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[A] Starbow - Page 172

Forum Index > SC2 Maps & Custom Games
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SolidSMD
Profile Joined April 2011
Belgium408 Posts
Last Edited: 2012-12-04 20:41:46
December 04 2012 20:19 GMT
#3421
I fully agree with danko on most topics.
-not sure about the blink change
-toss air: corsairs in low numbers aren't worth shit vs mutas and it doesn't seem viable to get both fleet beacon + upgrades going together with either robo tech or templar tech since you're on 2base when mutas should hit, on the other hand, those 2 upgrades aid toss air too much for the resources invested in them. They don't need to be removed, but they might need to be altered.
-ghost shouldn't be as cheap as danko says but i like the core idea of making it cheaper and with cloak, snipe and lockdown (smaller range and instant projectile fired)

some random stuff:
-dark swarm is fine like it is, don't make it a no-brainer mass cast ability
-storm is too slow: zerg ground armies have too much time to move through a storm since their units move so fast and storm in this form isn't usefull to deal with mutaharass. Moving through a storm should be a heavy commitment, which it isn't atm. I suggest reducing storm time and slightly nerfing its radius.
-hydra is too strong earlygame vs toss, the basic range of 5 allows for a free wall bust without much commitment to it. It's hard to stop, not easy to scout and doesn't allow toss to tech up easely. The general feeling i have at the moment in pvz is that you really can't go out on the map with a few units if you scout a normally timed gas (ling being too beefy doesn't help with that)
-hydra/infestor is too weak vs muta/ling considering the huge mobility disadvantage.
Working on Starbow!
Danko__
Profile Joined January 2012
Poland429 Posts
Last Edited: 2012-12-04 21:08:06
December 04 2012 20:51 GMT
#3422
Blink change is to give more counters vs them. Nulifier with feedback and ghost with emp will be viable option vs mass blinkstalkers. Zergs dont have problems with them. Also, this way we wont need retarded nerf to versatility of stalkers.

I think moving shot like in this video could help low number of corsairs. With small force and a lot of attention you will be able to force zergs to withdraw.

And i suggest ghost to be cheaper and weaker to make them more viable alone. I dont like ghosts as part of army supporting directly. EMP (in your face) doesnt fit into ghost theme imho. Cheaper ghosts would encourage usage of them imho.
Traceback
Profile Joined October 2010
United States469 Posts
Last Edited: 2012-12-04 21:01:48
December 04 2012 21:01 GMT
#3423
Brief PM conversation with Danko about Feedback problem that he said I could post.

Original Message From Danko__:
Armored subtype for archon is best solution. Hydra/archon battles will profit from that too. Ofcourse if necessary slight buff to its dps can be done as well.

I also dont like feedback on ht. It was perfect on DA. I would bet on nulifier, so it could also counter blinkstalker play to some extend.

Show nested quote +
Original Message From Traceback:
Original Message From Danko__:
Damage vs armor type is based on bonuses vs specified armor type. So if unit right now deals 35damage vs light/50damage/65 vs armored then it means it has bonuses -15 vs light type and +15 vs armored type. If tanks was against light armored unit then it would deal 50 damage + bonus vs light +bonus vs armored, which in this means it will deald 50damage.

You keep saying to make tanks deal same damage vs massive and armored and that's not possible in this system to be achived and easy and clear way.

How much damage you would expect tank to do vs armored, how much vs massive, how much vs armored and massive?


Hmm. Fair enough. Why not just make archons armored then?

Maybe the tank change isn't the best answer but something needs to be done. Mech is suppose to be stronged in straight fight but immobile. Right now though, the super mobile zealot archon army can go head to head vs a mech army whenever the mech army tries to push. Sure if it's going up a choke into mass tank it's going to fail, but mech pushes take way more effort to execute then a-moving zealot archon and thus should be rewarded with an advantage. This advantage is suppose to be strong head on damage. Currently, tanks just don't have enough punch to really eat through zealot archon since archons have the immortal affect vs tanks.

Ghosts would be nice but investing all that extra gas into the tech and ghosts (150 gas each/same as templar) is really flimsy since toss doesn't need any more tech to feedback ghosts and turn them into pea-shooters. If feedback hits ghosts, terran army is screwed since you were relying on them, if EMP hits HTs, toss can just morph into archons, strengthening their army, with no gas lost.

At the same time, toss is trading zealots for tanks, which is minerals for gas, where as terran can at best trade vultures for zealots, minerals for minerals. Good luck trying to kill toss gas (archons) with vulture, and overkill makes mass tank vs archon very inefficient.

I'm not sure how to best address these problems.
iSoak
Profile Joined November 2012
Canada7 Posts
December 05 2012 03:30 GMT
#3424
I was stressed before. Sorry for my rude post earlier, no excuse.

I guess I'll keep this very brief.


"@Defenders advantage"

The problem isn't defender's advantage, it's turtling, and it's extremely easy to fix. Fixing it requires addressing the core of the gameplay, so it's probably out of the question. Oh well. Turtling plagues games of all genres...

"@ New maps on NA and the high ground system"

Interesting terrain, and interesting uses of the terrain are essential, imo, to the game. Interesting strategic use of terrain should, imo, be central and critical to playing the game. Terrain is just one aspect that encourages positional play in a game. High ground miss chance is just an example of it.

"@Scout units, Stalkers, Void Rays"

dragoon > Stalker, but:

What if the void ray had late-game blink and better vision radius? What if the stalker was a scout/harassment unit with little front-lines utility (ie, include dragoon and stalker, or make immortal the meaty ranged unit and stalker a harassment unit)? The void ray becomes a positional weapon (See the right opening [army positioning] and you can wreck a base pretty quick, but depends on army position a lot, and if you make a mistake you lose the rays), and the stalker adds to protoss map activity.


Anyway, I'll avoid long posts from now on. I'll try to keep my "noob" ideas to myself, not stir things up.
Canhanrah
Profile Joined July 2011
35 Posts
December 05 2012 06:05 GMT
#3425
On December 05 2012 05:19 SolidSMD wrote:
-toss air: corsairs in low numbers aren't worth shit vs mutas

I really have to disagree.... 2-3 sair can easily kill many packs of muta especially with stalker support. The muta are going to be at your base (obviously they would have to be to be worth something right?) so you'll have both stalkers and sair at or close to your base because odds are you've already scouted spire. They do great splash damage and are really really fast theres no reason not to engage mutas without stalkers as well o.o
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-12-05 11:31:25
December 05 2012 11:30 GMT
#3426
Lunch break! Time to write a reply.

@The numbers and detail balance

To change the stats is an easy process. The current 50 Hp on lings and all other numbers will probably be reworked. I will not do any drastic number changes in the coming patch though. That is because I try to focus on getting the content in the game together. The next step will be to find ways to fix bad balance and get good relationships between units. After this patch, I will hopefully be able to focus more on detail balance.


Changes in the coming patch:

Void ray requires Fleet Beacon. Void Rays are cheaper, faster to build and better vs heavy armored targets, compared to Carriers. So I think there are times when players will get Voidrays instead of Carriers. Exact stats are not determined yet.

Spells for Protoss

High Templar starts with Hallucination from BW and can upgrade Psi Storm. The latler will be reverted to the damage it had earlier. (I though I had reverted it already, but I was wrong.)

Arbiter will still have Mass Recall and Vortex. The latter will not effect massive units. (Just as now)

Nullifier can upgrade AoE-Feedback and Stasis Field at the robotics bay. The starting spell have I not decided. Futhermore, it will be a "benign" unit. Enemy units will not attack it unless target fired. Its attack will still disable enemy armored units attack.

By making it benign I hope it can be a "pre-combat" caster. You can sneak up towards the enemy, stasis or feedback their units or deactivate their lurkers, tanks etc. Just as Ghosts and Infestors can do with their respectve spells. (Lockdown, EMP, Cloak, Plague, Neural parasite and Burrow)

Void Shell will be removed. I do like that spell but I have to kill my darlings. It will be broken. Imagine it being cast on a Arbiter or Warp Prism who moves into a Terran base. No matter how many Turrets they have invested in, the Recall will always happen. Instead, Hallucination can be used to archieve a similar effect but it feels more fair.

The staring spell for Nullifier is a bit tricky. Anything that sacrifices mobility in Starcraft gives a huge reward:
- Lurkers are "cloaked" and deal high dmg to nearby units.
- Siege tanks deal insane dmg and has the highest range in the game.
- Warp Prism can warp in instant reinforcements.
- The current Nullifier gives extra shield regeneration per second in a tiny area...

I see three possible starting spells for the Nullifier:

- Improve the current Null Field.. Both so its better and more interesting. It feels kinda lame honestly..

- Give them the "Matrix" spell. It creates a field anywhere on the battlefield that gives an effect to units within that field. Maybe increase shield regeneration, make units "benign" inside that area (just as Void Shell) or give them some kind of bonus.

- Bring back Force Field in some form..



Frenzy will make frenzied units attack and move 20% faster, just as now. They will also take 20% more damage. The spell can be casted on enemy units too.


Dragoon will replace Stalker. Blink will be a short ranged spell for the Dragoon that can not blink up or down cliffs. XiA helped me to add the Dragoon and I want to try it in the game. If it does not look and feel good it will be reverted to the Stalker soon again.

Spider mines are reworked. I do not have time to explain how now. But it feels better and the changes are very small.

Archons
will be armored. Both siege tanks + Hydras will be better vs them.


My time is running out. I can not explain anything further right now.

Concerns:

Ghost with only Snipe, Lockdown, Cloak and Nuke feels elegant. But they will never be used. We had them like that for a long time and there was no reason to invest in them, except for nukes. If Ghosts do become cheap I fear that Snipe will be a problem vs Z. They will be walking siege tanks vs Lurkers. Bio balls do not need Irradiate or Tanks when they can mass marines + medics + Ghosts and snipe all Zerg stuff.
Things T can use to deal with lurkers:

- Snipe
- Banshee
- Irradiate
- Siege tanks


Combat shield reduces splash damage by 25%, suggests Danko. It sounds good. But at the same time, the units that are effective vs marines will no longer be that effective. It will be easier to A-move into lurkers, tank lines, vs archons, reavers etc. What would the upgrade archieve for the game?




I have to go now. Feel free to discuss this. And if someone has time, please explore how Corsairs and Vultures can be changed to work like they do in the video posted on the last page. They are discussing it in the Sc2BW thread too I´ve just noticed.









Creator of Starbow
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
Last Edited: 2012-12-05 12:33:05
December 05 2012 12:25 GMT
#3427
Void ray requires Fleet Beacon. Void Rays are cheaper, faster to build and better vs heavy armored targets, compared to Carriers. So I think there are times when players will get Voidrays instead of Carriers. Exact stats are not determined yet.

A new T3 mass a click units

High Templar starts with Hallucination from BW and can upgrade Psi Storm. The latler will be reverted to the damage it had earlier. (I though I had reverted it already, but I was wrong.)

ok

Arbiter will still have Mass Recall and Vortex. The latter will not effect massive units. (Just as now)

I give up

Nullifier can upgrade AoE-Feedback and Stasis Field at the robotics bay. The starting spell have I not decided. Futhermore, it will be a "benign" unit. Enemy units will not attack it unless target fired. Its attack will still disable enemy armored units attack.
By making it benign I hope it can be a "pre-combat" caster. You can sneak up towards the enemy, stasis or feedback their units or deactivate their lurkers, tanks etc. Just as Ghosts and Infestors can do with their respectve spells. (Lockdown, EMP, Cloak, Plague, Neural parasite and Burrow)

Let's see how it evolves

Void Shell will be removed. I do like that spell but I have to kill my darlings. It will be broken. Imagine it being cast on a Arbiter or Warp Prism who moves into a Terran base. No matter how many Turrets they have invested in, the Recall will always happen. Instead, Hallucination can be used to archieve a similar effect but it feels more fair.

Motive for remove the mass recall in favor of one recall units. Aaah I forgot that dragons can not climb the hills with their blink. ok...

Frenzy will make frenzied units attack and move 20% faster, just as now. They will also take 20% more damage. The spell can be casted on enemy units too.

+1

Dragoon will replace Stalker. Blink will be a short ranged spell for the Dragoon that can not blink up or down cliffs. XiA helped me to add the Dragoon and I want to try it in the game. If it does not look and feel good it will be reverted to the Stalker soon again.

Let's try and see how it goes, even if you change the blink, many people who will try to react wtf?

Spider mines are reworked. I do not have time to explain how now. But it feels better and the changes are very small.[b]

ok

Archons will be armored. Both siege tanks + Hydras will be better vs them.

Time ago I proposed to amend the damage hydra
10 armored
8 vs. all
6 vs light
and vulture damage
18 vs light
14 vs. all
10 vs armored
archon had no types of armor then takes damage vs all

Combat shield reduces splash damage by 25%, suggests Danko. It sounds good. But at the same time, the units that are effective vs marines will no longer be that effective. It will be easier to A-move into lurkers, tank lines, vs archons, reavers etc. What would the upgrade archieve for the game?

+1

With regard to the actions of the players wtf, can be solved by placing the main page and explain the new features and changes. In any case, the game is considerably improved compared to before. Great job
Traceback
Profile Joined October 2010
United States469 Posts
December 05 2012 16:53 GMT
#3428
Changes are good.

For nullifier, FF is bad, don't do it. I was thinking of an ability that could make a building invuneralble for a period of time. So you can use it to save your nexus or save your wall.

I'll try to think of some other stuff.
Danko__
Profile Joined January 2012
Poland429 Posts
December 05 2012 17:06 GMT
#3429
Void ray requires Fleet Beacon. Void Rays are cheaper, faster to build and better vs heavy armored targets, compared to Carriers. So I think there are times when players will get Voidrays instead of Carriers. Exact stats are not determined yet.

A new T3 mass a click units


Yeah. Pointless. Better just remove it till you have better idea.

Arbiter will still have Mass Recall and Vortex. The latter will not effect massive units. (Just as now)

I give up


Im not fan of vortex but mass recall on arbiter is cool.

Nullifier can upgrade AoE-Feedback and Stasis Field at the robotics bay. The starting spell have I not decided. Futhermore, it will be a "benign" unit. Enemy units will not attack it unless target fired. Its attack will still disable enemy armored units attack.
By making it benign I hope it can be a "pre-combat" caster. You can sneak up towards the enemy, stasis or feedback their units or deactivate their lurkers, tanks etc. Just as Ghosts and Infestors can do with their respectve spells. (Lockdown, EMP, Cloak, Plague, Neural parasite and Burrow)


I dont like idea of benign unit at all. Also i dont like part of its passive disabling only armored units. Why? Why not let it disable all units? It will be up to player how he will use it. And expensive spellcaster is poor counter to most of (cheap) light units anyway.

Dragoon will replace Stalker. Blink will be a short ranged spell for the Dragoon that can not blink up or down cliffs. XiA helped me to add the Dragoon and I want to try it in the game. If it does not look and feel good it will be reverted to the Stalker soon again.

Yay! Retarded blink!

To change the stats is an easy process. The current 50 Hp on lings and all other numbers will probably be reworked. I will not do any drastic number changes in the coming patch though. That is because I try to focus on getting the content in the game together. The next step will be to find ways to fix bad balance and get good relationships between units. After this patch, I will hopefully be able to focus more on detail balance.


Im not whining cause things are up/op.
GattAttack
Profile Blog Joined July 2012
Canada202 Posts
December 05 2012 18:38 GMT
#3430
I have to agree with Danko that the idea of a 'benign' unit just doesn't seem to really fit. It breaks the accepted unit interaction of Starcraft. The only reason that 'void shell' and 'auto turrets' work is because they are spells. Spells are allowed to break away from how 'normal units' work because the spell casters are giving up a continuous attack (with some exceptions) in order to store energy.

All I really see it doing is confusing new players. Maybe if it was something that had to be casted (kind of like ghost cloak), so in return for continuously wasting energy the nullifier would have to be manually targeted it could work out. Overall it just seems like this could be solved through either giving the nullifier more speed, more range, or more kick ass abilities =D.
purakushi
Profile Joined August 2012
United States3301 Posts
Last Edited: 2012-12-05 21:20:20
December 05 2012 18:43 GMT
#3431
Yay, glad for keeping blink. It is a cool ability and one of the "few" things from SC2 that we should keep.

Overall pleased with the upcoming changes. I would still prefer the stalker model, though. We can just make it have the same movement, attack, toughness, etc, as the dragoon. The SC2 dragoon is not half as cool as BW's. Stalker model fits a blink unit more (not just because we're used to it from SC2).

In addition, I'd prefer blink still allow going up/down cliffs but reduce shields by some amount (all or a "risky" amount).

On storm, I kind of wish it was larger radius but deal the same damage over a greater amount of time.

@Kabel
Any thoughts on changing goliath missiles to be more like they were in BW? Basically, make them move slower (but high acceleration). If you test it with the values I put in previous posts versus current ones, you will really notice a difference. IMHO, it looks way cooler and accentuates micro. (Same for stalker/dragoon shot)
T P Z sagi
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2012-12-05 18:53:38
December 05 2012 18:52 GMT
#3432
@benign units

Never been a fan of those for anything besides a spider mine in motion. It always feels like such an awkward mechanic. Why is my hydralisk purposely ignoring that auto turret right there?

Why not kill two birds with one stone. Make the void ray the nullifier? Flying makes more sense for a unit that is meant to engage positional lines. Hard counter damage is WAYYYYY less interesting then tactical spells the nullifer has.



@storm
I KNEW IT! Looks like I'm not actually crazy. Welp, time to break out of this psych ward.
Traceback
Profile Joined October 2010
United States469 Posts
December 05 2012 20:23 GMT
#3433
The more I think about it, benign units do seem pretty weird. I also think the shield removal on blink is a good idea.

decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2012-12-06 05:14:20
December 06 2012 04:58 GMT
#3434
Carriers are hilarious PvP.

3/1 Stalkers vs Carriers 3 attack 2 shield 2 Armor.

6 Shots to kill an interceptor.
6 times 8, 48 shots to kill a carrier worth of interceptors.
Here is the problem.

Stalkers do NOT shoot the enemies ground army, just the interceptors unless already enaging a target before the interceptors come in.

Its like the entire ground army of zealots and stalkers are temporarily void shielded.


edit:
http://drop.sc/282023
Friendly game turned into messing around and testing units.
55 supply vs 55. During the one big engagement, 68 vs 50ish supply the next engagement after he toasted my stalker army.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2012-12-06 07:28:48
December 06 2012 06:29 GMT
#3435
On December 05 2012 20:30 Kabel wrote:
Lunch break! Time to write a reply.

@The numbers and detail balance

To change the stats is an easy process. The current 50 Hp on lings and all other numbers will probably be reworked. I will not do any drastic number changes in the coming patch though. That is because I try to focus on getting the content in the game together. The next step will be to find ways to fix bad balance and get good relationships between units. After this patch, I will hopefully be able to focus more on detail balance.



Good, I just played a ton of pvz vs drako and lost every single one... Now ... he is better than me and I need to learn starbow better but the ling hp seems to high and hyrdas not have a rang upgrade (starting with long range), which makes a hydra-bust very powerful. One-base protoss play is almost impossible with the 50 hp lings. Now, I am only theorycrafting here in spite of some playtesting, but if more people feel the same there might be something to it. I know this is not design but balance, but it is hard to test design when some startegies become completly void.



Spells for Protoss

High Templar starts with Hallucination from BW and can upgrade Psi Storm. The latler will be reverted to the damage it had earlier. (I though I had reverted it already, but I was wrong.)


That will also help vs zerg.


Nullifier can upgrade AoE-Feedback and Stasis Field at the robotics bay. The starting spell have I not decided. Futhermore, it will be a "benign" unit. Enemy units will not attack it unless target fired. Its attack will still disable enemy armored units attack.

By making it benign I hope it can be a "pre-combat" caster. You can sneak up towards the enemy, stasis or feedback their units or deactivate their lurkers, tanks etc. Just as Ghosts and Infestors can do with their respectve spells. (Lockdown, EMP, Cloak, Plague, Neural parasite and Burrow)

Void Shell will be removed. I do like that spell but I have to kill my darlings. It will be broken. Imagine it being cast on a Arbiter or Warp Prism who moves into a Terran base. No matter how many Turrets they have invested in, the Recall will always happen. Instead, Hallucination can be used to archieve a similar effect but it feels more fair.

The staring spell for Nullifier is a bit tricky. Anything that sacrifices mobility in Starcraft gives a huge reward:
- Lurkers are "cloaked" and deal high dmg to nearby units.
- Siege tanks deal insane dmg and has the highest range in the game.
- Warp Prism can warp in instant reinforcements.
- The current Nullifier gives extra shield regeneration per second in a tiny area...

I see three possible starting spells for the Nullifier:

- Improve the current Null Field.. Both so its better and more interesting. It feels kinda lame honestly..

- Give them the "Matrix" spell. It creates a field anywhere on the battlefield that gives an effect to units within that field. Maybe increase shield regeneration, make units "benign" inside that area (just as Void Shell) or give them some kind of bonus.

- Bring back Force Field in some form..



I agree with decembercalm that nullifier should not be "benign" but rather a flying unit (perhaps a fast unit as well, so it can dart in and dart out again from other angels than the rest of the army. Don't know if it should "merge" with void-ray though.). I know this is sounding pretty close to the oracle, but the design of the nullifier is different. Nullifier should support the army to break positions like a high templar, while the oracle is a harassment unit. Now, making the nullifier flying could give it some harassment potential (like statsis on enemy worker lines). Also, I feel like the nullifier is very anti-terran (perhaps also anti-protoss). Maybe it should have a more anti-zerg feel in the last undecided ability.

I still think it should be robo tech, and something must be done with the void ray, sorry no ideas there. The voidray of starbow should be what the scout in BW never became. It was a really underused unit, but the starport needed something in addition to crossairs, carriers and arbiters. Crossairs are light, fast and cheap and Carriers are way lategame. The voidray should be in the middle but at the same time fulfill a specific purpose....

@Decembercalm: Will a non-friendly pvp ever get to carriers?
aka KanBan85. Working on Starbow.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-12-06 09:31:06
December 06 2012 09:25 GMT
#3436
My days are litteraly loaded with chores now. So my replies here will be very short due to limited time.

@Changes in the coming patch

Ironic answears or one-liners won´t help me much or make Starbow better. Its good that you criticize things you do not like or if you see any problems with it. But explain why, atleast with a couple of sentences. As always, you are all welcome to bring ideas for the coming changes.

@Voidray

It is not a particularly interesting unit. I have not find a good way to redesign it. So I can either let it be in the game or remove it. The Voidray and Corruptor are kinda equal in terms of being boring. And people want me to remove Corruptor as well. But I don´t think it ruins anything in the game if they are in. They have a narrow role but sometimes they will actually be useful.

@Nullifier

I tried to make it a flying unit at first, but I have no model for it. I have scanned the internet for user made content, but I have not found anything that fits. If anyone knows a good model, please tell me. Also discuss what a potential starting spell can be.

@Goliath missiles

I will look at your values in the editor, Purakushi. I have not gotten the time to try it yet.

@Dragoon / Stalker

Its just a matter of taste and feeling. In terms of actual numbers, the Stalker might aswell be the Dragoon. I just wanna try how the Dragoon "feels" in the game.

Creator of Starbow
Mr.Apathetic
Profile Joined August 2012
Australia11 Posts
December 06 2012 12:52 GMT
#3437
I'm not so sure why there is a sudden resurgence of the idea of bringing the dragoon to the game w/ or w/o blink. If it is an issue of aesthetics sure we may try and swap it in to see how it functions. Also i think the unit radius is much bigger than stalkers which tend to clump easily and if blink is implemented to the dragoon, i think it would cause the TvP matchup to favor P moreso than it is now as tank splash will hit fewer units.

Gameplay wise I feel stalkers are more interesting than a clunky, slow yet powerful ranged attacker with the blink ability. An idea that has been brought up before by many people is to make blink deplete shields when it is used, it allows there to be a tradeoff between survivability and movement.

Changing the armor type of Archon to armored seems like a good idea as currently it is a decent tank that is kinda hard to take down even w/ proper focus firing and micro. Another approach could be adjusting the numbers of its shields.

I think nullifier should be left alone for a while in terms of its abilities/nullifying armored enemy units. I'm not so sure about making it a benign unit, its Chrono Shell ability can do that to itself and to other units which is exciting. The main concern about that is shelling arbiters and they dive in to location without any risks, this can be amended by making it only target ground units (and maybe affect all units in target area instead of friendly just a thought).

What a couple of nullifiers can do is actually really cool, they can stop ultras, bcs, tanks, lurkers, brood/corrupter and other things as most important targets are usually armored if microed correctly. I have no real say in making an aoe feedback or aoe damage feedback, but on the nullifier it makes sense and gives incentive to protoss players to get them mid-late game.

Removing ghosts snipe ability make it almost exclusively an anti spellcaster unit, making it a serious investment if a Terran player gets some. When there are no spell casters, it mostly feels like deadweight esp against Z. I also do not like the suggested combat shield upgrade reducing splash by 25%. It makes it too tanky imo and decreases the need for T players to split/micro marines in bigger battles; most of its counters are aoe damage dealers anyway and negating a bit of its counter may make it too strong in huge numbers (as it is now making banelings against combat shield marines makes them very cost inefficient way to take em down).

Lastly frenzy spell seems to be getting a lot of criticism and as a mostly zerg player myself I feel it is like a free aoe stim to my units w/o any real downsides due to the nature of consume. Making it able to affect ALL UNITS instead of friendly units would force players to pre-cast it before battle more often than the now fire and forget type of spell it is.
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
Last Edited: 2012-12-06 13:33:09
December 06 2012 13:29 GMT
#3438
On December 06 2012 18:25 Kabel wrote:
@Voidray

It is not a particularly interesting unit. I have not find a good way to redesign it. So I can either let it be in the game or remove it. The Voidray and Corruptor are kinda equal in terms of being boring. And people want me to remove Corruptor as well. But I don´t think it ruins anything in the game if they are in. They have a narrow role but sometimes they will actually be useful.


How have fallen down the protoss. The only unit of the present sc2 is the voidray, and that we want to remove the same. I think people want change then, then a change to the voidray would try. Edit voidray as I said, it could be fun to play but also reward those who make micro.
+ Show Spoiler +
The task of the void ray Is that of air combat units as heavy as corruptor, battlecruisers, carriers. But I thought it would not hurt to make a nuisance units:
Remove attack vs ground units.
Add attack vs structures: 30 dmg (cooldown 1) (the structure can be attacked by only one voidray)
Change attack vs. air units: 20 vs Massive 15 vs. all, 10 vs light 1 sec cooldown (values ​​can be changed).
To make synergy with corsairs, the latter may use the graviton beam on all ground units (including massive) maybe by means of a search.

Voidray vs protoss and terran can destroy some deposit / pylon, gas, while against zerg favorite victims will be the ovelord.
Is an idea that has potential, it's really a shame not to try it. I would do a test and if he does so disgusting you could go back (we tried).
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2012-12-06 18:04:18
December 06 2012 18:03 GMT
#3439
Crazy idea, reintroduce the phoenix since it can actually fight lower count mutas with strafe shot and micro. Move nullifier abilities to the corsair but weaken its attack.

Not a biggest fan of the idea, but hey, it could work and fix a couple problems along the way (while being slightly weird).
TopRamen
Profile Joined February 2011
United States96 Posts
December 06 2012 18:38 GMT
#3440
On December 07 2012 03:03 decemberscalm wrote:
Crazy idea, reintroduce the phoenix since it can actually fight lower count mutas with strafe shot and micro. Move nullifier abilities to the corsair but weaken its attack.

Not a biggest fan of the idea, but hey, it could work and fix a couple problems along the way (while being slightly weird).


Not sure I like the reintroduction of the phoenix, strafe shot is, imo, not a fantastic mechanic.
Also, the role of the phoenix and corsair kind of overlap.
Use your noodle!
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