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[A] Starbow - Page 21

Forum Index > SC2 Maps & Custom Games
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Prev 1 19 20 21 22 23 537 Next
Danko__
Profile Joined January 2012
Poland429 Posts
June 25 2012 19:34 GMT
#401
I dont like idea of healing mech units with bio. There are already scvs. What about firebats with blind (with very long duration)? They could be used vs both, p and z. Blind lurkers, blind goons early, etc?
nucLeaRTV
Profile Joined May 2011
Romania822 Posts
June 25 2012 19:44 GMT
#402
Science Vessel to heal mech units!!
"Having your own haters means you are famous"
Danko__
Profile Joined January 2012
Poland429 Posts
June 25 2012 19:49 GMT
#403
I would love defence matrix instead of PDD. It had so many usses :D.
MNdakota
Profile Joined March 2012
United States512 Posts
June 25 2012 19:51 GMT
#404
Would rather have a medic any day over a medivac.
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.
Danko__
Profile Joined January 2012
Poland429 Posts
June 25 2012 19:54 GMT
#405
Not like medic was bad or something, but dropship+medic as medievac works perfectly imho. Its hard to think of new unit bio could use, witchout roles overlaping, and still beeing in bio theme (mobile, high dps, low hps).
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-06-25 21:43:38
June 25 2012 21:13 GMT
#406
Infantry are weak. Mobile and weak. They can be the backbone of your army but they shall not so easy win the game alone for you. You need help of other types of arsenals to overcome the stuff the enemy throws at you. Cause right now a big bio ball can without too much trouble storm and kill an enemy base. You don´t need to bring the slow siege tanks to the front. No need for Vessels, spider mines or better anti air. The bio ball does it all.

Thereby I think the marauder should overall be weaker. Cheaper, less hp and less damage. What will seperate it from the marine then? Why build marauders over marines? Make the marauder able to swap between rocket launcher and flamethrower?

Firebat with a firebomb ability. You cast the ability on target unit. The firebat moves there and if it comes in contact with that unit the whole shit explodes.

Or if they throw smoke grenades, like you said Danko, but they slow all enemy units in an area for like 15 seconds. If anyone enters the smoke, they are slowed..


O_o
Creator of Starbow
Danko__
Profile Joined January 2012
Poland429 Posts
June 25 2012 21:27 GMT
#407
Well... Bio always wrecked everything AoEless in direct battle. We have to test more how it works right now. Im gonna have some time tomorrow morning, i hope ithere will be somebody to play with ^^.
Monochromatic
Profile Blog Joined March 2012
United States997 Posts
June 25 2012 22:23 GMT
#408
On June 26 2012 06:13 Kabel wrote:Or if they throw smoke grenades, like you said Danko, but they slow all enemy units in an area for like 15 seconds. If anyone enters the smoke, they are slowed...


What about throwing smoke grenades acts as a temporary LOS blocker?

Probably would need lots of balancing though.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
Danko__
Profile Joined January 2012
Poland429 Posts
June 25 2012 23:04 GMT
#409
I hate slowing and other forms of limiting opponents control, especially that it is supposed to be early game unit. Forgot about slow. Los blockers can be strong enough i belive.
MNdakota
Profile Joined March 2012
United States512 Posts
June 25 2012 23:06 GMT
#410
Can we not have every unit have an ability? The Marauder is completely useless as it is. That being, no one builds them.

And no, I don't want to have LOS blockers and crap along with cheap units casting this Ensnare ability pretty much.
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 States997 Posts
June 25 2012 23:41 GMT
#411
Isn't there more models? I can think of the Mercs, Nova, and Spectres off the top of my head. I'm sure that there is more too.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
TaShadan
Profile Joined February 2010
Germany1969 Posts
June 26 2012 08:01 GMT
#412
arent there any good terran models on sc2mapster?
Total Annihilation Zero
Kabel
Profile Joined September 2009
Sweden1746 Posts
June 26 2012 08:52 GMT
#413
We are doing some playtesting on EU now.

Join the Starbow chat channel to participate!
Creator of Starbow
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-06-26 15:52:22
June 26 2012 15:50 GMT
#414
The latest patch has been sent to NA. It has not yet been uploaded. Awaiting confirmation from Laertes.

Some of the bigger changes compared to the earlier version you´ve have on NA:



Protoss

- Nexus can cast Recall. Costs 50 energy, has 60 seconds cooldown and teleports 6 ground units to the nexus. Requires upgrade from Cybernetics core. Costs 100/100 to research.

- Dragoons start with 5 range. (Just like marines + hydralisks) Dragoon range now gives +2 to the Dragoon, which means that Dragoons can outrange marines in bunkers. (But not marauders)

- Zealots has a new upgrade at the Twilight Council. It gives +30 extra shield to the Zealots.

- Reaver has no autobuild on Scarabs.

- Psi Storm deals ca 110-120 damage over 6 seconds. (Earlier it was ca 70-80 damage.)

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

Terran

- Marauders has been nerfed. They cost 75/25 instead of 100/25. But they deal no extra damage vs armored. Only 10 damage vs everything. Still has the Titanium Armor upgrade which gives them +2 armor.

- Goliahts can be built from the factory with a tech lab. Requires armory. They are more costly compared to their BW counterpart, but are also larger and have more HP.

- Vikings are now built from Starport. Vikings shoot 6 missiles that deals 8 splash damage each. They still have long range and work well versus clusters of air units.

- Science Vessel casts Point Defence Drone, EMP and Irradiate.

- Unsieged tanks have slower attack speed and weaker attack.

- The MULE has replaced the Overcharge ability that Orbital command had.

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


Zerg


- Queen don´t lay permanent eggs anymore. Instead the eggs lasts 60 seconds.

- Hydras has been nerfed.

- Banelings are in the game. (Seems like you didn´t have them on NA)

- Infestors cast Neural parasite from start. (They can even do it while burrowed) They can also cast Tremor and Plague. Tremor has been greatly improved.

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



Besides all this, stats of many units has been tweaked. Overall this should increase the gameplay greatly.

Two units are now naked: the Swarm Guardian and the Arbiter.
Swarm guardian only casts Dark Swarm and Arbiter only casts Vortex. I will add one more spell to them when I get time. Suggestions?
Creator of Starbow
Monochromatic
Profile Blog Joined March 2012
United States997 Posts
June 26 2012 17:16 GMT
#415
On June 27 2012 00:50 Kabel wrote:
The latest patch has been sent to NA. It has not yet been uploaded. Awaiting confirmation from Laertes.

Some of the bigger changes compared to the earlier version you´ve have on NA:



Protoss

- Nexus can cast Recall. Costs 50 energy, has 60 seconds cooldown and teleports 6 ground units to the nexus. Requires upgrade from Cybernetics core. Costs 100/100 to research.

- Dragoons start with 5 range. (Just like marines + hydralisks) Dragoon range now gives +2 to the Dragoon, which means that Dragoons can outrange marines in bunkers. (But not marauders)

- Zealots has a new upgrade at the Twilight Council. It gives +30 extra shield to the Zealots.

- Reaver has no autobuild on Scarabs.

- Psi Storm deals ca 110-120 damage over 6 seconds. (Earlier it was ca 70-80 damage.)

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

Terran

- Marauders has been nerfed. They cost 75/25 instead of 100/25. But they deal no extra damage vs armored. Only 10 damage vs everything. Still has the Titanium Armor upgrade which gives them +2 armor.

- Goliahts can be built from the factory with a tech lab. Requires armory. They are more costly compared to their BW counterpart, but are also larger and have more HP.

- Vikings are now built from Starport. Vikings shoot 6 missiles that deals 8 splash damage each. They still have long range and work well versus clusters of air units.

- Science Vessel casts Point Defence Drone, EMP and Irradiate.

- Unsieged tanks have slower attack speed and weaker attack.

- The MULE has replaced the Overcharge ability that Orbital command had.

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


Zerg


- Queen don´t lay permanent eggs anymore. Instead the eggs lasts 60 seconds.

- Hydras has been nerfed.

- Banelings are in the game. (Seems like you didn´t have them on NA)

- Infestors cast Neural parasite from start. (They can even do it while burrowed) They can also cast Tremor and Plague. Tremor has been greatly improved.

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



Besides all this, stats of many units has been tweaked. Overall this should increase the gameplay greatly.

Two units are now naked: the Swarm Guardian and the Arbiter.
Swarm guardian only casts Dark Swarm and Arbiter only casts Vortex. I will add one more spell to them when I get time. Suggestions?


I don't like many of these changes.
Protoss
-Recall seems to have the same problem as mass recall does in HotS, allows for practically free harassment then just recall back. Maybe give it a smaller range?

-I don't like dragoons having 7 range. I understand that you wanted to make them be more defensive, but 7 seems pretty extreme in the early game. Maybe move it to TC? Or have it split between TC and Core.

-If you ask me, zealots were good enough as is. +30 shields makes zealots tank tons of damage, too much for a mineral only unit.

-Reaver scarabs are something I don't really care about, good change because of more micro.

-Psi Storm sounds ok, previous was 4 seconds so no dps increase, right?

Terran
-Marauders are worthless now.

-Goliaths, don't really care.

-Vikings are going to kill muta play entirely. Heck, vikings are going to be the best air unit in the game. 48 splash damage at 9 range? How are P and Z supposed to counter that?

-Pdd on Science Vessels? Don't really care.

-Tanks change was good.

-Strongly prefer overcharge to mule.

Zerg

-Hate this change. Now you can't stockpile eggs to remax after you lose your first army.

-Do not understand the hydra nerf at all? What was overpowered about them? Siege tanks and reavers just annihilate them.

-Banelings are needed.

-Infestor change doesn't really make them viable. Still have to try out tremor though.

I haven't played any games yet, but these are my initial thoughts.

I'll have to play in order to try out these new changes fully though, I'll tell you what happens after I try them out.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
TaShadan
Profile Joined February 2010
Germany1969 Posts
June 26 2012 17:46 GMT
#416
marauders were just imba with extra damage vs armored
and the 7 range for dragoons isnt as powerfull as it sounds cause the upgrade time is long
Total Annihilation Zero
MNdakota
Profile Joined March 2012
United States512 Posts
June 26 2012 17:58 GMT
#417
Yeah, I'm hating the Protoss changes especially with the Recall ability on the Nexus.

I agree that the eggs from the Queen should be permanent.

Zealots are already extremely good for a mineral only unit.

Arbiter never saw use very much but the unit was there for an option. I liked how it was. Swarm Guardian I think needs Ensnare, Dark Swarm and Consume to make it a full "spell caster" as they say.
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.
TaShadan
Profile Joined February 2010
Germany1969 Posts
June 26 2012 18:00 GMT
#418
i tried to use the arbiter but the cloak ability was bugged so i stopped using it ^^
Total Annihilation Zero
MNdakota
Profile Joined March 2012
United States512 Posts
June 26 2012 18:48 GMT
#419
On June 27 2012 03:00 TaShadan wrote:
i tried to use the arbiter but the cloak ability was bugged so i stopped using it ^^


And you never posted it here on the thread? Wow...

What's the problem?
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.
TaShadan
Profile Joined February 2010
Germany1969 Posts
June 26 2012 18:54 GMT
#420
i didnt post cause i played with kabel the author of this map.... so he already knows about it and it might be fixed now
Total Annihilation Zero
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