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[A] Starbow - Page 179

Forum Index > SC2 Maps & Custom Games
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Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
December 12 2012 10:30 GMT
#3561
It would be nice/fun to have an island map for Starbow. I miss those from BW. December ur up forrit?

And .... just came to think about it. Are the new proleauge maps playable on public ladder? They does not work in sc2 (my opinion, partly because of force fields) but they might be playable, even fun, in Starbow.
aka KanBan85. Working on Starbow.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-12-12 12:59:52
December 12 2012 12:59 GMT
#3562
It would be nice to try an island map. As usual, someone need to find one or make one.

Are you referinng to the Kespa maps? http://www.teamliquid.net/forum/viewmessage.php?topic_id=382258&currentpage=31

I have searched and asked around but it appears that they have not been released to the public yet. Would really wanna try Bifrost
Creator of Starbow
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
December 12 2012 13:09 GMT
#3563
Yeah, the kespa maps. Think they would work much better for Starbow than SC2. Hope they become public in the future.

It's weird (or maybe it's quite naturally) but the more I play Starbow, the boringer SC2 becomes, even watching top palyers in turnaments finals are not the same anymore. Hope a ton of people start playing Starbow when the design is in place!
aka KanBan85. Working on Starbow.
O.P.
Profile Joined October 2007
Sweden109 Posts
December 12 2012 13:44 GMT
#3564
I'm not a player, I only watch games. I must say that wraiths are so much funnier to watch than banshees.
fietstas
Profile Joined August 2010
Netherlands43 Posts
December 12 2012 16:08 GMT
#3565
the problem is not that banshees are imposisble to stop, or that you can't get observers out in time, the problem is that unless you prepare by always setting a cannon in your mineral line or going robo before stargate/templar tech, you will lose many probes to a banshee. while other races can simply get a scan / overseer out and aren't forced to make a turret/spore or go a certain tech path.

think of terran being forced to go for a starport + tech lab in every game vs T, or zerg for a spire vs T. there should be alternatives in tech, and the mere possibility of a banshee removes that alternative in PvT.

right now you do not see the direct effects because not many terrans go for 1-2 cloak banshees in the early game consistently, but any game where toss opted to not get a robo/cannon in mineral line will result in the banshee getting loads of kills, while the transition out of it (science vessels and/or dropships and/or vikings) is not risky at all, in fact since you're on science vessel tech already, you have an easier time sniping any observers (which you forced out).
SolidSMD
Profile Joined April 2011
Belgium408 Posts
December 12 2012 16:44 GMT
#3566
look at it like this:
if you play passive, then get the cannons and you should be safe
if you play aggressive, you can see if he went early banshees by looking at the tankcount

i don't see the problem, if P goes robo, T needs to be ready for possible reaverdrop with turrets/vikings, T doesn't want to make turrets and vikings, but he has to. Agreed, banshees are gay, but getting the robo+obs is less minerals/gas than building one banshee with cloak. And in case you get cannons, this makes you safe versus vultureharrass as well.
Working on Starbow!
Danko__
Profile Joined January 2012
Poland429 Posts
December 12 2012 17:54 GMT
#3567
I dont see problem here as well. 1 basers are already relatively weak. They gotta be effective. And observer is best detector in game.
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
December 12 2012 18:35 GMT
#3568
@cloack banshee
In sc2 tech grows more slowly because of the second geyser. In starbow there is a gayser but is much more efficient and require only 3 work.

To resolve this problem cloack banshee vs protoss just add a requirement for the cloack research. Banshee require starport and tech lab, reseach cloack in tech lab and costs less but require fusion core.
Caas
Profile Joined November 2011
Sweden51 Posts
December 12 2012 21:13 GMT
#3569
i just would like to add that marines+medics are really really strong in TvZ
Dammit!
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
December 13 2012 05:49 GMT
#3570
I agree with Solid and Danko, this is not really a problem.
1. You cannot expect to have all tech routes open vs any race at all times.
2. Going robo first vs terran is almost a must anyway to get the obs to see what kind of strat he is going. It is considered a "safe" build. Also because there is no way you can move your stalkers across the map without an observer because 95% of games there will be mines.

I don't really see the difference between getting a robo and upgrading at core. You still need the core first and then make an investment afterwards, and getting the robo is better because you not only unlock observers but warpprisms as well ..... and you know how annoying they can be. (you still won Solid ... ) With a observer upgrade at core you only get observers and no other tech.

Keep it as it is.
aka KanBan85. Working on Starbow.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2012-12-13 10:45:07
December 13 2012 10:44 GMT
#3571
Can this be adapted as island map in sc2, should be searchable in arcade? http://www.teamliquid.net/forum/viewmessage.php?topic_id=194709

Probably make it two-player forced top/bottom spawn.
aka KanBan85. Working on Starbow.
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
December 13 2012 14:11 GMT
#3572
On December 13 2012 14:49 Xiphias wrote:
I agree with Solid and Danko, this is not really a problem.
1. You cannot expect to have all tech routes open vs any race at all times.
2. Going robo first vs terran is almost a must anyway to get the obs to see what kind of strat he is going. It is considered a "safe" build. Also because there is no way you can move your stalkers across the map without an observer because 95% of games there will be mines.

I don't really see the difference between getting a robo and upgrading at core. You still need the core first and then make an investment afterwards, and getting the robo is better because you not only unlock observers but warpprisms as well ..... and you know how annoying they can be. (you still won Solid ... ) With a observer upgrade at core you only get observers and no other tech.

Keep it as it is.

If observer is in nexus, this allows the Protoss vs Terran to use other roads, as stargate, templar. Even in PvsP will suffer this change, not forcing people to go to robo. But I had proposed alternative detector That does not Entirely replace the obs, but give the other branches of tech possibilities provisional detection that require expenditure and decisions.
+ Show Spoiler +
Alternative protoss detection
Scout
Give Envision mothership core ability
watch here
http://wiki.teamliquid.net/starcraft2/Mothership_Core
Maybe not cost energy but cooldown.

High templar
Give Revelation oracle ability
watch here
http://wiki.teamliquid.net/starcraft2/Oracle
modified in this way:
-not work on builds
-work on cloack/burrowed units
-duration 30 sec
Revelation requires an research (optional)
Zain3
Profile Joined September 2012
Sweden45 Posts
December 13 2012 14:57 GMT
#3573
but then the cannon should be another tech path that can be changed?
like it needs a gateway ?

if we're going down that path
This is stupid!
Danko__
Profile Joined January 2012
Poland429 Posts
December 13 2012 15:20 GMT
#3574
Toss detection is fine.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
December 13 2012 16:11 GMT
#3575
On December 13 2012 23:11 JohnnyZerg wrote:
Show nested quote +
On December 13 2012 14:49 Xiphias wrote:
I agree with Solid and Danko, this is not really a problem.
1. You cannot expect to have all tech routes open vs any race at all times.
2. Going robo first vs terran is almost a must anyway to get the obs to see what kind of strat he is going. It is considered a "safe" build. Also because there is no way you can move your stalkers across the map without an observer because 95% of games there will be mines.

I don't really see the difference between getting a robo and upgrading at core. You still need the core first and then make an investment afterwards, and getting the robo is better because you not only unlock observers but warpprisms as well ..... and you know how annoying they can be. (you still won Solid ... ) With a observer upgrade at core you only get observers and no other tech.

Keep it as it is.

If observer is in nexus, this allows the Protoss vs Terran to use other roads, as stargate, templar. Even in PvsP will suffer this change, not forcing people to go to robo. But I had proposed alternative detector That does not Entirely replace the obs, but give the other branches of tech possibilities provisional detection that require expenditure and decisions.


Moving the observer to the nexus is isomorphic to the robo if you make it a cybercore upgrade. Futhermore making a robo does not force you dawn a path any less then moving the observer to nexus forces you to upgrade at cybercore. The only difference I see is that I loose the ability to make warprism for free...
aka KanBan85. Working on Starbow.
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
Last Edited: 2012-12-13 20:52:16
December 13 2012 20:48 GMT
#3576
TvsT
+ Show Spoiler +
my bio attack

http://www.speedyshare.com/wyFYf/download/TvsT-my-bio-attack-vs-fast-exp.SC2Replay

TvsZ
+ Show Spoiler +
my fast lurker drop

http://www.speedyshare.com/rJGVu/download/T-vs-Z.SC2Replay

Special game PvsP, corsair battle
http://www.speedyshare.com/G7nzU/download/PvsP.SC2Replay

ZvsT
+ Show Spoiler +
punishment to the terran fast expansion

http://www.speedyshare.com/ENQqA/download/ZvsT.SC2Replay

ZvsP
+ Show Spoiler +
the ridiculous defeat of JohnnyZerg

http://www.speedyshare.com/32RHQ/download/ZvsP.SC2Replay
Doominator10
Profile Joined August 2012
United States515 Posts
Last Edited: 2012-12-14 03:06:53
December 14 2012 03:05 GMT
#3577
As my personal christmas wish:

I would love it if irradiated units had an indicator in the unit selection bar, like parasite did in BW.

A small change that would relieve a lot of frustration for me...
It would mean that I can more easily separate an irradiated mutalisk from my flock by shift-clicking the box in the UI and help counter the fact that a diamond scrub can irradiate 3-4 mutas or lurkers much more easily than in BW due to smart-casting...


(I'm looking at you Trace =_____=)
Your DOOM has arrived,,,, and is handing out cookies
Traceback
Profile Joined October 2010
United States469 Posts
December 14 2012 04:11 GMT
#3578
That's part of the skill. I wish I had an auto split vs banelings too. You can't even stack muta like in BW, it's even easier to separate the irradiated muta.
purakushi
Profile Joined August 2012
United States3301 Posts
Last Edited: 2012-12-14 04:25:23
December 14 2012 04:24 GMT
#3579
Yeah, I agree with Traceback. Please no more things to make it easier. Though, it would be nice if the irradiated unit were a bit more visible. In BW, you just had this huge green blob
T P Z sagi
Traceback
Profile Joined October 2010
United States469 Posts
Last Edited: 2012-12-14 09:26:30
December 14 2012 04:30 GMT
#3580
What if you made the particle trails longer? It would be much more apparent that something was irridiated and would scale with ball size. With just a small group of muta, the long trail would lead your eyes right to the muta. However, if you had a big army full of units, although you could see the irridation, it would be much harder to stop from which row it was originating from.
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