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[A] Starbow - Page 180

Forum Index > SC2 Maps & Custom Games
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Prev 1 178 179 180 181 182 537 Next
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
Last Edited: 2012-12-14 13:24:37
December 14 2012 12:30 GMT
#3581
Next patch

Zergling 40 life

Baneling 15 +25 damage vs light

Zea 9x2 damage

Siege Tank
40 vs light
55 vs all
70 vs armored

I anticipate your moves, kabel ... bhruahahah :D
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2012-12-14 13:57:23
December 14 2012 13:04 GMT
#3582
What's left?

So, I think protoss is doing fine atm. No extra unit at robo, but that might not be needed. Would like to see the cooldown on storm removed. Let the player waste all the energy at once as he (or she?) pleases.

Terran seems fine, maybe some spells need to be shifted between science vessel and ghost (I have really no idea since I don't play terran much).

And zerg .... maybe 40 hp lings... dunno.
One thing I was thinking of. Curroptors. Have they been modified to fit starbow? I know they look larger and cost more but are they proportionally better according to cost? Should they have a different ability. I know we don't see them much, but they are almost exlusivly what zerg has to deal with late-game air (carriers, bc's etc) in combination with darkswarm/hydra, plauge, and fungal. They seem a bit weak for the cost and maybe we should try makng them directly from eggs as in sc2? So you don't need the muta investment. Should they be hive or lair tech? I have no sollutions, only potential challanges, how about that?
aka KanBan85. Working on Starbow.
vrumFondel
Profile Joined November 2012
Russian Federation42 Posts
December 14 2012 15:29 GMT
#3583
Hi people!
I returned. Do you have plans today to play games?
Kabel
Profile Joined September 2009
Sweden1746 Posts
December 14 2012 16:42 GMT
#3584
@Irradiate

I have not found a good model to use for the spell yet. I agree that it is a bit hard to see sometimes. I will look at it.

@JohnnyZerg

You can see into the future :B

@Xiphias


The two large things left in the MOD is a potential Stargate unit and a potential robotic unit. Right now Protoss has even less units than in BW. Both Terran and Zerg feels fine atm.
I am looking at a lot of alternatives and I will present a suggestion IF I manage to create somthing good enough. Apart from that, most of the content in the game feels good.

Corruptors are so rarely used so its hard to tell how they feel.

@Play?


Yep, Im home now and spending the evening with some nice Starbow games ^^
Hopefully more people join us tonight !
Creator of Starbow
purakushi
Profile Joined August 2012
United States3301 Posts
Last Edited: 2012-12-14 17:20:20
December 14 2012 16:45 GMT
#3585
I would actually like to try having storm have a larger radius but take longer to deal more damage. I am thinking 96 damage over 6 seconds (so 8 damage per half second) with a radius of 2. I am not sure what they are right now in Starbow, but default SC2 values are 80 damage over 4 seconds with a radius of 1.5. You can also try 90 damage over 5 seconds (9 DPS).

Remember, there are no marauders in Starbow, so it is still deadly to biological as well as stationary units (tanks, lurkers). Against Zerg, the radius increase kind of mitigates the slight DPS nerf, but I do not think it will change much, aside from more positional play. Gives Zergs more time to micro and both players time to reposition a bit, but it is still quite deadly.
Allows bio to last longer, use it more also as a positional spell, and gives units a few more seconds to reach any mutalisk attacks as they run away from the larger radius storm. The last part is a bit eh, but I do not think storm is that amazing against mutalisks in the first place in Starbow. I believe this will help in an indirect way if used correctly. Storm dealing more damage is not the way to go against mutalisks, if people are still having a problem with them.

These suggestions are actually coming from a design perspective rather than a balance one, though. I think larger radius with lower DPS would be better for gameplay.
T P Z sagi
vrumFondel
Profile Joined November 2012
Russian Federation42 Posts
December 14 2012 16:58 GMT
#3586
http://ru.twitch.tv/jackodiamonds here stream is up
PunchTheBag
Profile Joined October 2012
Russian Federation26 Posts
December 14 2012 18:45 GMT
#3587
Hi guys! I am Pustyshka on ladder, maybe you remember me :D
Kabel, i think that is good to cut useless or strange things from the map, but beauty of this map is was that is not scbw, that was sc2 with cool nerf to deathmalls, added macro and positional gaming, not build training and a-click moves. But now you cut almost all sc2/new things and only scbw remains. What have protoss now? Boost, blink, recall and warp prism (and no more red archons). That is nice changes for expansion to broodwar, not for new starcraft or bw 2.0. And there is A LOT of difference between this mod and sc2.
If i want to play bw i can do it on iccup, but it was fine to play sc2 with more macro bases, area control units and without deathballs
The application "Crash Reporter" has quit unexpectedly
purakushi
Profile Joined August 2012
United States3301 Posts
December 15 2012 04:03 GMT
#3588
Blizzard recently added many subforums to their forums. Eventually, we should have a thread for Starbow on there.

http://us.battle.net/sc2/en/forum/8126760/
T P Z sagi
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
December 15 2012 06:45 GMT
#3589
also of note: http://www.teamliquid.net/forum/viewmessage.php?topic_id=388155

tons of great ideas to steal in there. My favorite is the Recovery Drone on the Raven
aka ChillyGonzalo / GnozL
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
December 15 2012 07:35 GMT
#3590
On December 15 2012 03:45 PunchTheBag wrote:
Hi guys! I am Pustyshka on ladder, maybe you remember me :D
Kabel, i think that is good to cut useless or strange things from the map, but beauty of this map is was that is not scbw, that was sc2 with cool nerf to deathmalls, added macro and positional gaming, not build training and a-click moves. But now you cut almost all sc2/new things and only scbw remains. What have protoss now? Boost, blink, recall and warp prism (and no more red archons). That is nice changes for expansion to broodwar, not for new starcraft or bw 2.0. And there is A LOT of difference between this mod and sc2.
If i want to play bw i can do it on iccup, but it was fine to play sc2 with more macro bases, area control units and without deathballs

I think what happened is that we tried several different sc2 units and they all failed to play an important role (e.g. the void-ray). Protoss is not yet fully developed but strangefully works nice atm.
aka KanBan85. Working on Starbow.
Kabel
Profile Joined September 2009
Sweden1746 Posts
December 15 2012 11:44 GMT
#3591
The Kespa maps have been released on NA!!!

http://www.teamliquid.net/forum/viewmessage.php?topic_id=382258&currentpage=32

Would any friendly soul mind to download them via the editor on NA and send them to me so I can use them on EU?
Maybe they can be sent via speedyshare.com or something
Creator of Starbow
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
Last Edited: 2012-12-15 13:04:50
December 15 2012 13:04 GMT
#3592
On December 15 2012 16:35 Xiphias wrote:
Show nested quote +
On December 15 2012 03:45 PunchTheBag wrote:
Hi guys! I am Pustyshka on ladder, maybe you remember me :D
Kabel, i think that is good to cut useless or strange things from the map, but beauty of this map is was that is not scbw, that was sc2 with cool nerf to deathmalls, added macro and positional gaming, not build training and a-click moves. But now you cut almost all sc2/new things and only scbw remains. What have protoss now? Boost, blink, recall and warp prism (and no more red archons). That is nice changes for expansion to broodwar, not for new starcraft or bw 2.0. And there is A LOT of difference between this mod and sc2.
If i want to play bw i can do it on iccup, but it was fine to play sc2 with more macro bases, area control units and without deathballs

I think what happened is that we tried several different sc2 units and they all failed to play an important role (e.g. the void-ray). Protoss is not yet fully developed but strangefully works nice atm.

Have you tried the voidray of "heart of the swarm"? works well, but in this present form can not be used for starbow.
Or eliminate the attack against ground units and maintains the attack against buildings, or take the scout.
We hope that the Nullifier enters again the scene and keep the attack and the personal shield and new good skills
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2012-12-15 13:57:23
December 15 2012 13:57 GMT
#3593
I had an idea for a spell to the nullifier. Not a complete set of spells, but just one. How about "abduct" from the Viper in HOTS? The nullifier (fyling or not) can pull out units from armies.

I know deathballs is not a problem in Starbow, but groups with powerfull units still are. Reavers, tanks and broodlords. Just a thought. I do not have a complete set of spells nor a potentia lpassive ability like it had before it was removed.

But ... any spell on the nullifier should be a well-rounded spell that can be used in several situations even if it is design to only deal with one.

- Xiphias.
aka KanBan85. Working on Starbow.
Danko__
Profile Joined January 2012
Poland429 Posts
December 15 2012 14:21 GMT
#3594
I would suggest something like that with casters:

Neural parasite removed from infestor. Give him back infested terrans instead.
Dark Archon back in game with: Feedback/Mind control and AOE sight blocker.
3rd spell would be big aoe (around dark swarm, maybe bit bigger) and would block all vision in targeted area (like these sight blockers near xelnaga towers). Would be usefull in all MUs.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-12-15 16:13:55
December 15 2012 16:00 GMT
#3595
Players ask me if there will be any additional units for Protoss at all, or if I have scrapped that completely. Yes, I do plan to add one more Stargate unit and one more spellcaster. Probably at robotic facility, but if that does not work, then maybe the Dark Archon will make a comeback. I think its important that Starbow do not have less content than Brood War or Sc2.

I have identified a couple of areas where I think there is room for additional Protoss spells. I have looked at what spells Protoss has in BW and SC2 and if any of those spells can be adjusted to fit into Starbow. But of course I listen to ideas suggested by others too. I will not rush anything into the game though.

But as always, I am bound by the content in the editor and in SC2 and BW. So far I have not found any model for a flying spellcaster that would fit into the robotic facility. (I am just looking at the possibility)

Anyone here knows any good model for a flying Protoss spell caster?
Maybe a model in an other custom map? A model made by a hobby model maker?

Ps. I will be online ca 2-3 hours from now, if anyone feel like playing.

Creator of Starbow
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
December 15 2012 16:38 GMT
#3596
I do not know what to think. You created beautiful half-unit, and now you're throwing in the toilet, so without giving it a second chance. I'm talking about the Nullifier, I proposed more spells + Show Spoiler +
http://www.teamliquid.net/forum/viewpost.php?post_id=17207053
, but it is not to be applied, even proponetene you more. Remove the neural parasite all'infestor? That I would prefer the range 5, rather than all remove the spell. Infested terran cause damage to sc2 (see the nerf eggs), and you want to put them. Currently, the Infestor is so good, it is used little and little to do with him. With regard to the model of a flying caster, in my opinion, there is no need (arbiter is a flying caster), try a sentry colored green.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-12-15 17:02:48
December 15 2012 16:56 GMT
#3597
I removed the Nullifier because it was based on akward spells that interacted in a weird way with the game. I rushed that unit into the game just cause I was eager to try it. Maybe it will come back but to work in an other way. I have no other model for a Protoss spell caster on the robotic facility but I think there is room for one there. So I will probably stick with the nullifier model.

Robotic caster = early/mid game caster
High Templar = Midgame/lategame caster
Arbiter = lategame/super lategame caster
Creator of Starbow
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
December 15 2012 18:20 GMT
#3598
I think infested terrans on infestors is a bad idea because it makes you want to mass up a spellcaster. Even ht's has a crtical amount where there is no need to get any more. With infested terrans there is no limit to how many infestors yo should get, the more the merrier. Don't know if I like that.
aka KanBan85. Working on Starbow.
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
December 15 2012 18:27 GMT
#3599
On December 16 2012 01:56 Kabel wrote:
I removed the Nullifier because it was based on akward spells that interacted in a weird way with the game.

Last question before silenced forever the Nullifier. What spells were annoying? special attack and personal shield?
fietstas
Profile Joined August 2010
Netherlands43 Posts
December 15 2012 22:20 GMT
#3600
hey i think you can import models from World of Warcraft (seen it in other custom maps) maybe find a good model there?
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