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On February 18 2013 16:39 PunchTheBag wrote:Graphical interface was added to rating system! You can test it on map named "Starbow rating system test". I will be grateful if Kabel (and other guys) will test it. You need to pick game variant "Ranked" (and he is picked by default). In this variant teams, number of players, handicap are locked and AI is disabled. When the game starts you will see this new button: ![[image loading]](http://img441.imageshack.us/img441/5416/screenshot2013021811063.jpg) (For players there is rank character on this button (for example D- or B+), for observers there are "R" character). So, you can admire your super-skilled rank all game long! If you press it you will see detailed statistics of you and your opponent. Rank, points, wins, loses. If you (or your opponent) surrender or leave the game within first real-time minute of the game, the match will be unranked. Otherwise, you recieve points, win or lose, and can see them in the next game. You will need this if you, for example, picked wrong race. Or you can type "-unrank" within first minute to make the game unranked. P. S. Within a few days i will implement some sort of digital signature in the bank file and will release full version. Any wishes are welcome! Good, i tried it, not watch D but par... This is "param value" error. For solve it read this: http://www.sc2mapster.com/forums/development/data/25903-param-value/
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Just because there is no tournament today does not mean the chat has to be dead.... c'om people.... LET'S PLAY STARBOOOOW!!!!!!!!
Reps from round 1 and 2:
http://www.fileswap.com/dl/TMKng3lXq6/
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Thank you for your work PunchTheBag.
Actually, thanks to everyone who still contributes and help me polish, improve, follow, play and make this MOD more enjoyable.
I have a busy week coming up with school/work/life stuff that must be done. I will barely be online for a week now. But I will look at TL on a daily basis atleast, to answear PMs, visit this thread etc. I will not upload the ranking system, any new maps or any updates until the tournament is over on saturday.
So. With that being said, I will bring a topic for discussion:
![[image loading]](http://i.imgur.com/TAJUBol.jpg)
I would like to get more input from you all regarding the state of Starbow. There are two areas I want you to focus on - gameplay improvements & balance improvements.
>>>>>>> Gameplay improvements <<<<<<<<<
My goal when I started this was to change parts of the SC2 gameplay - less deathball, more bases, yada yada you have heard it before. I don´t think I have succeded. Maybe there are still room for improvements. Note that I can not FORCE players to play in a certain way. IF we assume that players play this with the intention to win the match, they will do what gives them the best chance at winning. THAT is what I can manipulate. For example, if it actually is better to harass & flank will we see that be a part of the gameplay and army management... (And if it sucks hard to move the whole army in a deathball, players will not do it..)
- Max out and get a deathball. I fear that this is actually as common as in SC2. It just takes longer time to reach a critical army now with the slow economy. IS deathball play really dead? Is it still the best option to aim for? Defend, reach a critical mass of units and attack?
- Move & attack with everything in a deathball. It still feels like one clump of units fight another clump of units and that one or two large battles often determine the game. Are there actually more reasons to split armies and NOT keep everything together? Is there actually more reasons to micro in larger combats?
- More harassment & multiple attacks - Is that kind of play really more rewarding here than in SC2? Is it actually better to attack at more points simultaneously, harass, flank etc?
- Is defenders advantage too strong? You can read more about the intention of this in the opening post. Is it actually too hard to apply early pressure? Is it too easy for players to secure their bases against enemy threats and thus a deathball attack is the only way to break the defence?
- Is PvT just rubbish? According to the PMs I get, and from chats with people in game, and from my own experience, this match up has problems. ESPECIALLY in terms of fun. Its not fun to play Protoss vs Terran. Its not fun to play Terran vs Protoss. Its too hard for both races to attack the other. What are your thoughts on this matter?
>>>>>>>Balance improvements <<<<<<<<<<
Yeah this one is short. Any suggestions for balance related changes? What imbalances do we have? What is broken? What can be tweaked?
>>>>>>> Bonus question <<<<<<<<
There is 1 month until HoTS is released and a potential "expansion" for this.. But some players think it was a horrible idea to scrap the Nullifier since the robotic bay feels so naked now. Well, I am just disapointed with the unit. What I had in mind did not work well in reality. But if anyone wanna give me a COMPLETE list of good improvements for the units, so it actually becomes useful, I will add it back in the next patch.. (Since I don´t feel like thinking, experementing and messing around more with it)
So yeah.. This post is both a way for you all to evaluate the game, bring your view and opinions on the matter AND come with ideas and suggestions for improvements.
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T vs P not is broken, but is unstable. In the first minutes of play terran is vulnerable (especially vs warp in main with warp prism), in mid gain advantage, late seems to have stabilized (carriers are counter by goliaths + vikings, while protoss should use ht for counter viking/goliath). To resolve this problem, I proposed to make mech more mobile and less strong http://www.teamliquid.net/forum/viewpost.php?post_id=17735496
Another objective is to give the possibility to bio to be played in this mu. This has been partially solved thanks to combat shield. But currently storm are very strong vs bio. Change the storm damage vs armor type: it make more damage vs armor units and make less damage vs light units.
@ viking Sc2 viking not counter mutalisk but armored units. Starbow viking is the opposite of that of sc2. That's why people are confused with it. To solve problem, change model and name of this unit (example valkyrie). other fixes for this unit: Replace weapon with hellfire missile. Hellifire missiles are composed by 4 missiles and make 3 damage per missile Hellfire missiles have 5 range, with upgrade increased it to 8. Now the new players do not know this unit and they want to try it to understand what does it.
Ultimate problem in late for T vs P are upgrade for ship for terran. This can solve it, as well as encourage a mixed bio/mech composition http://www.teamliquid.net/forum/viewpost.php?post_id=17702045
thx for read
Edit: doubts on the warpgate more slow to gateway: I do not know if I like it or not. What is the reason for this change? I can solve this problem by building more warpgate. I'd like to add news to the warpgate, I do not know whether it would like it. If you are interested I can write it.
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I am going to make the following adjustment to the tournament unless there are some really good arguments against it.
The Grand Finals will be an EXTENDED BO5. In other words. If the two finalists (A and B) has already met before (and A won 2-1 or 2-0). The Grand Finals will continue off of that score. So if A won 2-1 the first time they met. B has to win two games in a row to win the BO5. If it was 2-0 he would have to win three games in a row, while A would only have to win one game in both senarios.
@Kables post: I do feel flanking and smart army maneuvering is good throughout the whole game. I am only writing in regards to the match-up's ZvT and ZvP, since I never play terran. And even though some late-game death-balls do occur I do not feel Starbow is about rushing for the perfect death-ball which is the problem. An interesting example is the game I just uploaded, where I was behind and the nydus worm got me back into the game. Not because it did a lot of damage but because it made it possible for me to kill off an expansion and get a better eco. Staying safe for a critical amount of time. The right move was not to make a perfect army, but to stall out my opponent. That is "better game play" in my opinion.
I am getting some frustration from newer players though. Most of whom have never touched BW. They seem to believe that they can figure out this game in one day, and if they still lose the just get frustrated. This should not be a game that can get figured out in a few days, so I don't really find this problematic. It might be difficult for some new players to find opponents at their level though, since most of us are diamond / masters and have played SB for a little while now.
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There is only so much you can do with the SC2 engine for unit skirmishes if we stick with only changing unit formation, no change to unit blocking or limited selection. If you try adding in stronger aoe we just get unit splitting hell like in SC2.
If you do implement unit blocking or limited selection, that's a step far too forward to BW I think most players want.
A solution to this problem could be in economy and defenders advantage.
Too high of eco and low of defenders advantage, easy to grab a deathball and crush defenses.
In BW it took a while to get a big enough ball for toss to actually crush through some meager defenses.
edit: talking with Xiph a lot about current game play.
I feel like we shouldn't be too worried. You always want more bases. We don't see players only going for just 3 bases and turtling to 200/200.
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Also ... after tournament, I would giggle like a little girl if we could get an island map into the map pool. A couple have been suggested some time ago.
Remember to back up the MOD with the new patch coming!
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- Is PvT just rubbish? According to the PMs I get, and from chats with people in game, and from my own experience, this match up has problems. ESPECIALLY in terms of fun. Its not fun to play Protoss vs Terran. Its not fun to play Terran vs Protoss. Its too hard for both races to attack the other. What are your thoughts on this matter?
I think its insanely fun to play and i think there are a lot of room for the protoss to attack the weak points of the terran and abuse his lack of immobility. Some maps, however do not work that well. Blue storm is a too easy split map and I believe it should be completely redesigned. Neo requirem has too few attack paths in the late game. Remaining maps, however, are very challenging to get correct as a mech'ing terran which has the option to create entertaining games. Also due to the removal of mules terran can no longer afford to mass turrets in his main + nat to deny drops, which has the potential to create very multitask based games.
Sure some games may turn out slightly passive, but I am convinced tha over time (once it gets figured out + players get better) this will become an extremely entertaining matchup.
One thing to note though about the early game; Due to the strenght of 2 base warp prism all ins terrans can't afford any kind of "creativity" after having fast expanded. He has to get 3 facotires + turret in main and nat asap. If he gets a starport before the 3rd factory he is basically coinflipping. In the perfect world I would prefer that both players had harass options early game whcih would require warp tech to come in slightly later in the game, however that is a luxury problem (as there still is potential for early game harass due to reaver harass being very viable and micro intensive from both sides).
Late game arbiters are without a doubt extremely strong and overpowered in the sense that they can kill the terran if he doesn't have perfect position. From a design perspective it works simialrly to fungal and vortex as it punishe's the opponent insanley hard for making a splitsecond mistake, and doesn't give the terran player a chance to retreat/remicro against the abillity. Think about how it works the other way around; say the terran player emp's the oppoennt's arbiters before stasis gets out; then the protoss player can always retreat and live to fight another day. However, if stasis gets out faster then the terran will often lose the game right there. Often times, however, the game will go on for a bit as the terran can still defend with siege tanks while the arbiters regain energy. Some may conclude that this creates a back and fourth game, however that is deceiving as the terran is bacisally doomed the spoon death since the protoss after having won a signifacnt battle can gain a gigantic economic and then continously trade armies (which he easily can do with arbiters).
The solution isn't simple to tell terran players to "learn to emp" or "learn to individudally manually split every single unit preemptively. This has a too high skill floor, and will punish any non pro terran player too much and make i somewhat non-fun. Remember as well that while in WOL/HOTS you will have just one deathball, in Starbow you are spread out over 2-3 positions in the late game, which makes it very very difficult to optimally position/split science vessel premptively/get emp off before stasis etc every single time. I know that stasis a part of BW, but that isn't an excuse for keeping a poorly designed ability in the game. Well designed have abililties/units have characteristics where you can react to it after the ability has been used/or the unit has attacked (e.g. banelings attacking marines gives the terran player the option to split them or storm on bio units --> a great player will be able to split and minimize damage after storm has been casted).
Therefore I I propose a somewhat simple change to make stasis slightly less punishing and better designed. Exact stats can of course be tweaked.
1) Instead of freezing it slows the opponents units down in the area by 50% (they still can't attack or be attacked). When /if they get out of the area they no longer slow and can be attacked/attack again. 2) Assuming the units aren't removed from the area, the slowing will graudally get worse and over 5 seconds it will freeze the units (as stasis works currently). 3) Reduce energy cost to 100 (with max energy of arbiter of 150 or something like that).
The above changes will make it possible for the terran to retreat if he reacts quickly after getting stasis'ed while possibly only losing 1-3 tanks. However, arbiters will still be very usefull as they can break a position and force the terran player to retreat a bit.
If this change will cause pvt late game to be too terran favored, I propose map adjustments rather than balance adjustments (like making it even more difficult to keep a 4th/5th expansion). This will strenghten the dynamic of terran being the cost effective race (assuming good but not perfect unit control), and the toss having to outmultiask the terran to gain an economic lead (which is an indirect nerf to defenders advantage).
Regarding the nullifier, I do think toss probably could use a 3rd late game option against a terran mech (rather than just arbiters and carriers), so if the nullifier could be replaced by a skill intensive unit which wored differnetly from arbiters and carriers that would be awesome. I don't have any specific ideas atm though.
EDIT: I think plantaries might be a causer of deathball's (even though its nerfed). It still make bases difficult to harass with small groups of units and forces the opponent to bring the majority of his army. Personally I would rather see players defending bases with mines + small groups of tanks or bunkers. On the other hand the plantary makes terran a bit more noobfriendly and if they are removed it will punish terrans with mediocore multitasking very hard, which increases the skill floor. So I guess the decision on whether to keep plantaries in the game or not is kind of a tradeoff on whether to make the game noobfriendly or whether to make it more multiaskbased and less deathball'ish.
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I just found out something interesting. A marine with combat shields can survive Yamato, Snipe, Spider Mines, and even Nukes. You can literally nuke your own army of marines, and none of them will die. Sounds like something the roach should have, if you ever decide to bring that back as a mid-game burrowed harassment unit.
I've also been thinking about "required" upgrades. Siege Mode seems to be the only upgrade in the game that is "required." (Queens and Orbital Commands too, but I'll ignore those atm). Tanks are useless without Siege Mode. Maybe we should follow suite with Blizz and remove that upgrade?
About Overlords, why do we have to tell them to start Gooping? It doesn't seem like much of a choice, since it's always beneficial. Automated Goop plz
Removing the Armory requirement for Goliaths would help Terrans a lot versus early warp prism play, and I don't think it would break PvT in any way.
Consume, why is it a flat 30 energy? Why not base it off HP of unit consumed or something? That way, if you're really desperate (or have low apm cough cough), you can consume an Ultra for full energy.
ideas.
I think the game is in a pretty good state atm. Perhaps we should start looking at Starbow:HotS. Though the only units from HotS that look like they could be interesting at all are vipers and oracles. Or perhaps Mothership core.
also, Something's happening with the Arcade in patch 2.04. Hopefully it doesn't fuck something up.
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Russian Federation26 Posts
Consume, why is it a flat 30 energy? Why not base it off HP of unit consumed or something? That way, if you're really desperate (or have low apm cough cough), you can consume an Ultra for full energy. I think that's good idea - it forces to consume not only lings.
I've also been thinking about "required" upgrades. Siege Mode seems to be the only upgrade in the game that is "required." (Queens and Orbital Commands too, but I'll ignore those atm). Tanks are useless without Siege Mode. Maybe we should follow suite with Blizz and remove that upgrade? The concept of "required upgrades" is sightly different. They are needed for proper timings of some strategies. For example, warp in WoL is required upgrade, but you cant just remove it.
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I will elaborate more, but tenatively, I think:
TvZ is good. Brilliant in fact, with cheap marines that trade cost effectively anywhere BUT a death ball.
I don't like the nullifier anti-light vortex. For one, it laughs at golaiths. And secondly, it feels exactly like statis.
I think there is plenty of room for protoss to try and poke for weak points, and I don't think PF's are imba. Remember toss has more gas than in sc2, gateway units are stronger, and storm is stronger. You can actually attack into a pf with scvs and a few tanks with 8 stalkers and 14 zealots and 2 hts. You just clone the zealots on to the tanks, storm the scvs, and finish the pf/retreat depending on how many units you lost. If you retreat, you can come back later with a second wave, kill more scvs, or kill the pf if the terran doesn't refill with scvs. The PF is supposed like a strong set of cannons. They won't hold back the protoss by themselves, but they can sure make a difference. If terran realizes protoss moving up to the pf, they move 5 more siege tanks there and its invincible.
The high ground on blue storm is pretty... I think the disadvantage attacking into high ground is too much. Terran literally dies silly attacking up to zerg and protoss on high ground. On shortest straw there's high ground, but it's not so easy to sit on top of it 24/7 and cover all the points.
@arbiters. I think you have to make the protoss pay everytime he commits with arbiters. You don't have to marine split, just make a concave with your units, like with 3 tanks in each bunch instead of 7-8.
@hots I don't feel the need to add units atm. Starbow hasn't even settled and avenues of strategy haven't even become standard yet. (ghost vs infestor, warp prism doom drop + rift out, dark swarm)
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+ Show Spoiler +On February 19 2013 09:11 Hider wrote:Show nested quote +- Is PvT just rubbish? According to the PMs I get, and from chats with people in game, and from my own experience, this match up has problems. ESPECIALLY in terms of fun. Its not fun to play Protoss vs Terran. Its not fun to play Terran vs Protoss. Its too hard for both races to attack the other. What are your thoughts on this matter?
I think its insanely fun to play and i think there are a lot of room for the protoss to attack the weak points of the terran and abuse his lack of immobility. Some maps, however do not work that well. Blue storm is a too easy split map and I believe it should be completely redesigned. Neo requirem has too few attack paths in the late game. Remaining maps, however, are very challenging to get correct as a mech'ing terran which has the option to create entertaining games. Also due to the removal of mules terran can no longer afford to mass turrets in his main + nat to deny drops, which has the potential to create very multitask based games. Sure some games may turn out slightly passive, but I am convinced tha over time (once it gets figured out + players get better) this will become an extremely entertaining matchup. One thing to note though about the early game; Due to the strenght of 2 base warp prism all ins terrans can't afford any kind of "creativity" after having fast expanded. He has to get 3 facotires + turret in main and nat asap. If he gets a starport before the 3rd factory he is basically coinflipping. In the perfect world I would prefer that both players had harass options early game whcih would require warp tech to come in slightly later in the game, however that is a luxury problem (as there still is potential for early game harass due to reaver harass being very viable and micro intensive from both sides). Late game arbiters are without a doubt extremely strong and overpowered in the sense that they can kill the terran if he doesn't have perfect position. From a design perspective it works simialrly to fungal and vortex as it punishe's the opponent insanley hard for making a splitsecond mistake, and doesn't give the terran player a chance to retreat/remicro against the abillity. Think about how it works the other way around; say the terran player emp's the oppoennt's arbiters before stasis gets out; then the protoss player can always retreat and live to fight another day. However, if stasis gets out faster then the terran will often lose the game right there. Often times, however, the game will go on for a bit as the terran can still defend with siege tanks while the arbiters regain energy. Some may conclude that this creates a back and fourth game, however that is deceiving as the terran is bacisally doomed the spoon death since the protoss after having won a signifacnt battle can gain a gigantic economic and then continously trade armies (which he easily can do with arbiters). The solution isn't simple to tell terran players to "learn to emp" or "learn to individudally manually split every single unit preemptively. This has a too high skill floor, and will punish any non pro terran player too much and make i somewhat non-fun. Remember as well that while in WOL/HOTS you will have just one deathball, in Starbow you are spread out over 2-3 positions in the late game, which makes it very very difficult to optimally position/split science vessel premptively/get emp off before stasis etc every single time. I know that stasis a part of BW, but that isn't an excuse for keeping a poorly designed ability in the game. Well designed have abililties/units have characteristics where you can react to it after the ability has been used/or the unit has attacked (e.g. banelings attacking marines gives the terran player the option to split them or storm on bio units --> a great player will be able to split and minimize damage after storm has been casted). Therefore I I propose a somewhat simple change to make stasis slightly less punishing and better designed. Exact stats can of course be tweaked. 1) Instead of freezing it slows the opponents units down in the area by 50% (they still can't attack or be attacked). When /if they get out of the area they no longer slow and can be attacked/attack again. 2) Assuming the units aren't removed from the area, the slowing will graudally get worse and over 5 seconds it will freeze the units (as stasis works currently). 3) Reduce energy cost to 100 (with max energy of arbiter of 150 or something like that). The above changes will make it possible for the terran to retreat if he reacts quickly after getting stasis'ed while possibly only losing 1-3 tanks. However, arbiters will still be very usefull as they can break a position and force the terran player to retreat a bit. If this change will cause pvt late game to be too terran favored, I propose map adjustments rather than balance adjustments (like making it even more difficult to keep a 4th/5th expansion). This will strenghten the dynamic of terran being the cost effective race (assuming good but not perfect unit control), and the toss having to outmultiask the terran to gain an economic lead (which is an indirect nerf to defenders advantage). Regarding the nullifier, I do think toss probably could use a 3rd late game option against a terran mech (rather than just arbiters and carriers), so if the nullifier could be replaced by a skill intensive unit which wored differnetly from arbiters and carriers that would be awesome. I don't have any specific ideas atm though. EDIT: I think plantaries might be a causer of deathball's (even though its nerfed). It still make bases difficult to harass with small groups of units and forces the opponent to bring the majority of his army. Personally I would rather see players defending bases with mines + small groups of tanks or bunkers. On the other hand the plantary makes terran a bit more noobfriendly and it will require a lot of multitasking which increases the skill floor, so its kind of a trade off.
This. Important and well-written post! I am glad hideRDK started playing SB.I agree 100%.
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@Max out and get a deathball: I think this is mainly a Terran problem right now, at least from how I play. For one it feels really hard to move out, especially vs Protoss. On the other hand, it is really easy to max out on quite supplyefficient units like tanks, goliaths, vessels. This applies especially to TvP. in TvZ I feel a good Zerg can trade quite well with mutalisks and hydralisks (and switching in between those two).
@Move & attack with everything in a deathball: I don't see too much of an issue here. Sure, often times people use just one army or timing to determine a game. But that inevitably happens when an RTS game isn't figuered out very well. Also I feel like it is not as bad as you make it sound and often times just a result of skill difference between players.
@More harassment & multiple attacks I believe the best way to enforce such play is to make it really strong and acquireable! So that ones gameplan turns from "I build up X and meanwhile I harass to get ahead" to "step 1: harass the shit out of him; step 2: use whatever I have (I actually don't care too much about composition right now) to keep him in check..." --> See balance suggestions
@Is defenders advantage too strong? I don't think so. I believe it's quite good right now.
@Is PvT just rubbish? No. At least whenever I play Protoss I think so. From the Terran side of things? God, I want to be able to force those stalkers back. And how I hat speed-zealots when I don't have marines... At this point I believe that some form of antiarmored infantry would improve the game. --> See below
Balance suggestions: (I'm gonna be very concrete, but this is more meant as "general feel") Zerg -) I think hydralisks are slightly too good vs armored (especially vs Protoss, maybe even vs Tanks). Like 1damage or something like that. -) Also I think that Zerg zergling or zergling baneling play could be improved slightly. I'd like to see the production times of those two units slightly buffed to make it a little better in terms of reaction. -) I don't like the big ultras without the splash. I think their size should be cut down a little.
Terran -) The dropship could be cheaper/more accessible (unlike the warp prism). It's kind of hard to get but doesn't provide a lot to your standing army (unlike the medivac). Even more as a dropship, you need to be able to spare some units to begin with, to make it work, something that is rather hard when you are contained (talking TvP). I'm not sure, but I'd like to see some drastic buff to this, like cost to 100/25, no extra drawbacks. Just promote drop harassing. -) Terran bioplay vs Protoss and lategame Zerg feels (very) weak. I know this is a very delicate topic - and you have tried quite a few things - but I think the firebat does not add a lot in TvT and TvP. I'd like to either see something done with that unit - or if you want to be drastic some experimentation with a rocket trooper (if you want I can give you very concrete inputs and show you what I have been playing around with to make an exciting rocket trooper)
Protoss -) I'd like to see a slight speed buff to the speed prism. -) Rift feels very unused, maybe change requirements to some structure (twilight, templar archives) instead and see how it goes.
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I think we shouldnt rush any changes. Before that tournament I thought starbow is much less balanced.
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The dropship could be cheaper/more accessible (unlike the warp prism). It's kind of hard to get but doesn't provide a lot to your standing army (unlike the medivac). Even more as a dropship, you need to be able to spare some units to begin with, to make it work, something that is rather hard when you are contained (talking TvP). I'm not sure, but I'd like to see some drastic buff to this, like cost to 100/25, no extra drawbacks. Just promote drop harassing.
I agree with this. Previsouly I talked about how starports openings aren't "viable" on 2 base in tvp. In tvz I feel like I would rather get science vessel's from my 1 starport than starports, (which limits the amount of dropships I will have over the game), and getting 2 starports is typically too expensive in most stages of the game. I wouldn't mind it being easier to get dropships out (either a cost reduction or a build time reduction) to encourage more terran dropship harass.
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With the new SC2 patch, you should create a group for Starbow.
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I make other change in NeoRequiem, I added new ways to get the opportunity to the player to get into the enemy base by several roads, hardly usable in early rather than mid-late game.
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Rift is actualy really good imo. Never lose a stranded unit again. It's just slightly apm intensive because you have to jump to each of your nexuses to collect all your units.
Edit: Currently the EU servers are out of sync with NA in terms of updates, so I can't go to EU. In the meantime, the group "Starbow" is up on NA! Come join
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