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[A] Starbow - Page 201

Forum Index > SC2 Maps & Custom Games
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Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
January 29 2013 23:28 GMT
#4001
--- Nuked ---
MNdakota
Profile Joined March 2012
United States512 Posts
Last Edited: 2013-01-29 23:42:36
January 29 2013 23:41 GMT
#4002
On January 30 2013 08:28 Laertes wrote:
Kabel, the only problem is that NOBODY likes a reddit post that isn't controversial and biased, it's like the legendary "mephs smashcraft post" where mephs promoted smashcraft by tricking everyone into trying it on the assumption that it sucked and they could laugh at it, but they loved it and he built a community. Let me handle this one kabel, it's an american thing.


Why are you being so hostile on the Reddit post? You're making yourself look like a damn fool.

By the way, you should post to www.reddit.com/r/starcraft and not /r/starcraft2.
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.
Traceback
Profile Joined October 2010
United States469 Posts
January 30 2013 02:40 GMT
#4003
Also, a quick question on two things I missed the patch notes for.

Why exactly was the factory changed back to 150/100 and the refinery to 100 minerals?
Doominator10
Profile Joined August 2012
United States515 Posts
January 30 2013 02:42 GMT
#4004
The refinery was always 100 mins, at least as long as I've been playing o.O.
Dunno bout fact...
Your DOOM has arrived,,,, and is handing out cookies
Zain3
Profile Joined September 2012
Sweden45 Posts
January 30 2013 04:17 GMT
#4005
^^ "an american thing" ?

Dude, you watch too much mockumentarys :D

And as usual Kabel..
Great work and a very funny mod.

Keep it up :D
This is stupid!
purakushi
Profile Joined August 2012
United States3301 Posts
Last Edited: 2013-01-30 04:22:45
January 30 2013 04:21 GMT
#4006
On January 30 2013 08:41 MNdakota wrote:
Show nested quote +
On January 30 2013 08:28 Laertes wrote:
Kabel, the only problem is that NOBODY likes a reddit post that isn't controversial and biased, it's like the legendary "mephs smashcraft post" where mephs promoted smashcraft by tricking everyone into trying it on the assumption that it sucked and they could laugh at it, but they loved it and he built a community. Let me handle this one kabel, it's an american thing.


Why are you being so hostile on the Reddit post? You're making yourself look like a damn fool.

By the way, you should post to www.reddit.com/r/starcraft and not /r/starcraft2.


Yeah, I do not really agree with your way, either. There is a difference between trickery/controversy/bias and just being plain hostile. =\

Regardless, I hope Starbow brings in more players~
T P Z sagi
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
Last Edited: 2013-01-30 06:08:05
January 30 2013 05:53 GMT
#4007
On January 29 2013 03:49 Kabel wrote:
Light units are: Workers, Zerglings, Mutalisks, Scourge, Zealots, HT, DT, Corsair, Observer, Marine
On January 29 2013 03:32 Kabel wrote:
Stalkers now deals 12 dmg vs light, 14 vs normal and 16 vs armored. (Earlier 12 vs all, and 16 vs armored.)
This makes them slightly better mainly vs Mutalisks, Hydras and Vultures..

How are they better against mutalisks again? ;D
I think Mutalisks should remain light, for the record.

Reaver change seems reasonable, so that infantry versus Reavers is pretty risky but more viable now.
Does the Plasma Charge damage upgrade still make it 125 vs everything like in BW, or is it now 125/105 vs light, or did you make it +50 early on in Starbow so it is now either 150 vs all or 150/130 vs light?

Stim change - I told you you'd bring it back! ^_^q
Irradiate - Until you nerf Ultralisk damage (I'm going to keep saying it's going to happen XD), lower cost irradiate is definitely necessary in my opinion. Still, that'll make Ultralisks even more popular than Brood Lords, but then maybe that'll expose the strength of lultras?

Snipe - O_O Please remember these 100 damage snipes for 50 energy are on 25/75 Ghosts, last I saw. Did that change? Two ghosts will cost the same gas as one Infestor or High Templar and will be able to spawn with enough energy to kill two of those units (on each), which is not considering any extra energy from waiting after spawning the units, nor is it counting Möbius Reactor if you still have it in the game.

The Void Shell buff sounds like a nice one, might be especially good in some unlikely scenarios involving use of Void Shell to halve the damage of an incoming Yamato Cannon or snipe, unless this buff only affects standard attacks rather than abilities.

On January 29 2013 04:36 JohnnyZerg wrote:
Reavers, nice idea. Now if reavers want to deal with better mass marines, you must search for the damage scarab.

Cute Italian English, but research is simply a different word to search. :D

On January 30 2013 01:47 JohnnyZerg wrote:
Show nested quote +
The production rate between races.. It seems like Zerg can get more supply earlier than P and T..

- nerf slightly spawn larvae queen ability

Gahh, that's already getting pretty weak! Isn't there another way to do it? Hatcheries take up a lot of space!

- 2-3 Corsairs + 1 Scout vs. Terran can "lock" him.. Hover above the factories and no Goliaths can come out since they are lifted 1 by 1 and destroyed..

- change class type in non armored (my goliath kill corsair ^^)

Hmm, actually I notice Kabel listed Corsairs as Light, why are they? They were medium in BW and nothing springs to my mind that suggest

- Creep regeneration might require the Infested Creep upg. Zerg units will only regenerate faster on creep if the upgrade is researched. The reason for this is that Hydras + Overlords are very strong when attacking Protoss.. Attack, P storms, the Hydras get wounded, back away to the Overlords and regenerate on creep.. Attack again..


Hmm, how quickly do they regenerate on creep as things are? Maybe it would be better to just make it much slower, but still faster than the standard .28125 per game second. Let me know if you've changed the standard rate in SB too, because I'm completely oblivious to that if that's the case.
Also remember that Protoss can do the same once out of battle for 10 game seconds, regenerating 1.5 shields per game second, right?
Surely you weren't making zerg's on-creep regeneration match that high though, were you!?

On January 30 2013 11:42 Doominator10 wrote:
The refinery was always 100 mins, at least as long as I've been playing o.O.
Dunno bout fact...

In normal SC2 at least, extractors were 25 minerals while refineries and assimilators cost 75.
I think they may have been changed early on in SB to 50/100 because, like in SC:BW, you only have and need one geyser per base, so there's incentive to make the buildings that allow access to the gas more expensive.
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
January 30 2013 20:20 GMT
#4008
New VOD up. I'm on a rampage here....

aka KanBan85. Working on Starbow.
Azelja
Profile Joined May 2011
Japan762 Posts
January 30 2013 21:17 GMT
#4009
On January 30 2013 01:03 Kabel wrote:
Balance issues I keep an eye on:

- The production rate between races.. It seems like Zerg can get more supply earlier than P and T..


Maybe.

On January 30 2013 01:03 Kabel wrote: - Protoss can A-move into Terran sieged tanks + spider mines and still win, even if the supply of both armies is even..


I think the biggest reason for that is that mines detonate on each other.

On January 30 2013 01:03 Kabel wrote: - 2-3 Corsairs + 1 Scout vs. Terran can "lock" him.. Hover above the factories and no Goliaths can come out since they are lifted 1 by 1 and destroyed..


Annoying yeah, but also an investment from Protoss side. Plus with mech, you should get a quick engineering bay for turrets anyway. If you scout stargate, you just need to invest a bit more in turrets early on.

On January 30 2013 01:03 Kabel wrote: - Infestors can use Neural Parasite when burrowed.. It is really strong, especially vs. Terran. Keep in mind when a Infestor uses Neural parasite, it becomes "benign" which means that enemy units must focus fire it.. I consider to remove Neural parasite from burrowed Infestors completely.. If so, it will cast no spells when burried..


It's not only really strong, it's also borderline op.

On January 30 2013 01:03 Kabel wrote: - Nerve Jammers right now affects all units.. I consider to revert it so it only affect enemy units.. There is very few situations when it is useful now.. When P or Z attacks into a Terran army, they will just move past the Nerve Jammers since battles are so mobile.. The Jammer is good vs. targets that stand still, like tanks + lurkers.. IF Nerve Jammers only affect enemy units Terran can use it to protect their own tanks vs. Zealots & Zerglings, for example.. It just becomes more braoder.. Keep in mind that the spell costs 125 energy too..




On January 30 2013 01:03 Kabel wrote: - Creep regeneration might require the Infested Creep upg. Zerg units will only regenerate faster on creep if the upgrade is researched. The reason for this is that Hydras + Overlords are very strong when attacking Protoss.. Attack, P storms, the Hydras get wounded, back away to the Overlords and regenerate on creep.. Attack again..


They seem to be. I don't really play a lot of ZvP but sometimes, Zerg doesn't even bother really microing out of storms yet still wins :s
Doominator10
Profile Joined August 2012
United States515 Posts
January 30 2013 22:25 GMT
#4010
What ever you do with nueral, PLEASE let it keep the ability to be casted while burrowed. It's just way too cool an aspect to the infestor to be gotten rid of. Yeah, I do think there might need to be some balance adjustments.... just keep the fun part.
Your DOOM has arrived,,,, and is handing out cookies
Traceback
Profile Joined October 2010
United States469 Posts
January 30 2013 23:52 GMT
#4011
Mid game armies in starbow are often small and supported by a relatively small number of key back bone units. The ability to not only "lockdown" these units, but also use their extremely strong nature against your army is a hard concept to balance.

This is compounded by the fact that burrowed units can hide under the zerg army, without pushing any units out of the way, and can even obscure the infestors from target fire, assuming you have any units that can target fire them since they can steal all your tanks in range.

Mech armies don't have as big of a problem with this due to how many tanks there are. Neural is basically super lockdown that also makes your units take AOE damage (assuming they neural your key AOE units).
Doominator10
Profile Joined August 2012
United States515 Posts
January 31 2013 01:33 GMT
#4012
Can someone plz tell me why WarpGate was moved back to pre-twilight council?
Your DOOM has arrived,,,, and is handing out cookies
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
January 31 2013 01:56 GMT
#4013
On January 31 2013 07:25 Doominator10 wrote:
What ever you do with nueral, PLEASE let it keep the ability to be casted while burrowed. It's just way too cool an aspect to the infestor to be gotten rid of. Yeah, I do think there might need to be some balance adjustments.... just keep the fun part.

That could be balanced out by a shorter range on Neural while burrowed.

If you plant detection right now, siege tanks and sci vessels barely have a chance to react to the massive range of neural not originally intended to be burrowed.

Shorten the range of burrow neural only? It makes burrowed infestors sneakier, there to abuse when detection isn't present (or against a terran army that isn't watchful of their troops and no seiged up tanks).
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
January 31 2013 02:11 GMT
#4014
--- Nuked ---
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
Last Edited: 2013-01-31 11:11:10
January 31 2013 07:37 GMT
#4015
Grammar check time!: + Show Spoiler +
On January 31 2013 07:25 Doominator10 wrote:
What ever you do with nueral, PLEASE let it keep the ability to be casted while burrowed.

Contrary to popular belief, past tense of cast is cast, not "casted". If "casted" enters a dictionary as a recognised word with that meaning, it will be a result of them kowtowing to the ignorance of the masses.
This goes for a fishing line being cast, a game being cast by casters and a spell being cast.
The same goes for 'templars'; templar is the singular and the plural, like sheep.


On January 31 2013 10:56 decemberscalm wrote:
That could be balanced out by a shorter range on Neural while burrowed.

If you plant detection right now, siege tanks and sci vessels barely have a chance to react to the massive range of neural not originally intended to be burrowed.

Shorten the range of burrow neural only? It makes burrowed infestors sneakier, there to abuse when detection isn't present (or against a terran army that isn't watchful of their troops and no seiged up tanks).

I like this idea a lot. Do you think that would be 7 or 6?

On January 31 2013 06:17 Azelja wrote: Zerg doesn't even bother really microing out of storms yet still wins :s

I'm pretty sure that's related to the higher hitpoints of hydralisks rather than regeneration on creep and correct me if I'm wrong but I think we have it set so that it's like toss regen in that you can only gain the benefit of increased regeneration on creep AFTER being out of battle for 10 (or some other amount of ) game seconds.
My post, a little above yours, shows what I think of it.
I'm pretty sure it's fine (and makes the upgrade more interesting) without making the increased regeneration part of the technology.
If you make it part of Infested Creep, I you might need to increase the value of the upgrade, maybe not though. I think it would be better to just make sure the regeneration boost is nice but nothing huge.

EDIT: Hydra attack sound reverted but the graphic remains light, green and acidic. Fantastic together!

At a glance (both paying attention to the cooldown numbers and just how it feels in game), the attack rate of reavers and dark templar have been slowed down too much.
I think it looks like there is a slightly too long delay between attacks by dropped reavers (and if you did try to use them in a main army, not only do they have to worry about units sniping them, but they don't fire very often).
Donnie Darko and Pals continue to seem very underpowered to me. Just my impression.

Oh, what's the deal with Archons dealing +1 bonus damage to Biological (+1 more per upgrade)? Is that to make sure they consistently kill something in an exact amount of shots at the right upgrades levels?

At about 32°58° in the Hyun-A vs Danko TvP on The Shortest Straw, an odd error pops up.
USER: [ f84 23] CActorAction[MissileTurretAttack]
More occur later, with only the details in the square brackets changing.

Plenty of the descriptions for units (seen by hovering over their icon in the interface when only one is selected) are wrong (Arbiter key example, as mentioned by someone else earlier but recently). Just a minor detail to eventually fix, but it's not just the Arbiter. e.g. Overseers can no longer cast anything.

This might be intentional, but Photon Cannons only have their attack rate improved by 25% with Chronoboost, rather than 40%. I may have even mentioned this before (maybe not though), but if it's intentional, then we need the description to reflect that.
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-01-31 11:24:41
January 31 2013 11:20 GMT
#4016
@Why exactly was the factory changed back to 150/100 and the refinery to 100 minerals?

This was done a couple of months ago. The refinery/assimilator/extractor cost is 100 since they are more effective, compared to 2 cheaper but weaker refineries in SC2. The factory cost was probably increased for balance reasons at that time. .

@How are they (Stalkers) better against mutalisks again? ;D

My bad, I got the armor classes mixed up. Stalkers are actually NOT better vs mutalisks after the last patch - which was my intention : /

@How much dmg for Reavers?

Reavers deal 80 dmg vs light, 100 vs everything else. After Plasma Charge has been researched the Reaver deal 105 vs light and 125 vs everything else.

@Ghost cost

Ghosts cost 50 minerals and 100 gas. (Not 25/75)

@Infestors being used while burrowed

This is a tricky thing. There is a fun aspect to it, but there is also a very broken aspect to it that can be hard to negate.. (Traceback brought up some good points) I will look and evaluate at different solutions and use one for the coming patch.. Continue to discuss it if you all want..

@Can someone plz tell me why WarpGate was moved back to pre-twilight council?

It has never required Twilight Council... Maybe you think about OneGoal?

@Archons dealing +1 dmg vs biological

Must be a misstake by me in the archons damage values. It is currently supposed to deal the same amount of damage to all armor classes or unit types.

@Error in the TvP Danko Hyuna game

Yea I notcied it too. But please continue to report all bugs/errors or fishy things you find. XiA is doing an awesome job in the editor to fix bugs for Starbow.





I will get a new patch up either tomorrow or on saturday.



Creator of Starbow
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
January 31 2013 11:30 GMT
#4017
On January 31 2013 20:20 Kabel wrote:
@Can someone plz tell me why WarpGate was moved back to pre-twilight council?

It has never required Twilight Council... Maybe you think about OneGoal?

Oh?? Wha...I only found out about OneGoal recently and I could have sworn Doominator10 was right that it was at the Twilight Council at one stage.
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-01-31 12:32:20
January 31 2013 11:36 GMT
#4018
@Advertisement for Starbow

I have talked with an administrator and it would be ok if I make a thread in the SC2 General to attract more potential players. So I aim to do that. But not yet.

I know many of you push me to spread Starbow more. But I do not think it is good enough. Yet. It is on a good way to become enjoyable and well created. But there are still flaws:

- new bugs and errors are found (even though they become more rare)
- the balance is not good enough. Ofc I can´t reach perfect balance with a small player pool. But there are some broken things in the game that MUST be fixed.
- the map pool must be adjusted. There are some flaws in a few maps that I will try to fix. (Or contact Terranlover, but he seems to be a bit inactive now)
- get some really good games that can be added as Vods to the thread. Both december and Xiphias are great casters. The "completed" Starbow has only been around for 10 days and players are still a bit unfamiliar with the gameplay. (Including me! I float 2000 minerals and gas in games etc)
- Fix a ranking system (Personally I have never cared about ranking in games, but I think many players do? It can also be a good way to "match" opponents of the same skill level?)

I have one chance to make a good impression. I do not want to show something mediocre. But I expect that maybe 1-3 more patches can be enough to get the game at a good enough level.

Thoughts?
Creator of Starbow
AmericanUmlaut
Profile Blog Joined November 2010
Germany2581 Posts
January 31 2013 11:36 GMT
#4019
On January 30 2013 06:55 Laertes wrote:
UPVOTE THIS SAYING HOW MUCH YOU LOVE STARBOW:
http://www.reddit.com/r/starcraft2/comments/17iqxw/starcraft_2_sucks_play_this_instead/

That's a really hostile post (and it's not an "American" thing - I'm an American and I think going into an SC2 community and yelling "SC2 sucks!" is assinine), and I don't understand why anyone on Reddit would be interested in page 200 of this thread. Maybe try making a friendly post in the correct subreddit and linking to the OP?
The frumious Bandersnatch
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-01-31 11:39:00
January 31 2013 11:38 GMT
#4020
On January 31 2013 20:30 Fuchsteufelswild wrote:
Show nested quote +
On January 31 2013 20:20 Kabel wrote:
@Can someone plz tell me why WarpGate was moved back to pre-twilight council?

It has never required Twilight Council... Maybe you think about OneGoal?

Oh?? Wha...I only found out about OneGoal recently and I could have sworn Doominator10 was right that it was at the Twilight Council at one stage.


No I´m sure, I have always kept the Warp gate upgrade at cyber-core only. (Just made it a bit more expensive to research) Unless Doom discovered some huge bug or misstake made by me O_o
Creator of Starbow
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