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[A] Starbow - Page 167

Forum Index > SC2 Maps & Custom Games
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Traceback
Profile Joined October 2010
United States469 Posts
Last Edited: 2012-11-26 23:04:52
November 26 2012 23:03 GMT
#3321
Also, I'm not sure why you buffed ultra... Late game ultra was hard enough to deal with before. With the new ling buff as well, I think ultra + ling, especially with frenzy, is almost impossible to stop for terran I think unless zerg throws their army away into a choke.

With all these ling buffs frenzy is getting ridiculously hard to deal with.
purakushi
Profile Joined August 2012
United States3301 Posts
Last Edited: 2012-11-27 00:40:00
November 27 2012 00:38 GMT
#3322
Is there any way you can make the null shield ON and OFF button both G? Kind of how cloak is C for both ON and OFF. Right now, to turn off null shield, you have to push D. Took me a bit to see that haha >_<. I know we can just get used to it, but it feels pretty weird and should be consistent to how cloak works, IMHO.
T P Z sagi
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
November 27 2012 00:50 GMT
#3323
http://www.twitch.tv/decemberscalm
Stream time. GLHF.
vrumFondel
Profile Joined November 2012
Russian Federation42 Posts
November 27 2012 06:09 GMT
#3324
Plz post some good reps from NA for learning some stuff.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
November 27 2012 07:23 GMT
#3325
A couple of questions since I am new to starbow. I saw the "creep upgrade" on lair that has now been changed. Does this only affect creep generated by overlords? Do zerg units move faster on all types of creep, just the overlord creep or do they have the same speed wherever? If the answer to the first question is yes and the speed is constant, then what is the point of having a good creep-spred with creep tomurs? (Except for map vision I guess)
aka KanBan85. Working on Starbow.
asphyxia88
Profile Joined March 2012
94 Posts
November 27 2012 08:32 GMT
#3326
Is there any way you can make the null shield ON and OFF button both G? Kind of how cloak is C for both ON and OFF. Right now, to turn off null shield, you have to push D. Took me a bit to see that haha >_<. I know we can just get used to it, but it feels pretty weird and should be consistent to how cloak works, IMHO.


It actually is consistent for how Cloak works. ;-)

The standard hotkey for Cloak is C, and the standard hotkey for Decloak is D.
Traceback
Profile Joined October 2010
United States469 Posts
November 27 2012 09:24 GMT
#3327
On November 27 2012 16:23 Xiphias wrote:
A couple of questions since I am new to starbow. I saw the "creep upgrade" on lair that has now been changed. Does this only affect creep generated by overlords? Do zerg units move faster on all types of creep, just the overlord creep or do they have the same speed wherever? If the answer to the first question is yes and the speed is constant, then what is the point of having a good creep-spred with creep tomurs? (Except for map vision I guess)


Regular creep gives health regeneration. A pretty decent amount of it. Only overlord creep can be upgraded as mentioned in the patch. There is no speed boost.
Danko__
Profile Joined January 2012
Poland429 Posts
November 27 2012 11:47 GMT
#3328
Siege mode, Viking transformation and warp prism abilities have different hotkeys ffor enable/disable. Only burrow have one, but burrowed units are treated as different unit and youcan tab trough these groups.
purakushi
Profile Joined August 2012
United States3301 Posts
November 27 2012 16:01 GMT
#3329
@asphyxia88 @Danko__

Oops, haha, you can tell I have never used SC2 cloaked ghosts before >_< I assumed they were the same as in BW. I was not thinking about siege mode, viking transformation, and warp prisms, but it makes sense now. Thanks!
T P Z sagi
fietstas
Profile Joined August 2010
Netherlands43 Posts
November 27 2012 21:25 GMT
#3330
i've played with the new nullifier for a bit and it has a serious problem: you can't get any spells off.
the reason for this is 1. it has short range on everything and 2. it has a slow movement speed.

i highly suggest increasing the radius of the shield recharge to 4 instead of 2. and increasing the range on the spells to 7-8. the spells itself can't even be tested because you can't use them at all. the attack too should be at least range 6
Traceback
Profile Joined October 2010
United States469 Posts
November 27 2012 21:37 GMT
#3331
Nullfier just feels really meh overall. I this could be because people are using them too much like sentriers early/mid game whem their real power is late game with stasis and their shields.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
November 27 2012 22:16 GMT
#3332
On November 28 2012 06:37 Traceback wrote:
Nullfier just feels really meh overall. I this could be because people are using them too much like sentriers early/mid game whem their real power is late game with stasis and their shields.

So you'll stasis a tank how?

Three lings stasis'ed, whoooo!!!! Productivity!

I'll be critical until I see it used well
Traceback
Profile Joined October 2010
United States469 Posts
November 28 2012 02:27 GMT
#3333
How about 3 ultralisks? What about using zealots and nullifier in warp prism?
What about just flanking with zealot and nullfier so zealots take first round of damage?
Mid late game using them on broods or SG in battle or with warp prism?
Void shiled on your zealots every time you engage. Terran has auto-turret, toss should use their spell that does the same basic thing.
What about void shield on warp prism to get past turrets and warp into main?

This is what I mean.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
November 28 2012 06:37 GMT
#3334
Mmm, I'm not having much luck with Mech vs Toss at all. Open field engagements with a round of spider mines planted and siege tanks set up vs a Toss with zealot archon still end up trading armies roughly equal supply. Ghosts help, but really don't break it either. This is vs a-move toss.

Tanks produce much slower, especially when gates can be chrono'ed for faster production, I can't be simply trading armies vs a faster P. For mech to work it needs to flat out beat a toss that a-moves vs you. Any ideas or replays?

Bio gets squashed way easier than mech, storm and reaver completely make it a moot point.
Traceback
Profile Joined October 2010
United States469 Posts
Last Edited: 2012-11-28 07:35:37
November 28 2012 07:01 GMT
#3335
Make tanks do same amount of damage to massive units as to armored. This will only help with archons since the only other massive ground unit, the ultra, is already armored.

Easy way to help vs zealot archon that doesn't affect anything else. One of the simplest fixes in the book imo.

Now this might not fix everything, but it's a good start.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
November 28 2012 09:00 GMT
#3336
I had a different experience but I played as toss vs a better terran. I felt that I had to engade when he was unsieged in order to have any succsess and the only time I was close to break a sieged position was by using nullfiers' stasis on clumped up tanks. Three is perfect, they usually space them out three by three

I do miss the dragoon though. A stronger, less mobile stalker would help toss vs mech a lot I think. Espesially vs early pushes when toss has little tech. I am disagreing with what I said earlier now, and toss have enough harass with crossairs, dt's and reavers.
aka KanBan85. Working on Starbow.
Danko__
Profile Joined January 2012
Poland429 Posts
November 28 2012 14:33 GMT
#3337
Traceback, maybe instead make archons armored? right now they are somewhere between tank and dps. Armored subtype Would also make them weaker vs hydras but could be oportunity to buff their dps and buff them vs mutas as well. From what i heard tosses are strugling with mutas.
SolidSMD
Profile Joined April 2011
Belgium408 Posts
November 28 2012 15:30 GMT
#3338
^ +1

User was warned for this post
Working on Starbow!
Traceback
Profile Joined October 2010
United States469 Posts
Last Edited: 2012-11-28 16:30:59
November 28 2012 16:29 GMT
#3339
I think corsair needs a buff more then anything. I think the tank change to damage to massive is a good first step before any drastic archon changes.

A corsair buff, perferably one allowing them to micro against muta, would be nice. Allowing moving shot with sair would be a good first start, maybe also a slight increase in AOE radius since the natural spreading of muta in the sc2 engine hurts corsairs a lot.

The AOE radius increase shouldn't affect any other air units since vikings are not common in TvP and when they are it's usually in small enough numbers that clumping is not an issue. Sair vs Sair wars don't seem like a huge problem. The only real problem might be sair vs corruptor with an AOE buff, but I'm not sure how much of a problem that really is since right now toss doesn't really have a unit that beats corruptors effectively. Forcing zergs to spread corruptors a bit more if the toss produces sairs doesn't seem like a huge problem.

tl;dr: Make tank damage vs massive the same as vs armored. Increase sair AOE radius and give it moving shot if it doesn't already have it.

In slightly unrelated news, I realized yesterday that I think I'm the only active terran on NA... Too many Z and P >.<
MuATaran
Profile Joined January 2011
Canada231 Posts
November 28 2012 17:30 GMT
#3340
Wow I am so sad that I didn't see this thread until now, I was actually thinking about figuring out how to work the map editor to try something like this lol. My question is whether or not there is a place/list that I can use to look at all the changes that have been made from SC2 to Starbow, I really want to try it out but I feel like just starting a game vs people who have been playing for some time would be a pretty silly game.
"Our Banshees will blot out the Sun! ... Then we shall Stim in the Shade." - Doa
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