• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:29
CEST 14:29
KST 21:29
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Official StarCraft website teases new content ahead of BlizzCon?76Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!40Weekly Cups (August 17-23): Zerg dominate the week6
StarCraft 2
General
Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game SC4ALL: II Winner Will Earn a Spot at HSC 30! Weekly Cups (August 24-30): Patches' balance mod takes over Balance hotfix patch 5.0.16b (July 16) September World Ranking: herO leads, Serral climbs
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) IntoTheTV X SOOP SC2 League : Weekly & Monthly SC2 INu's Battles#20 [BO.9] 2026 GSTL Announcement PIG STY FESTIVAL 8.0! (13 - 23 August)
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This Mutation # 539 Thunder Dome
Brood War
General
ASL22 General Discussion Gypsy to Korea Official StarCraft website teases new content ahead of BlizzCon? [Personal Project Share] Terran Defense v0.60 BW General Discussion
Tourneys
KCM Race Survival 2026 Season 3 Brood War in Budapest ! WORTEX 2026 BW Finals [Megathread] Daily Proleagues BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Diablo IV EVE Corporation [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Artificial Intelligence Thread UK Politics Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Dreaming of BW patches (mod…
c3rberUs
Regacy Esports: The Bh…
regacyesports
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7257 users

[A] Starbow - Page 155

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 153 154 155 156 157 537 Next
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
November 14 2012 14:27 GMT
#3081
Oh man. Shields and bonus types. Never thought about it.
purakushi
Profile Joined August 2012
United States3303 Posts
Last Edited: 2012-11-14 16:07:21
November 14 2012 16:04 GMT
#3082
Damage types
http://wiki.teamliquid.net/starcraft/Damage

Yeah, damage is pretty different coming from BW. Even with the modifiers of armoured, light, biological, etc in SC2, it is just not the same. Things seemed more interesting in BW, and I do feel the damage to shields from BW is better. I am not even sure if this is implemented in SC2BW, but the mod would probably be a good starting reference.
T P Z sagi
vrumFondel
Profile Joined November 2012
Russian Federation42 Posts
Last Edited: 2012-11-14 18:01:05
November 14 2012 16:30 GMT
#3083
http://cybergame.tv/vrumfondel/ stream on EU (RUSSIAN)
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-11-14 19:14:55
November 14 2012 17:54 GMT
#3084
@Immortal

Thank you for all your ideas.

As usual, I look at the most elegant solutions that makes a unit more interesting to interact with. I think one way to go is to make Immortals more rewarded by micro. If P micros them, their efficency increases in combat. That is barely the case with the SC2 Immortal.

Things I consider:

1. Make the hardened shield require activation via an ability.
2. Make the Immortal have a shield that covers other units too.


1. If I add a activation via an ability, there must be something new and fresh with the shield. Its a lame feeling to try Starbow just to find out that a unit functions in a worse way, compared to SC2, without anything new has been added to it.

- Wtf my Immortals just died in the combat!
- Yeah but you must activate the shield.
- LOL!! ok, lets go re.. My Immortals died in this game too but I activated the shield!
- Yeah but the shield only reduces 20 damage per shot..
- man this just sucks..

Preferably the shield must offer uses in a new way too. There is a huge downside (it must be activaded) followed by a good advantage. (It can be used in more situations than the old Hardened Shield could)

Maybe the shield can look something like this:
- Upon activation it lasts 15 seconds. Cooldown 60 seconds. (Downside compared to SC2.. )
- The shield reduces ALL damage to 5. (Advantage compared to SC2... It can be useful vs more targets now..)
- The shield slows down the movement speed of the Immortal by X% (For balance and to give P a stronger decision to take)

(Its just an example..)

A even simpler version:

- Upon activation the shield lasts 15 seconds. Cooldown 60 seconds.
- Reduces damage above 10 to 10. (As in SC2.. Its an advantage compared to Starbow atleast, where the shield reduces it by 20..)

[image loading]








2. The main reason I consider to make the shield give a buff to friendly units is because it spreads out the Immortals and the army. You do not want 2 Immortals to overlap since that is waste of shield.
The two concerns are:

- Exactly what would the shield do?
- It looks ugly when the Immortals touch each other..>.<

[image loading]

[image loading]




Creator of Starbow
purakushi
Profile Joined August 2012
United States3303 Posts
Last Edited: 2012-11-14 19:03:18
November 14 2012 18:56 GMT
#3085
Please no to #2. I agree, it does look silly/bad. Plus, it's just boring to have an activate and go ability (i.e. guardian shield).

#1 sounds like a good start. It is balanceable on different levels, is specific in its purpose yet multifunctional, and because of the timing/decision-making required to use it effectively, one (player/spectator) will be able to tell better versus worse use of the immortal.
T P Z sagi
Traceback
Profile Joined October 2010
United States469 Posts
November 14 2012 19:09 GMT
#3086
No to #2. Yes to #1; sounds like a good ability.

I also think that the immortal's mineral/gas cost should be more mineral heavy so that more immortals cuts into zealot production. The other question with #1 is how EMP factors into the ability. Maybe decrease the time remaining on the ability? Get rid of the ability? Disable it from being used for a certain period of time (forcing EMPs before it is used)?

These questions should be factored into the design before being balanced.
SolidSMD
Profile Joined April 2011
Belgium408 Posts
November 14 2012 19:16 GMT
#3087
Please think about the skill ceiling when adding changes to the immortal, a onetime buttonpress with aoe shield isn't fun to watch, adds no depth and rewards clumping, so you're removing the micro to spread out your army as good as possible.
And be carefull about buffing, because the only thing toss needs atm is a nerf. You want to change the immortal in a way that is easy to understand yet has an interesting dynamic for micro (look at the reaver, bad unit if not used properly, near to OP in good hands).

Also I'd like to see a slight nerf on stalkers, with them having blink and being easier to control than dragoons, you create a beefy high mobility unit with very good dps. I'd say -1 or -2 to their damage and reduce their hp/shields to 80/80. Toss can be really greedy earlygame due to stalkers being such a wellrounded unit.
Working on Starbow!
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-11-14 19:28:18
November 14 2012 19:18 GMT
#3088
Good point regarding EMP.

I can make EMP disable the shield if its active. I can add a validator to the shield that makes it able to be activated ONLY if the Immortal has shield. So if the shields are at 0, it can´t be activated..

@what makes the hardened shield require micro?


It depends on when the players use it.

Imagine a fight between Stalkers + Immortals vs Stalkers + Immortals. You want to force the enemy to "waste" the shield so he activates it at a bad moment. Then you back away and engage again when the shields are depleted etc..

Same goes vs Siege tanks and spider mines.. IF the Immortal is slowed down when the shield is active, you can´t activate the shield too early since you won´t reach the enemy.. if you activate it too late the Immortals will already take damage..

And if P is not paying attention the Immortal will not add get the shield at all in combat..



Of course this is not the most exiting micro ability in the game. But it might be something atleast.. or something we can continue to think about

Creator of Starbow
Danko__
Profile Joined January 2012
Poland429 Posts
Last Edited: 2012-11-14 19:19:59
November 14 2012 19:18 GMT
#3089
#1
Activate
Amove into siege line
?????
Profit

I cant see micro part.

Nerf stalkers hps => 80/80. Nerf damage to 12. Add bonus vs armored. Nerf move speed to 2.81. Remove immortal.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-11-14 19:44:15
November 14 2012 19:27 GMT
#3090
Danko read post above ^

Please bring some ideas instead of just saying that units shall be removed when they are not perfect.....

I remove stuff when there is no way to fix it or it adds nothing to the game. There are still things to do with the Immortal before it will even be considered to be removed. And I have told you so many times why I prefer to have Stalker/Immortal in the game than just the Dragoon.. or just the Stalker..
Creator of Starbow
Danko__
Profile Joined January 2012
Poland429 Posts
November 14 2012 19:44 GMT
#3091
But why would we want to keep redundant, boring, antimicro unit? Stalkers could use nerf vs bio and imho they could use buff vs units like carrier.

And i suggested what ability we can add to immortal. Shield reducing damage only from one direction. Maybe make immortal stationary when using it, so it wont be possible to atack into siege lines. Gives skill which will reward smart positioning and micro (to block shots, disabling and repositioning shiled between atacks) and make immortal useful not only vs huge burst unit.
Traceback
Profile Joined October 2010
United States469 Posts
Last Edited: 2012-11-15 01:16:03
November 14 2012 19:48 GMT
#3092
Not every unit in the game has to be extreamely exciting. If it requires micro to execute properly, it will be exciting when combined with other unit micro.

The objective of the design is to turn battles into a symphony of skill, not a crash test of balls. Not ever instrument in a symphony has to be a good soloist to fit in.

The above positional idea seems ok, but it seems like your turning the immortal into a spellcaster. Seeing as zealots are already so strong, I'm not sure how a damage reduction AOE on them would be balanced.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-11-14 19:59:20
November 14 2012 19:54 GMT
#3093
But why would we want to keep redundant, boring, antimicro unit?


Thats the way the SC2 Immortal is designed... Thats why I say we must find ways to NOT let it be a redudant, boring, antimicro unit... IF there is no way to do that, yes then it might be removed..

Stalkers could use nerf vs bio and imho they could use buff vs units like carrier.


Yes Stalkers are very strong vs bio. Maybe an adjustment in the Stalker damage can be made. Or stronger heal? Seems like 1 Stalker kill 1 marine that is healed by Medic.,. O_o


And i suggested what ability we can add to immortal. Shield reducing damage only from one direction. Maybe make immortal stationary when using it, so it wont be possible to atack into siege lines. Gives skill which will reward smart positioning and micro (to block shots, disabling and repositioning shiled between atacks) and make immortal useful not only vs huge burst unit.


Would you consider a unit that worked like this a "redundant, boring, antimicro" unit?

Unfortunatly this is not realistic to make. Prevent damage from one angle only is hard as hell to create. But if you simplify your idea then we might get something on the hook..


The objective of the design is to turn battles into a symphony of skill, not a crash test of balls. Not ever instrument in a symphony has to be a good soloist to fit I'm.

Poetry!
Creator of Starbow
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-11-14 20:05:42
November 14 2012 20:03 GMT
#3094
I often try to not make units too wacky compared to their original design..

But P is the only race that has no on/off units that can toggle between movement and stationary.. Z has lurkers and T has tanks.. Just saying.. Hm..

Both Lurkers and siege tanks sacrifices movement to gain firepower.
The Immortal sacrifices movement to gain strong shield .. Mobile shield battery anyone? O_o
Or something else?

: K

Edit: haha P has Warp Prism though ^^



Creator of Starbow
Danko__
Profile Joined January 2012
Poland429 Posts
November 14 2012 20:07 GMT
#3095
Would you consider a unit that worked like this a "redundant, boring, antimicro" unit?

Unfortunatly this is not realistic to make. Prevent damage from one angle only is hard as hell to create. But if you simplify your idea then we might get something on the hook..


You never know how would unit like that work out in real game, but at least immortal wouldnt loose its efficiency early as defensive tool, and would loose some as amove antisiege unit.

I agree creating such ability can be hard. But i have seen something similar in raynor party i belive. There is one minigame where you can rotate shield on immortal to bounce back balls of energy. Rotating shield like this maybe could be base for that.
Doominator10
Profile Joined August 2012
United States515 Posts
Last Edited: 2012-11-14 20:19:11
November 14 2012 20:15 GMT
#3096
So... We want immortals to have micro to increase effectiveness....

Immortals have hardened shields up at all times... until they attack.

Its not "just another spell for protoss," it is a micro mechanic, just like carrier micro in BW. (In that it is not a spell that increase efficiency).

This makes it so that immortals cannot 1A into terran with the rest of the army, because they would get focused after the first shot. The key for this sort of micro would be that you would have to individually tell your immortals to move through the tank line without firing (there is no hold fire on immortals i think). It would also be interesting to watch protoss players try to blink there stalkers all over the place to spread while non-attack moving their immortals through the line.

From that we can also do some buffs such as make hardened shields reduced dmg to 10 instead of 20 (5 I think is a bit too much). We could have an upgrade which makes it so that immortals have a second shot before the shields go down (idea). Do immortals hardened shields catch splash dmg? If so, then maybe take away the splash reduction of the shields. (A tank shoots 2 immortals side by side. The target takes the 10 dmg, but the splash give the full splash.)

*The h.shields would only toggle if the immortal has >= 10shields.
*Maybe get even fancier and have it so that each shot by the immortal takes a nominal amount of shields away as well (5 shields points per shot?)

*After firing, Immortal must wait 5 in-game seconds without attacking or being attacked before the hardened shields come back online

EDIT: "Our shields cannot withstand firepower of this magnitude!"
---Immortal, talking to himself
Your DOOM has arrived,,,, and is handing out cookies
SolidSMD
Profile Joined April 2011
Belgium408 Posts
November 14 2012 20:16 GMT
#3097
while not every unit needs to be a good soloist to fit in, i do believe the immortal must be one, unless you want to completely change its design. Atm it's a low skill high reward unit, doesn't feel right.
Please consider the idea i posted, it will still be a strong defensive unit, but limited in its offensive uses, without tweaking much.
Working on Starbow!
Doominator10
Profile Joined August 2012
United States515 Posts
November 14 2012 21:02 GMT
#3098
Also I think ghosts should give a slight movement (not attack, there is lockdown for that) stun or at least snare to mechanical units(2 ingame seconds?), Just to make them even more beastly as a late game spellcaster for T in TvP / TvT. (Does little against zealots)
Your DOOM has arrived,,,, and is handing out cookies
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-11-14 21:11:28
November 14 2012 21:06 GMT
#3099
@Doominator

I love it at first glance! Its both simple and rewarding. It has dual uses in PvT: deal high dmg or absord damage, but it can´t do both at the same time.

How would P use Immortals in PvP or PvZ? Would it ever be useful to NOT attack?

@feedback at Solids idea


Ok, here's something that might work.
Reduce the immortal movement speed to something simular like the reaver and make hardened shields a passive ability that gets activated once the immortal gets attacked, duration of 1-2 seconds and a cooldown of 3-4 seconds, tune it how you want.
This way you'd make it a babysit unit that can be very usefull, but counterable by pure mech, trying to snipe the warpprism out of the air and timing a focustarget on the immortal with siegetanks.
This sounds like a cool dynamic, huge nerf without making it useless, it will still be a valuable unit in good hands.


No need to have 2 units with similar move speed like the Reaver and both depend on Warp Prism for transportation. I don´t mind the Immortal being slow and I don´t mind the Warp Prism being able to interact with other units.. But I dont think a lower permanent movement speed in itself would make the Immortal more interesting.

I think it will be hard to keep track of shields activating and deactivating. It might work in smaller combats, like shoot 1 shot with the Vulture to activate the shield.. when the shield is on cooldown, the other units can attack the Immortal and harm it .. But it sounds messy in large combats with lots of units and shields activating or waiting for cooldown. How can the Immortal controller micro it better? How can the opponent micro vs the Immortal better?

Most combats lasts between 5-25 seconds. I don´t think there will be so much room to manipulate or abuse the shields.
Creator of Starbow
SolidSMD
Profile Joined April 2011
Belgium408 Posts
November 14 2012 21:29 GMT
#3100
you could give it a visual effect when shield is down, but i understand you want something different than warpprism dropabuse
Working on Starbow!
Prev 1 153 154 155 156 157 537 Next
Please log in or register to reply.
Live Events Refresh
Big Brain Bouts
10:00
#128
TriGGeR vs ByuNLIVE!
RotterdaM740
IndyStarCraft 223
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 740
IndyStarCraft 223
SHIN 164
StarCraft: Brood War
Britney 48585
Calm 12808
Hyuk 1992
Pusan 781
actioN 429
Horang2 362
firebathero 322
Hyun 239
Last 178
Mini 152
[ Show more ]
Barracks 93
hero 84
Mong 82
ggaemo 54
910 44
Free 43
Sharp 43
Yoon 36
Shinee 33
HiyA 32
Sexy 30
NaDa 29
Aegong 23
sSak 21
scan(afreeca) 11
ajuk12(nOOB) 9
Noble 9
SilentControl 9
Dota 2
Dendi1162
qojqva456
Counter-Strike
byalli1777
Super Smash Bros
Mew2King124
Heroes of the Storm
Khaldor251
Other Games
B2W.Neo794
DeMusliM279
Liquid`LucifroN80
Organizations
Other Games
gamesdonequick597
StarCraft 2
WardiTV463
Other Games
BasetradeTV52
StarCraft: Brood War
UltimateBattle 27
lovetv 9
[ Show 11 non-featured ]
StarCraft 2
• StrangeGG 35
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV437
League of Legends
• Jankos2439
Upcoming Events
Sparkling Tuna Cup
21h 31m
OSC
23h 31m
Shopify Rebellion Sundays
1d 2h
Mixu vs TBD
Spirit vs TBD
Clem vs TBD
Patches Events
1d 3h
OSC
1d 11h
Afreeca Starleague
1d 21h
Soma vs Shuttle
BeSt vs Rush
WardiTV Weekly
1d 22h
Monday Night Weeklies
2 days
Afreeca Starleague
2 days
Leta vs ggaemo
Jaedong vs Queen
GSL
2 days
[ Show More ]
PiGosaur Cup
3 days
Kung Fu Cup
3 days
Replay Cast
4 days
The PondCast
4 days
KCM Race Survival
4 days
Escore
5 days
IntoTheTV X SOOP
5 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

Proleague 2026-09-02
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
RSL Revival: Season 6
Calamity Invitational
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Escore Tournament S3: King of Kings
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.