alarm clock ![]() tks and good continuation | ||
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Traceback
United States469 Posts
On November 08 2012 09:41 JohnnyZerg wrote: @kabel I do not like to marine have 60 hp: marine is the unit classic very dps few hit points, do not break this concept. Show nested quote + On November 08 2012 08:03 Chronopolis wrote: @ Combat shield reduces splash damage by 50% That sounds great in concept! Nice idea: bio mainly suffer from splash damage. I like this update, make it more resistant to damage marine splash but not spell caster. I think this kind of change shouldn't be rushed especially. Right now, mech vs mech TvT is part of what makes the match-up what it is. It is that one match-up entirely based on positioning, and although it can be long and slow at some points, it is one of the most strategic matchups. Mech vs Mech makes it even more so and can produce amazing games as can be seen in BW. If we start messing with splash vs marines, and upset the balance of bio vs mech in TvT, we may lose much of what makes TvT what it is. | ||
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Traceback
United States469 Posts
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purakushi
United States3301 Posts
On November 08 2012 10:05 Traceback wrote: Show nested quote + On November 08 2012 09:41 JohnnyZerg wrote: @kabel I do not like to marine have 60 hp: marine is the unit classic very dps few hit points, do not break this concept. On November 08 2012 08:03 Chronopolis wrote: @ Combat shield reduces splash damage by 50% That sounds great in concept! Nice idea: bio mainly suffer from splash damage. I like this update, make it more resistant to damage marine splash but not spell caster. I think this kind of change shouldn't be rushed especially. Right now, mech vs mech TvT is part of what makes the match-up what it is. It is that one match-up entirely based on positioning, and although it can be long and slow at some points, it is one of the most strategic matchups. Mech vs Mech makes it even more so and can produce amazing games as can be seen in BW. If we start messing with splash vs marines, and upset the balance of bio vs mech in TvT, we may lose much of what makes TvT what it is. +1 User was warned for this post | ||
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SmileZerg
United States543 Posts
Most of the other changes look okay to me, but I haven't observed many games so that's just first instinct. I would still like to see the 50% slower/stronger Hydra attack implemented, at least as a test. 50 HP Zerglings is much more radically experimental than that, why the delay on playing around with Hydras too? Lastly some good news, I should be getting a new computer soon that will allow me to finally get in the game and playtest live with you guys. Very excited on that front! I'll be around lurking 'til then, try not to have too much fun without me haha. | ||
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Danko__
Poland429 Posts
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Zax19
Czech Republic1136 Posts
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SolidSMD
Belgium408 Posts
I agree there is a problem for tvp, imo, reasons are: spider mine trigger range is too small, sometimes they only start moving when enemy units are on top of them, thus making them too easy to clean up once toss has an obs. Additionally, mech terran doesn't have good harrassment options, wraith too easely countered and doesn't really do much dmg when left alone, so you kinda need to be the defencive player but in midgame toss can have an equally strong army with more mobility easely. Immortal + zealots hardcounter siegetanks too hard, the spider mines are near to useless and vultures+goliaths don't seem to help much. TLDR: toss can expand faster, harrass better and have the better (and easier to control) lategame army, while theoretically protoss should try to outexpand terran and try to not engage the terran directly or transition to carriers. With the immortal as it is, i don't see pure mech like in broodwar working. That's my look on pure mech vs P, next i'm going to try playing biomech, might work because of the imba ghost , i'll let you know if it works out.(PS: I love the reaver, but it seems too strong atm, reaverdrop is not that hard in sc2 to pull off and the reaver ai is much smarter than in brood war + it shoots through walls) | ||
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JohnnyZerg
Italy378 Posts
On November 08 2012 14:31 SmileZerg wrote: I haven't been contributing lately due to being busy with a ton of other projects, but I just wanted to pop in and say that the newest Overlord Creep ability from a couple patches ago looks very clumsy to me. How do you differentiate between Creep spread by buildings and tumors, and that laid down by Overlords for the armor bonus? The correct answer I think, is that you really shouldn't, or it's going to be very messy and confusing. All Creep should be identical and have the same bonuses, regardless of source. This ability also has some overlap with Dark Swarm, and just feels very unintuitive in general. Armor is not a very visible or obvious mechanic, unlike movement and attack speed, or even regeneration. I would cut it and brainstorm something else. You could change the color of creep generated by ovelord (gray?) After searching infested creep. | ||
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decemberscalm
United States1353 Posts
On November 08 2012 21:26 SolidSMD wrote: I recently found out about this map, I love it, so much cooler than sc2. I agree there is a problem for tvp, imo, reasons are: spider mine trigger range is too small, sometimes they only start moving when enemy units are on top of them, thus making them too easy to clean up once toss has an obs. Additionally, mech terran doesn't have good harrassment options, wraith too easely countered and doesn't really do much dmg when left alone, so you kinda need to be the defencive player but in midgame toss can have an equally strong army with more mobility easely. Immortal + zealots hardcounter siegetanks too hard, the spider mines are near to useless and vultures+goliaths don't seem to help much. TLDR: toss can expand faster, harrass better and have the better (and easier to control) lategame army, while theoretically protoss should try to outexpand terran and try to not engage the terran directly or transition to carriers. With the immortal as it is, i don't see pure mech like in broodwar working. That's my look on pure mech vs P, next i'm going to try playing biomech, might work because of the imba ghost , i'll let you know if it works out.(PS: I love the reaver, but it seems too strong atm, reaverdrop is not that hard in sc2 to pull off and the reaver ai is much smarter than in brood war + it shoots through walls) Right now yeah, pure mech can be hard countered via unit composition. Get a singular ghost and that all changes. Also, getting too many tanks and not enough vultures is a big problem I see Terrans do. You only need enough tanks to turn stalkers back which early on is really of a spread out mix of 5 or so. One ghost means immortals get two shotted by tanks I beleive. Or you can just soften up all the zealots since their usually pretty clumped (very fun when going pure bio). Bio early on is pretty strong, make use of medics and shields. Incredibly effective. Lock down on reaver, takes careful micro, but you can beat reaver composition without losing your army for free. | ||
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