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[A] Starbow - Page 20

Forum Index > SC2 Maps & Custom Games
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Prev 1 18 19 20 21 22 537 Next
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-06-25 10:00:31
June 25 2012 09:58 GMT
#381
leave the storm like the one from BW, but make that, the units move in a dynamic way, so they don't clump too much, overpowered things are what make the game fun to watch and to play, imho
Xapti
Profile Joined April 2010
Canada2473 Posts
June 25 2012 11:02 GMT
#382
What happened to the huge explanation about the changes made in the game including pictures and such?
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
June 25 2012 11:33 GMT
#383
On June 25 2012 20:02 Xapti wrote:
What happened to the huge explanation about the changes made in the game including pictures and such?


Because of patch changes, all the pictures are now pretty much obsolete.
TaShadan
Profile Joined February 2010
Germany1978 Posts
June 25 2012 13:55 GMT
#384
y kabel should remove the stuff on page 1 its confusing for new people
Total Annihilation Zero
Kmatt
Profile Joined July 2011
United States1019 Posts
June 25 2012 15:53 GMT
#385
Why do unsieged tanks have to be so bad? What's wrong with having them as an immortal-esque single target anti-armor ground unit? Granted, marauders did that much better in WoL, but it's not like there's a rule saying they have to be useless.
We CAN have nice things
Monochromatic
Profile Blog Joined March 2012
United States998 Posts
June 25 2012 16:03 GMT
#386
On June 26 2012 00:53 Kmatt wrote:
Why do unsieged tanks have to be so bad? What's wrong with having them as an immortal-esque single target anti-armor ground unit? Granted, marauders did that much better in WoL, but it's not like there's a rule saying they have to be useless.


Because when you surrond 2 siegeing with 8 lings, they shouldn't shouldn't be able to unsiege and kill all of the lings.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
Kmatt
Profile Joined July 2011
United States1019 Posts
June 25 2012 16:05 GMT
#387
Well yeah, against large numbers of light units they'll always be inherently trash, like using marauders, immortals, queens, and thors to try and kill mass lings. Plus, even if they did have decent standard damage, the time it takes to unsiege would guarantee their death anyway.
We CAN have nice things
Monochromatic
Profile Blog Joined March 2012
United States998 Posts
June 25 2012 16:18 GMT
#388
On June 26 2012 01:05 Kmatt wrote:
Well yeah, against large numbers of light units they'll always be inherently trash, like using marauders, immortals, queens, and thors to try and kill mass lings. Plus, even if they did have decent standard damage, the time it takes to unsiege would guarantee their death anyway.


No, currently, you can unsiege from sieged and kill multiple lings. They are too strong unsieged, and I think that they need a slight nerf (Probably Firing speed, to be more like in BW)
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
TaShadan
Profile Joined February 2010
Germany1978 Posts
June 25 2012 16:25 GMT
#389
didnt he nerf them in the new version?
Total Annihilation Zero
Kmatt
Profile Joined July 2011
United States1019 Posts
June 25 2012 16:30 GMT
#390
On June 26 2012 01:18 Monochromatic wrote:
Show nested quote +
On June 26 2012 01:05 Kmatt wrote:
Well yeah, against large numbers of light units they'll always be inherently trash, like using marauders, immortals, queens, and thors to try and kill mass lings. Plus, even if they did have decent standard damage, the time it takes to unsiege would guarantee their death anyway.


No, currently, you can unsiege from sieged and kill multiple lings. They are too strong unsieged, and I think that they need a slight nerf (Probably Firing speed, to be more like in BW)


Oh, are they? I've only played/watched a few times, and I play as zerg (the only terrans I've seen made a lot of vikings, vultures, and mass wraith. No, I have no idea why that would be a good idea).
We CAN have nice things
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-06-25 16:39:13
June 25 2012 16:38 GMT
#391
Latest patch uploaded on EU!

Come online now and try it!

Join the Starbow chat channel to find opponents.

------------------------------------------------------------------------------------------

Its a bit unfortunate for you players in NA. You have a really old version. (Like a week old) Laertes, who is the NA uploader, would have a lot of work to do if I mail him a new patch every day. Cause right now on EU we play every day, see what works and what does not, and I take notes and makes adjustments on a daily basis.

Once this gets a little more stabilized I will send a new patch to Laertes. Within a few days you will get the recent changes uploaded.
Creator of Starbow
Danko__
Profile Joined January 2012
Poland429 Posts
June 25 2012 16:45 GMT
#392
1. They are supposed to be area control units. Not amove units. You go caught unsieged, thats bad for you. Very efficent while sieged but paying with complete immobility. And anway, they are still decent vs bigger targets while unsieged.
2. They got nerfed already. 1.8atk speed i belive while unsieged with 20(+5vs armored) or so.
MNdakota
Profile Joined March 2012
United States512 Posts
June 25 2012 17:23 GMT
#393
Anyone wanting some games on NA?
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
Monochromatic
Profile Blog Joined March 2012
United States998 Posts
June 25 2012 18:13 GMT
#394
Why would you take out banelings? They are needed to deal with a marine heavy push. (Lurkers don't do bonus, splash as much, cost more, and have to burrow.)
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
Kabel
Profile Joined September 2009
Sweden1746 Posts
June 25 2012 18:28 GMT
#395
On June 26 2012 03:13 Monochromatic wrote:
Why would you take out banelings? They are needed to deal with a marine heavy push. (Lurkers don't do bonus, splash as much, cost more, and have to burrow.)


Old version.

Gonna send a major update to NA tomorrow.
Creator of Starbow
TaShadan
Profile Joined February 2010
Germany1978 Posts
June 25 2012 19:01 GMT
#396
why did you add mules again? i didnt even realize that you added them but after i watched the replay i was confused why my opponent always had 500 minerals more income although i had more probes OO
Total Annihilation Zero
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-06-25 19:34:55
June 25 2012 19:06 GMT
#397
What shall we do with the marauder?


The problem with marauders is that they are like walking tanks. They have good health and deal excellent amounts of damage. The battles with mass marines + marauders + medivacs are really one-dimensional and uninteresting to watch (and play). Its just a stimmed death machine. They break defences so easily, they make micro hard for the opponent (Dragoons don´t stand a chance and can´t even escape) and the only thing they fear are psi storms. They give combat a bad name.

Short clip of interesting combat:


Below is a picture of the current Terran infantry models available in the SC2 editor. (Except for marines, marauders and ghosts.)


[image loading]







Earlier in Starbow I had reapers as the second unit in the barrack. They had a flamethrower upgrade, which gave them an additional role besides harassing. But it didnt feel right so I removed it. (Plus firebats that can jump cliffs were kinda... annoying.)

Some people have requested that the Firebat and Medic shall make a return. But I think the medivac is a much more interesting unit than the medic. I also suspect that the firebat will be a unit that is seldom used. Probably only in TvZ.

The mechanical man with the robotic arms was also a unit earlier. It was called "engineer" or something. It had some spells, like deploy ratling gun on ground.. place spider mines (?) or something. Can´t even remeber. But it was just an akward dude who only felt misplaced. (Even though I like the model.)

What shall we do with the marauder?

Shall we replace him with one of the gentlemen above?
Creator of Starbow
TaShadan
Profile Joined February 2010
Germany1978 Posts
June 25 2012 19:06 GMT
#398
marauders vs goons is pretty brutal
marauders cost less do full damage vs goons cause they are armored and take less damage from goons cause marauders are not armored and can be healed and shoot/walk insanly fast when stimmed compared to goons
Total Annihilation Zero
Danko__
Profile Joined January 2012
Poland429 Posts
June 25 2012 19:17 GMT
#399
Marauder:
1. Remove tank
2. Give marauders siege mode
3. Laugh out loud.
4. Remove marauder, add siege tanks back.
5. ???????
6. Profit.
Monochromatic
Profile Blog Joined March 2012
United States998 Posts
June 25 2012 19:27 GMT
#400
Replace Marauders with Specters from the campaign. Also if you like the engineer guy, what if you added it as a way to heal Mech units? He could do it at a range, it would cost the same as repairing, and cost a decent amount of minerals and a small amount of gas?
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
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