http://drop.sc/303298
[A] Starbow - Page 209
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fietstas
Netherlands43 Posts
http://drop.sc/303298 | ||
Danko__
Poland429 Posts
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Chronopolis
Canada1484 Posts
I'll play PvT, TvZ, TvP if that's alright | ||
Doominator10
United States515 Posts
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Xiphias
Norway2223 Posts
![]() OK. I now have 9 players so I think I will do the following. I want to have the first round of games next Saturday (16th of Feb) at 6 pm CET (central European time) if possible. And if needed a second round the following Saturday. This means that the last chance to sign up will be Friday 15th of Feb. If less than 16 players sign up I'll still make a RO16 with some random players receiving a bye. I'll edit the liquipedia page and see if I can post this in the tournament section to add more players. I don't want to have too long time between people first signing up and the actual event. If this becomes small and insignificant, so be it. We can always organize more tournaments in the future. Casting. I want to cast all the games, at least from RO8 and up, but I do not want to stream since I'll probably be busy with other aspects and my CPU can't really handle it that well. So if anyone has time to stream live next saturday from 6pm let me know. Art. If anyone wants to make a fancy banner and even come up with a name for this tournament feel free to PM me with suggestions. I prefer if you PM about signing up so we don't fill up this forum with "I want to play" posts. If no name is suggested I will call this the "Casual Starbow tournament - season 1". Feel free to post suggestions, I am relatively new in this task. | ||
vrumFondel
Russian Federation42 Posts
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Doominator10
United States515 Posts
ARRG these time zones hurt my head T_T. We need a universal blizzard time. | ||
Roblin
Sweden948 Posts
I have a couple ideas that I don't think are too drastic, it changes how a few spells work but not what they are intended to be used for, and opens up some new possibilities at the same time. nullify: keep as is. vortex: keep as is or remove. void shell: affected units are not benign, instead they are invisible for the same or a slightly longer duration than right now. merge nullifier with warp prism: i.e. either warp prism has the above abilities, or nullifier can carry units and deploy an energy field. whichever unit is not chosen to be used is removed. that would: 1. make void shell a defensive spell that does essentially the same thing, but is ineffective if enemy has detection. 2. gives nullifier a purpose away from the army (as a dropship) basicly, it would make the nullifier more of a utility role. however, does the invisible units void shell overlap with arbiters cloaking field? maybe. but an obvious difference is the fact that void shell can send units away from the nullifier while they stay invisible, such as dropping/warping in a few units in a remote location of the map, proceed to void shell said units to break a contain from a weird angle or surprise the enemy by infiltrating territory. the main difference would be that it ends up being more polarized, either the opponent can deal with it (has detection nearby) or not (has no detection nearby) as opposed to the benign void shell which can always be dealt with in some shape or form. also, merging warp prism with nullifier would not do anything too weird with tech, they are both built from robo, though I'm not sure if nullifier requires further tech than warp prism does. Just my thoughts // Roblin | ||
Doominator10
United States515 Posts
Void Trap: { (# = not final) Nullifier puts a aura around a target unit. The next (2) seconds of shots on that unit are shared between the unit and the attackers for (25%) and (50%) damage respectively. If the unit dies while trapped, then the killer(s) are stunned for (1.5)seconds. Sounds a little convoluted (just a tad I think.) Basically, this is a retribution style spell. Meaning that If enemies Z,Q, and F attacks my unit X, than unit X takes 25% of what he would have taken while enemy Z,Q, and F take 50% of what they individually would have dealt to unit X. It is a single target cast that requires in-battle twitch reaction time, which is something I think is lacking to protoss outside of blink... maybe storm too. It's a bit more interesting than a straight overshield, and maybe a bit more consistent than void-shell. I've never used Vortex yet so I can't really say much about it. } Just tossing around ideas. Though to be honest I kinda feel like the nullifier is a decent stepping-stone caster to the other higher tech ones. Even if the spells are a tad bit redundant, you can get them earlier for a less expensive unit, at the cost of needing some more EPM to use effectively. | ||
PunchTheBag
Russian Federation26 Posts
If Kabel want to join this group as an admin - please, write there. It was created to popularize this mod ![]() | ||
decemberscalm
United States1353 Posts
On February 09 2013 21:49 JohnnyZerg wrote: Change reasoning, not reduce the damage inflicted but reduce the damage suffered by the unit. there is a difference. When a unit takes damage is considered to be the armor, so that damage can be reduced in%. I saw in the editor, I do not know if I say, but the activator unit must be unit that undergoes damaged and not the attacking unit. In this way, the unit inflicts 100%, then the armor is calculated, and then the damage is reduced by the 50%. . I've been toying with various ways of doing damage reduction. From what I can tell: When you apply a behavior to a unit that reduces damage taken, the armor is still calculated first. That is extremely problematic. A work around I've seen is based on gaining hp or shields for every point of damage taken. This is also problematic. You have a transition point between shields and hp. Behaviors work reactively so the hp will be healed after damage taken, so a fatal shot will never be reduced to a non fatal shot. The actual trigger we use is SO close to working. Unfortunately it is limited to silly options like none, full, minimal (10 percent), double, or mega. Anybody have any luck with this? | ||
JohnnyZerg
Italy378 Posts
The actual trigger we use is SO close to working. Unfortunately it is limited to silly options like none, full, minimal (10 percent), double, or mega. I know it, if you enter a fraction number example: 1/2 ,maybe could work. Replay: JohnnyZerg (Z) vs Moi (T) http://drop.sc/303469 winner: + Show Spoiler + JohnnyZerg. I used Spanishiwa (sc2 build), I got a great income and led me to victory. Moi (T) vs pусского друга (Z) http://drop.sc/303459 winner: + Show Spoiler + My russian friend win. He won thanks to broodlord tech. Irradiation has been great, but corruptor kill vessels. | ||
Fishgle
United States2174 Posts
For nullifier, they need some kind of passive use, something that doesnt require energy, so that we can have a more active game. SciVessels have detection, Arbiters cloak, HT merge into archons, Swarm Guardians Devour, Queens can attack, Medics Heal, Ghosts are versatile as fuck with snipe and an attack and Nukes, Infestors... can't really do much without spells. But their spells are all extremely good, so I don't think it matters too much. If you look at BW, the least used casters were Queens, Ghosts, and Dark Archons, since they were mostly only useful for 1 purpose, and it required energy. I propose giving the Nullifier a guardian shield (like the sc2 sentry) as a passive ability, giving you reasons to have one around, even if it has no energy yet. And then you can have Nullify + ??? as its active spells. That way, it won't matter how niche the Nullifier's spells are, the Unit itself will still be useful. | ||
Doominator10
United States515 Posts
Give it a channel that restores shields to target friendly unit. (Uses energy? Maybe maybe not.) | ||
decemberscalm
United States1353 Posts
On February 10 2013 09:10 JohnnyZerg wrote: I know it, if you enter a fraction number example: 1/2 ,maybe could work. Replay: JohnnyZerg (Z) vs Moi (T) http://drop.sc/303469 winner: JohnnyZerg. + Show Spoiler + I used Spanishiwa (sc2 build), I got a great income and led me to victory. Moi (T) vs pусского друга (Z) http://drop.sc/303459 winner: + Show Spoiler + My russian friend win. He won thanks to broodlord tech. Irradiation has been great, but corruptor kill vessels. That's the problem. It doesn't let you specify a number. Instead you are limited to set choices. | ||
Chronopolis
Canada1484 Posts
Take any 2 of these 4 ideas and you got something. It's something that makes protoss able to stand up, especially in the lategame, without using aoe splash. Active buffs applied on units before they enter the field probably should remain unaffected, or at the very most suppressed. Think about it, nullfie around a PF, that removes repair capabilities, and PF armor + the building armor. That lets a force of say 14 supply of gateway take out the pf, given some time. | ||
Danko__
Poland429 Posts
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Kabel
Sweden1746 Posts
Biggest change is that the Nullifier has been removed. The Nullifiy ability has been renamed and moved to the Scout. I know some of you have come with nice ideas to save the Nullifier. But at this stage I do not really feel like messing around even more with the unit and its spells. I really just wanna get on to polish the balance and make the MOD enjoyable. Like as good as I am capable of. HoTS will be released in 2 months. If anyone (including me) still care about Starbow during that time, I can add new units then. After all, the spells Vortex and Void Shell are still in the file and can be found in the editor. So they can maybe be ressurected in the future. | ||
Traceback
United States469 Posts
In short, ultras tear up bio. Broodlord corruptor does really good vs mech and isn't beat by irradiate + anti-air as you would expect (though still possible). Additionally, zerg can switch between the two compositions much faster than terran can drastically adjust theirs. Is this a problem? | ||
PunchTheBag
Russian Federation26 Posts
Maybe we can shift to some discussion about how zerg lategame seems so much stronger than terran late game.+ Show Spoiler + Is it because of a meta issue, map issue, or balance issue? In short, ultras tear up bio. Broodlord corruptor does really good vs mech and isn't beat by irradiate + anti-air as you would expect (though still possible). Additionally, zerg can switch between the two compositions much faster than terran can drastically adjust theirs. Is this a problem? Yesterday i thought zerg is more powerful in late game than terran, but after this game i understood - vessels are extremly good against zerg tier3. Watch it please. Of course, this map is terran-oriented in late, and on oter maps it was harder, but with good emount of vessels and good army composition terran can win lategame http://drop.sc/303716 | ||
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