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[A] Starbow - Page 161

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Danko__
Profile Joined January 2012
Poland429 Posts
November 19 2012 09:10 GMT
#3201
Lol. New AA unit for zerg :d
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
November 19 2012 13:33 GMT
#3202
On November 19 2012 18:10 Danko__ wrote:
Lol. New AA unit for zerg :d

Clearly it is the answer for ZvZ muta matches!
Danko__
Profile Joined January 2012
Poland429 Posts
November 19 2012 13:40 GMT
#3203
Terran counters blords with vikings. Zerg switches to flying ultras.
Doominator10
Profile Joined August 2012
United States515 Posts
November 19 2012 21:43 GMT
#3204
If the overlords die, would the ultras then be able to crush anything underneath it as it falls?
Your DOOM has arrived,,,, and is handing out cookies
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
November 19 2012 21:44 GMT
#3205
twitch.tv/decemberscalm
EU stream
Canhanrah
Profile Joined July 2011
35 Posts
November 20 2012 00:15 GMT
#3206
Kabel needs to rework everything again... 50 hp lings too good in 6 pool esq attacks.
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
Last Edited: 2012-11-20 01:12:36
November 20 2012 00:47 GMT
#3207
On November 20 2012 09:15 Canhanrah wrote:
Kabel needs to rework everything again... 50 hp lings too good in 6 pool esq attacks.

Spawning pool build time is 75 sec.

@kabel
proposals of balance

vulture damage change in
20 vs light
15 vs all
10 vs armored

hydralisk damage maybe
6 vs light
8 vs all
10 vs armored

goliath
change attributes from armored to light

banshee
change attributes from light to armored

viking
add 2 armor as bw valkyrie

marine combat shield
give +1 armor instead of 15 hp
(optional, damage greater than 11 are reduced by 2)
Traceback
Profile Joined October 2010
United States469 Posts
November 20 2012 01:19 GMT
#3208
Meta game needs more time to adjust in TvP and even TvZ before we change any more I think. I do think terran might be too strong now but meta game still hasn't adjusted yet.
therockmanxx
Profile Joined July 2010
Peru1174 Posts
November 20 2012 02:13 GMT
#3209
We might need 1 more patch and then see how the metagame evolves
Remember that sometimes the game doesnt need a balance just a way to figure it out how to deal against something with creativity xD
Tekken ProGamer
Danko__
Profile Joined January 2012
Poland429 Posts
November 20 2012 10:30 GMT
#3210
vulture damage change in
20 vs light
15 vs all
10 vs armored

Nah. They are strong enough.


goliath
change attributes from armored to light

Nah. They need to be like this. They have to be raped by hydras, tanks and immortals. They should get back they bonus vs armored air and better atack speed vs ground so they can kill units like zergling bit better (something like: 12dmg/1.5cd and 8+6vs armored vs air).


viking
add 2 armor as bw valkyrie

Yes. I agree. Im not sure how much hps do they have but 2 armor is great vs corsair/muta. But they should be armored.

marine combat shield
give +1 armor instead of 15 hp
(optional, damage greater than 11 are reduced by 2)

Imho, something more like: 25% reduction vs AoE or something, so they are able to barelly survive 50% aoe of upgraded reaver etc.

Thats what i think.

Also toss need better unit vs carrier and bc. Stalkers are too bad vs them right now.
asphyxia88
Profile Joined March 2012
94 Posts
November 20 2012 12:59 GMT
#3211
Imho, something more like: 25% reduction vs AoE or something, so they are able to barelly survive 50% aoe of upgraded reaver etc.


I had the exact same idea (25% also) for the Combat Shield upgrade, so, I agree with this.

Also toss need better unit vs carrier and bc. Stalkers are too bad vs them right now.


Imo the Void Ray should serve that purpose, I'd like to see how the Void Ray would function as a rather fragile medium/long range siege ship designed to take out Capital ships, Structures and disrupt Siege Tank / Lurker lines. (with "medium/long range" I mean something like 8-9, which is around the range of an upgraded Goliath)
Danko__
Profile Joined January 2012
Poland429 Posts
November 20 2012 13:03 GMT
#3212
Void ray is too early tech unit to be antisiege unit.
asphyxia88
Profile Joined March 2012
94 Posts
November 20 2012 13:28 GMT
#3213
Void ray is too early tech unit to be antisiege unit.


That's why I said it should be a anti-Capital ship.

If it's too early tech unit you solve it easily by adding an upgrade to the Fleet Beacon which increases its range, there is a solution for everything.

I'm just throwing out ideas, but sometimes I wish I didn't.
Danko__
Profile Joined January 2012
Poland429 Posts
November 20 2012 14:11 GMT
#3214
I'm just throwing out ideas, but sometimes I wish I didn't.


What? Just complete your idea first.

That's why I said it should be a anti-Capital ship.

If it's too early tech unit you solve it easily by adding an upgrade to the Fleet Beacon which increases its range, there is a solution for everything.


Right now void ray is not used at all. BCs can just use yamato vs them or probably just kill them in direct combat. Also, carriers dps is way too big. They could use some love.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
November 20 2012 17:40 GMT
#3215
@Can and Danko

Pretty much in exact agreement with Danko.

What would be the reasoning for the hydralisk change?

Stalkers already have trouble vs banshee just from the small pool of 1-1-1's we've seen. Stalkers do bonus vs armored right?
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
November 20 2012 18:32 GMT
#3216
Idralisk are not very effective vs banshee. Give attributes armored to the banshee could solve this problem. Give a bonus vs all to the idralisk, could make it more usefull vs medic and archon.
SolidSMD
Profile Joined April 2011
Belgium408 Posts
November 20 2012 19:00 GMT
#3217
I wouldn't change anything yet about the banshee and stalker to be honnest, I'm convinced you can hold the 1/1/1 with blink/obs and maybe a cannon in main to help defend. The sample size of 1/1/1's we've seen is by far too small to decide anything yet.
banshee with only 5 range makes it already easier to contain the econdamage and good blinkcontrol should be able to deal with marine/tank (in theory, like blinking a stalker into the marines for splashdmg, slowing down the push by roaming on map with blinkstalkers, forcing siege-ups).
Give it time.
Working on Starbow!
lodi
Profile Joined March 2012
Canada30 Posts
November 20 2012 19:18 GMT
#3218
I don't understand why the banshee was introduced with -1 range. Perfect control of an uncloaked banshee vs marines is the most exciting part of the unit in WoL.
purakushi
Profile Joined August 2012
United States3301 Posts
November 20 2012 21:16 GMT
#3219
Yeah, Protoss very much needs something that can deal with carriers that are not other carriers.
T P Z sagi
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-11-20 22:02:37
November 20 2012 21:39 GMT
#3220
@Banshee with -1 range

All basic ranged units have -1 range. Marines range 4, stalkers range 4, hydras range 4 etc. Although each one has a range upgrade. The purpose of this is to make ranged units less effective in balls.. Flanking and getting a good concave is more importantn than attacking when army is in a deathball. Thats why I nerfed Banshee range to compensate for this. The same relative range different is the same between marines and banshees.

@Balance

As usual I take notes in my notebook. I write down bugs, design flaws, weird stuff and balance issues. I will maybe get a new patch up in the weeked. But I will be careful with it and it will only contain minor adjustments.
Creator of Starbow
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