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[A] Starbow - Page 220

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Danko__
Profile Joined January 2012
Poland429 Posts
February 23 2013 15:17 GMT
#4381
I dont like banes too but they are unit which increases variety of ZvZ. in zvt and zvp lurkers are superior in every way.
Chronopolis
Profile Joined April 2009
Canada1484 Posts
Last Edited: 2013-02-23 16:47:23
February 23 2013 15:38 GMT
#4382
Proposed list of design/balance changes
--------------------------------------------------------
Protoss:

Reduce Goliath damage against armored by 1-2. Increase damage against non-armored targets by 2.

Implement stasis change as documented by Hider.

Decrease the hp of cannons to 100/100. Decrease the damage of spine crawlers to 15/20 vs armored (down from 25/30).

Decrease nexus health to 750/750.

Units that warp in do so with half shield (they immediately begin regenerating shield at the normal rate unless attacked). Units warping in now take 7 seconds, up from 5.

New upgrade "Advanced warp" available at robotics bay. Removes shield limitation for warping in units. Units are cloaked while they are warping in.

Unit that are transported by rift arrive with zero shields (they immediately begin regenerating at normal rate unless attacked).

--------------------------------------------------------
Terran:

Viking hellfire missile projectile speed is lowered, the missiles "hang" in the air for about 0.5 seconds before zipping away. The splash is the shape of an oval.
(_X_______ ) V
X is the target unit, ( ) marks the splash area, and V is the viking. Reduce damage to non-light units to 2 (from 3). Keep damage against light units the same.

Viking main attack reduced by 2 versus armored.

Increase mine damage to 85 versus light, 95 versus medium 120 versus armored. Increase vulture hp to 100 (was 90)

Stabilizer longbolt missiles now only grants +1 range (was +2 -> 9 range). Price reduced to 100/100. Stabilizer longbolt missiles also grant golaiths +1 range.

Golaith range upgrade reduced to 100/100. Golaith range upgrade bonus reduced to +2 range.

Planetary fortress hp increased to 2000. Base armored increased to 5 (was 1). Planetary fortress attack removed. {damage reduced to 20 (was 44), splash radius is the same.}. A PF has 5 bunker spaces (increased to 8 by the space upgrade upgrade) scvs can load into a planetary fortress, they cannot repair the fortress while inside. Units within can use all their abilities, including heal, lockdown, snipe or nuke.

--------------------------------------------------------
Zerg:
Decrease hp of hydralisk to 80. On second thought leave it at 90.

Banelings now cost 75/75 to morph from zerglings, and take up 3 supply. Baneling splash radius increase (to that of slightly larger than a tank splash radius). Baneling splash now hits air as well as ground (although it cannot be targeted on to air units, instead it must be manually detonated). Baneling damage increased to 50-50. Units or buildings damaged by baneling splash lose all armor for 20 seconds (Status Effect: Caustic Acid).


Move fungal growth to the swarm guardian. Move frenzy to the infestor. Fungal now affects buildings and units inside of buildings.

Frenzy provides status buff "frenzy" for all ally units in a medium aoe. Lasts 30 seconds. It increases the movement speed of units by 20%. Increased damage taken by 20%. Increases damage by 20%. Every attack the zerg unit does increases it's attack speed. The level of increase is so that if any zerg unit attacks for 30 seconds without stopping, it will reach 150% attack speed. Frenzy does not work on frenzied units, you have to wait until the timer runs down.

Corruption ability changed: Target ground unit gains a permanent status effect: "corrupted". The unit quickly loses hp as long as it is on creep (at a rate of 15hp/second). This damage can kill the unit. The unit cannot be repaired or healed (natural regeneration OK). If the unit dies, it spawns 4 broodlings. Energy cost reduced to 125 energy

Broodling "stacks" from broodlord last longer (40 seconds) and now work on buildings as well.

------------------------------------
Capital Ships:
Battlecruiser now are 8 supply. Battlecruiser now can hold one of two possible offensive and defensive options each. The two possible offensive ones are plasma (ground) bombardment and yamato cannon, and the two possible defense ones are shield (absorbs 300 damage when activated) or warp drive (5 second charge up, moves the bc at speed 20 towards location. The bc is invincible when in transit. cooldown 30 seconds, energy cost 50).

Each option needs to be installed after the battlecruiser is created. The battlecruiser must dock with the starport. The options take 25 seconds to install, and cost 50/50 each. A battlecruiser can replace its options by surviving and returning to dock with with the starport.


Carriers can individually be upgraded to gain the plasma beam ability. 5 second charge up (with sound and visual effect, 13 range), 125 (out of 200 energy). The beam will do 125 damage to target air units, and all air units on the path of the laser. Beam costs 75/75 to install and takes 45 seconds to install. Carriers cannot build interceptors while installing beam. Carriers with the have a graphical distinction. Carriers supply increased to 7 supply.

Mothership reintroduced: Hp increased to 450/450 hp.
THe mothership is warped in (channeled using a nexus. Requires 100 nexus energy). Warping in takes 100 seconds, must be done in pylon power. As per usual, mothership takes double damage while warping in.

Abilities:
Planet Cracker (lasts for 30 seconds. The mothership gains additional 2 shield armor and 2 hull armor for the duration. Channels multiple columns of energy in to the ground. Does Large aoe splash (does damage to friendlies) on the ground. 40 damage per second against units, 80 damage per second against buildings):
Time Bomb (huge aoe, lasts for 30 seconds. All projectile attacks in the area will slow down to a halt. When the time bomb expires, all projectiles will continue towards their old targets. (this gives protoss an expensive way to deal with mass turret and golaith late game, when they are going with carriers):
Black hole: Creates a slowly expanding circle (looks like vortex with a circle indicater around it) which, after 5 seconds exerts a pulling force on all units near it. This pulling force is constant throughout the radius, and is enough so that slow units like tanks and capital ships can BARELY run away if they stop shooting and just run. Interceptors can and will be pulled in and destroyed. Sieged tanks do not get pulled, however they will die if they are at the center of the singularity after 5 seconds. All units in the field will also take gradual damage. Any projectiles that pass within the radius will be pulled towards the center and now uses collision detection (can hit friendlies as well now). Units or projectiles that get pulled into the center of the black hole are gone forever. Buildings are not affected. Effects friendly units as well.

As you might guess, the goal is to make capital ships more important on an individual basis and bring exitement and flare to the battlefield. They should dictate the game whereever they are stationed. The carrier ability prevents enemies from massing captial units without fear, or just a-moving with 15 vikings and 4 battle cruiser.
PunchTheBag
Profile Joined October 2012
Russian Federation26 Posts
February 23 2013 15:54 GMT
#4383
That was horrible, chrono! This patch will add so many buffs to terran and absolutely destroy zerg! Well, some thoughts are doing in the right way, but this patch will make TvZ impossible. Even banelings! Why, they are so rare now (expect zvz)?
The application "Crash Reporter" has quit unexpectedly
Chronopolis
Profile Joined April 2009
Canada1484 Posts
Last Edited: 2013-02-23 17:06:30
February 23 2013 16:02 GMT
#4384
On February 24 2013 00:54 PunchTheBag wrote:
That was horrible, chrono! This patch will add so many buffs to terran and absolutely destroy zerg! Well, some thoughts are doing in the right way, but this patch will make TvZ impossible. Even banelings! Why, they are so rare now (expect zvz)?


Numbers can be fixed, but I feel like banelings and lurkers really overlap. I don't really like when zerg can get X amount of money and dump it into banelings. Later game, matrix + tank is disgustingly cost effective against banelings. This new layout makes baneling massing not cost effective, but makes baneling hydra or baneling ling very dangerous.
The goal was to make mines one shot hydras, because vultures are sort of expensive. Mines need more stopping power against terran or zerg. hp could stay at 90 sure. Make mines do 90 damage against non-armored non-light units, and 125 against armored.

There aren't that many terran buffs at all. Oh yeah, I should clarify, the aoe area for vikings should actually dilute the splash. Missiles fire randomly into that area, and only deal aoe around the area where they explode. However, mutas flying directly in towards vikings will still take a hefty punishment, as will scourge, unless you draw the missile fire away and split your scourge. Remember that losing 4-5 vikings is game changing for terran. Mutas can actually dodge most of the missile fire by flying perpendicualr to the aoe (remember 0.5 delay on projectile).

Infestor is supposed to be an caster with offensive spells, while the swarm guardian has defensive spells.. I don't like the infestor right now because (having used it in the editor, it has 2 aoe spells, so it feels like when you get a lot, you just spam the heck out of that. I was tempted to make the infestor have dark swarm, but with the name, it fits better on the swarm guardian. Defending your swarm guardians with hydras is always good. I think I will increase the health a bit perhaps. Anyways, no one really uses swarm guardians and I want it to be used SOME of the time (situationally, not all of the time).

For zerg, rather than have the spellcasters/core units be like (pick 1 spell caster 1 main unit and you have a legit strat), I want the spellcasters to have situational uses which together cover basically everything zerg needs with a some overlap (e.g. room to choose what spell caster to get one, decision making).

I changed frenzy to make it viable. (this is basically a base destroying tactic, and one option against a stubborn planetary). Notice how it makes it really akward for protoss/terran to just a-move his army to deal with the attack/drop. They have to carefully throw down storms, trying not to take too much fire. The "take 20% damage more" is just so that zergs don't go and spam it all the time in every fight (20% damage means aoe should hurt a lot more). I'm alright with ultralisk having frenzy because its current attack is non-aoe.

Corrupters aren't dominant anti air by themselves. They lose straight up to viking if they are clumped. However, because of their corruption ability, they can actually very slowly shift momentum (by corrupting everything, over a long span of time). You can't corrupt buildings.

The problem with PF, is that totally deny small drops by protoss and terran (which I really really hate because it removes so much potential completely), but then they don't survive against a frontal assualt very well if terran is out of position (even an orbital can survive longer sometimes with lift). The solution is to make the PF strong enough to last until the terran get's there. However, P/Z can still do other things, like kill the scvs, or kill the units defending the PF. I believe terran has the most supply effecient army, so this allows Z/P to force terran to maybe make bio to defend PFs. (PF's grant +1 range and the bunker range upgrade increases the range of units inside by another 1 --> 7 range marines). The key point is that the more marines you put in PF's, the less supply you have in your front army. Also, if bio is inside the PF, you can't save scvs. So there's a choice and tradeoff to be made there. Lockdown from inside a bunker? Protoss has rift, but that would definitely force protoss back. Snipe high templar from inside PF? hell yeah, that saves scvs. But 4 burrowed lurkers beside a PF will still rape every scv in the area, and you should still be able to walk units behind the mineral line and attack the scvs from outside PF range.

Warp change is because the PvT warp prism rushes are too strong imo. They remove a lot of options for terran. The cloaking feels protossy, and punishes terran or zerg for not keeping track of warp prisms (you can warp directly on to static defense if there is no detector). The warp in time is still 7 seconds, so an attentive T/Z has time to respond.


I edited in a few changes. I didn't have that many ideas for zerg, but zerg already has a lot of casters, so we can focus on what is already there.

------------------
Motive: I want to really work on starbow while I'm part of this community. What caught my eye, and what I think catches other peoples eyes, is that starbow abilities are *interesting* (and some of them look awesome). In addition the improved defensive abilities, area control, and lack of roach, sc2 marine, or colllusus, means that more of those interesting options are open. What turns most people off from sc2, is not that it doesn't take skill. It's that its not *interesting*. That's what I want to leverage.

Currently, static defense (which was stregthened because of units like the roach, sc2 marine, etc.) is too strong, and that makes the P in tvP or Z in zvP and zvT able to expand very fast without fear of punishment using 2-3 static defenses. This leads to a large money gap with just a small mistake from the non-mass expanding race, and leads to *limited options*.

Look at all the capital ship usuage in bw and sc2. They are all kinda boring (except maybe bw emping bc's) with no huge decider. Capital ships behave how you expect them to.

We don't want "hero units", units where you can only have 1, and you need them, and the game revolves around them. You should be able to play fine without a mothership, but you make the DECISION to get it (and protect it from emps, huge yamato volley, plague, scourge)

On February 24 2013 00:17 Danko__ wrote:
I dont like banes too but they are unit which increases variety of ZvZ. in zvt and zvp lurkers are superior in every way.

crap I know next to nothing about that mu.
vrumFondel
Profile Joined November 2012
Russian Federation42 Posts
February 23 2013 16:55 GMT
#4385
Stream is up - http://www.twitch.tv/jackodiamonds
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
February 23 2013 17:00 GMT
#4386
stream up shortly: www.twitch.tv/decemberscalm
Danko__
Profile Joined January 2012
Poland429 Posts
February 23 2013 17:07 GMT
#4387
Proposed list of design/balance changes
----------------------------------------------------------------
Viking hellfire missile projectile speed is lowered, the missiles "hang" in the air for about 0.5 seconds before zipping away. The splash is the shape of an oval.
(_X_______ ) V
X is the target unit, ( ) marks the splash area, and V is the viking. Reduce damage to non-light units to 2 (from 3). Keep damage against light units the same.


Is splash damage reduced by armor?

Reduce Goliath damage against armored by 1-2. Increase damage against non-armored targets by 2.


Agree it could get dmg slight buff vs nonarmored (sair/muta), but i cant agree on nerf vs armored. Vs what goli gotta be nerfed?

Decrease the hp of cannons to 100/100.


Huge nerf. I was fighting for 100/100 cannons long time ago, but now i think less than 125/125 will probably make too fragile. Also, if they will get nerfed hp wise they should get their base attack speed increased.

Decrease the damage of spine crawlers to 15/20 vs armored (down from 25/30).


Just ridiculous.

Decrease nexus health to 750/750.


Dunno. In PvT it may be good but in PvZ its already super easy to loose nexus vs hydras and lings.

Units that warp in do so with half shield (they immediately begin regenerating shield at the normal rate unless attacked). Units warping in now take 7 seconds, up from 5.


I would even agree if you would suggest that warped unit warp without shield at all (just maybe without that warpin increase).

New upgrade "Advanced warp" available at robotics bay. Removes shield limitation for warping in units. Units are cloaked while they are warping in.


Imho that would fit more into Twiligh/Templar Archives. I dont know if thats neccesary but we could use more lategame upgrades.

Unit that are transported by rift arrive with zero shields (they immediately begin regenerating at normal rate unless attacked).


Agreed.

Increase mine damage to 85, 120 versus armored. Increase vulture hp to 100 (was 90)


No to both. Instead i would suggest increasing dmg vs light to 20 to make them 2 shot probes.

Stabilizer longbolt missiles now only grants +1 range (was +2 -> 9 range). Price reduced to 100/100. Stabilizer longbolt missiles also grant golaiths +1 range.


Golaith range upgrade reduced to 100/100. Golaith range upgrade bonus reduced to +2 range.


I see no need for making it more complex than it is. One upgrade for turrets. One for goliaths is fine imho.

Planetary fortress hp increased to 2000. Base armored increased to 5 (was 1). Planetary fortress attack removed. {damage reduced to 20 (was 44), splash radius is the same.}. A PF has 5 bunker spaces (increased to 8 by the space upgrade upgrade) scvs can load into a planetary fortress, they cannot repair the fortress while inside. Units within can use all their abilities, including heal, lockdown, snipe or nuke.


Lol... And attack removed or not removed? You said reduced to 20 and removed... Dunno what to think about other suggestions.

Decrease hp of hydralisk to 80.


Nope. Especially with suggested 85dmg mines. Lol.

Banelings now cost 75/75 to morph from zerglings, and take up 3 supply. Baneling splash radius increase (to that of slightly larger than a tank splash radius). Baneling splash now hits air as well as ground (although it cannot be targeted on to air units, instead it must be manually detonated). Baneling damage increased to 50-50. Units or buildings damaged by baneling splash lose all armor for 20 seconds (Status Effect: Caustic Acid).


Something gotta be done with banes. I agree. But 3 supply + AA dmg? I dont know. Will be quite weird.


Move fungal growth to the swarm guardian. Move frenzy to the infestor. Fungal now affects buildings.


Nope. Slow + Dark swarm on one caster is not good idea. Frenzy on infestor, dunno. I agree on that fungal can work on buildings.

Corruption ability changed: Target ground unit gains a permanent status effect: "corrupted". The unit quickly loses hp as long as it is on creep (at a rate of 15hp/second). This damage can kill the unit. The unit cannot be repaired or healed (natural regeneration OK). If the unit dies, it spawns 4 broodlings. Energy cost reduced to 125 energy


Interesting.

Capital ships part is way too complex imho. BCs gotta just be tweaked to more BWish version (long range, burst dmg instead of high dps). Carriers are carriers. Mothership is not cool unit.
PunchTheBag
Profile Joined October 2012
Russian Federation26 Posts
February 23 2013 17:24 GMT
#4388
It will be hard for ZvT. Let's see. One mine one shot a few hydras. bultures have 20 more hp then hydras. Hydra is the only unit that can stand with terran mech in mid and early game. It is very hard to do with mech now (if terran masses vultures, he can deal with hydras without tanks), but after whis patchnotes... Vultures will hard counter all zerg t1 AND have best mobility AND did not even require gas. Units, that maded for harass and map control must not counter all zerg units in direct combat.
I think decreasing of vulture hp will be good. Or give zerg chance to good counter to vultures
The application "Crash Reporter" has quit unexpectedly
Danko__
Profile Joined January 2012
Poland429 Posts
February 23 2013 18:43 GMT
#4389
Punch, dont forget that spines will kill vultures in 7 attacks instead of 4 so basically zerg will be forced to 2base muta.
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
Last Edited: 2013-02-23 19:30:27
February 23 2013 19:26 GMT
#4390
We'll go slowly, do not throw all the ideas so, but little at a time. The mine's damage it's okay. Instead you should fix the speed and acceleration. Not like currently, I want a mine to come out and run at the same speed. Change acceleration from 8 to 1000. Change movement speed from 7,36 to 5,06.
Hider
Profile Blog Joined May 2010
Denmark9377 Posts
Last Edited: 2013-02-23 21:44:12
February 23 2013 20:03 GMT
#4391
On February 24 2013 02:24 PunchTheBag wrote:
It will be hard for ZvT. Let's see. One mine one shot a few hydras. bultures have 20 more hp then hydras. Hydra is the only unit that can stand with terran mech in mid and early game. It is very hard to do with mech now (if terran masses vultures, he can deal with hydras without tanks), but after whis patchnotes... Vultures will hard counter all zerg t1 AND have best mobility AND did not even require gas. Units, that maded for harass and map control must not counter all zerg units in direct combat.
I think decreasing of vulture hp will be good. Or give zerg chance to good counter to vultures


Maybe make vultus kill 1 hydras with one shot + 1 mine. THis will reward micro quite a lot, cus the optimal thing will be to use one vulture (not all of them) to target 1 hydra (that is injured by a mine).

EDIT: played some more tvz. I don't think the problem that allows zergs to get insanely far ahead early on is just the baneling. It's simply the way the economics works that makes zerg get 50+ food ahead in the midgame.
I tried various pressure builds but honestly without the medivacs there is just no reliable way of doing soft pressure
The below is a game where i tried a somewhat passive approach (after my previous offensive builds easily have been owned), and as you can see i get so much outproduced that its not even funny. Games like these simply makes me absolutely convinced that the cost of marines have to go other down (or some other change) combined with a matrix nerf for the matchup to be more dynamic.
http://drop.sc/306731

Also I do agree that chrono presents too many various ideas. I say focus on 1-2 ideas at the time, and please take time to argue why those changes are neccesary, why they create interesting games and how it will impact the various matchups.
Chronopolis
Profile Joined April 2009
Canada1484 Posts
Last Edited: 2013-02-24 07:11:56
February 24 2013 02:25 GMT
#4392
Danko


PF damage IS removed (I was just considering the other possibility.

Think of the above posts as a brainstorm. There's no way I could have decent justification for them all, though I have some supporting evidence for most of the changes.

I think the vulture build by puccini is like a 5 rax reaper, and it just requires tight simcity and macro, and some experience to combat. The current responses are obviously not optimal, remember when 1 rax into 3 rax used to kill zergs a lot? Every other terran is having problems, because zergs are prepared (and thefore react well) for their pushes.

The zerg spell caster changes were based on the notion of the units, not so much matchup knowledge, and so you can expect those to be flawed. I don't likst infestor with 2 aoE spells for the sole reason that it feels spammy.

The banelings are meant to change the role of banelings in zvt. They are too good against bio and too bad against matrix. The change makes them still worth it to connect them with units (even matrixed ones, to some extent), but at the same time, not some unit you just make 20 of and a-move. They are now like a support unit that softens up heavily armored targets for zerglings and hydralisks.

Golaith + missile turret range thing ya I see is unnecessary. I just laugh when I see 9 range turrets though, which is why I want them reduced.

Spine crawler reduce to 20/25 i guess its fine. Spinecrawlers now kill marines in 3 shots instead of 2. I just didn't know the original value. Spinecrawlers should buy time, not rape the shit out of anything you can drop.You even have a queen at your expand, which you can transfuse to buy a few more seconds for your drones to get out. I haven't seen anyone (need to) transfuse spines for drops before.

The cannon damage is the same because I wanted a different kind of static defense: the glass cannon cannon from sc:bw was fine. Cannons can be chronoboosted already. I'm not sure how good cannons are versus drops because I haven't seen drops fighting cannons.

golaith un-armored buff is so that they have some repelling power against corsair, scout and muta, all of which can be produced faster than terran can. Nerf versus armored, is so they don't kill arbiters, brood lords, carriers (bcs lol), so fast.They're anti armored air is like hard counter imo.

@Decrease hp of hydralisk to 80.
One thing I don't like is that hydralisks just rape straight gateway units. Doesn't that sound like the roach? High damage, tanky enough that it matters, and rapes straight gateway units? In broodwar, gateway units could hold their own against parts of the hydra force, just not the whole thing.

Capital ships
-------------------

mothership ability is like a hots type idea. It's one of the more far flung things. But I'd love to see some of the things blizzard originally showcase in the alpha sc2 demos made to actually work. I stand by the capital ships argument.

Mass Scouts rape bcs. BC's do quite good against carriers yamato and all. There is not much a skilled player can do to change those relationships, I'm sure I can target fire bc's with scouts or clone yamato the same as any other player. Also, think about what capital ships do right now in bc. Get at least 4-6, float over my army, slowly replace my army with all capital ships, amove, with some emp/nullify micro. Capital ships can't do surgical strikes, can't be anything except a way to convert money into a more sure win. (I'm sure this is an exaggeration).

Having customizable abilities allows bcs to do different things:
With the shield, the battlecruiser can become a spearhead, like the thor in 1 goal. With the warp drive, it lets terran apply medium-large aggression over an area, without being 120% commited to the attack. It's like a cross between a drop (low physical strength, high retreatability) and a large push (very high physical strength, low-now retreatability).


Protoss/zerg can catch terran off guard by changing up their unit composition, like transitioning back to stalker archon ht zealot, if the terran go's yamato heavy. While the terran scrambles to refit his battlecruiser, the protoss or zerg now has an oppurtunity to attack other locations on the map. If you suspect terran has the ground plasma bombardment, engage with your air units (and some hts), while directing your ground army somewhere else {or your zerg equivalent). The high supply count is meant to weaken mass BC. They are supposed to offer tactics and maneuvers that can't be provided with the other terran units, without becoming a get 200/200 BC race.

Protoss carrier ability concept comes from (http://www.youtube.com/watch?v=QOxfIapsrJs). Since the battlecruiser now has options that can make it less vunerable to storm storm storm 30 stalker blink target fire {namely plasma ground bombardment, shield, and warp drive}, protoss needs a something that can contest air dominance. Currently, once the terran gets enough 5-7 vikings, there is no way for P/Z to combat that from the air. There is also the case of 30+ mutas versus 3-4 base protoss, which can feel silly at times. This new laser beam gives protoss a potentially game changing anti-air ability.

The other anti air options from terran (viking) and protoss (corsair and storm) rely on aoe damage. This is ok, but this ends up coming down to the micro of one player. If the terran spreads his bc against storm, there's not much the protoss can do about it. With a line laser attack there is counter micro to that.

As a reminder of how the carrier works, after a 5 or so second charg, the carrier fires a laser at the target, doing damage to the air target and every flying thing in the path of the laser.

carrier X==========O (target)

Now, see below. If there are carriers at X, then terran has done a good spread, and the laser beam can only strike 1-2 vikings at the time. But what about 2 carriers swung around to Y. Even though terran spread his vikings, protoss has options as well. Of course, both of these cases are preferable for terran compared to having a tight ball of vikings.

O_O_O__O_O Y
__O___O

X X X

O = vikings
X = carriers

And frankly, I think seeing carriers approaching from all sides is awesome.

Note: Statis and neural definitely need to be considered or changed if these new capital ship changes go through.
--------------------------------------------------------

I apologize for being too lazy to revise and format this post. But you get the idea.
If you want me to elaborate more on the probable unit interactions will be, I'll think about it and analyses on this.

----------------------------------------------------------
TLDR:

I stand by drop changes.

I stand by vulture changes. Zergs are just prepared for other terran's openers and not Pucchini's one. This leads to a huge eco difference, so its not necessarily the case that hyrdra get destroyed by mech. Zerg usually doesn't mind walking 25 hydras past 5 mines (lose like 3 hydras) so my thought was to increase the impact they have.

I stand by static defense changes, but only reduce spine crawler damage by 5, so it 3 shots marines.

Golaith range idea was silly.

PFs have no damage, forces terran to devote supply to defense and choose between the ability to save up to 8 workers, or have a PF with attacking units inside.


Capital ships are boring, terran BC options open up unique strengths for exciting gameplay that values information even after bcs are scouted (which options did terran build?, what compo does opponent have?).
splash micro can only be alleviated by the other player spreading out their units: the player with splash units can't counter micro. Carrier beam can be counter-microed by both players. Carriers can now threaten mass muta and mass viking and combat the more dynamic battlecruiser.

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

Edit: I think me (and maybe HideRDK) are overlooking the power of pure mech (as opposed to bio mech) in tvz. Vultures get a lot better when you move from a group of say, 6 to a group of 12. Oh, and get speed before mines, yessir.

Baneling should be 2 supply instead of the 0.5, for the suggestion I made. Increase their hp and splash radius, and increase their model size. Well it could be all a fruitless discussion.
Danko__
Profile Joined January 2012
Poland429 Posts
Last Edited: 2013-02-24 09:06:11
February 24 2013 07:12 GMT
#4393
I'm gonna try some terran today, but its my worst race by far. Also I'm gonna ask Puccini to try some other openers.

BTW, nurturing swam is bugged. You cant target morphing buildings with it.
Hider
Profile Blog Joined May 2010
Denmark9377 Posts
Last Edited: 2013-02-24 12:10:50
February 24 2013 11:46 GMT
#4394
Edit: I think me (and maybe HideRDK) are overlooking the power of pure mech (as opposed to bio mech) in tvz. Vultures get a lot better when you move from a group of say, 6 to a group of 12. Oh, and get speed before mines, yessir.


Maybe, but I just don't think we ever are going to get awesome games like the below game vs Jaedong and Flash, when there is such an assymmetry in supply count between the two races.


Now, see below. If there are carriers at X, then terran has done a good spread, and the laser beam can only strike 1-2 vikings at the time. But what about 2 carriers swung around to Y. Even though terran spread his vikings, protoss has options as well. Of course, both of these cases are preferable for terran compared to having a tight ball of vikings.


I do think your suggestions has the potential to make capital ship wars more interesting, however, but with vikings you typically have them quite far behind trying to just splash kill interceptors, and instead you have goliaths trying to focus fire the carriers. I am not sure that can work (?).
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-02-24 14:00:46
February 24 2013 13:40 GMT
#4395
Hello. Puh. Finally a free day. I missed the tournament yesterday due to night work. Looking forward to the VODS!

I have been reading the discussion here for the last week but I have not taken my time to reply, mainly due to stress. (Exams, work, real life..) So I will reply now instead.

Stasis field, and many other areas of the game that have been discussed, might be better if they are redesigned a bit. It all depends on what type of gameplay one wants to strengthen. Starbow still has room for improvements in many areas. But I will not change anything like that right now and I will explain why:

+ Show Spoiler +

I have actually lost my passion and excitement for the development of Starbow....






Yea... : /









I have devoted a year to this project and I have (almost) always felt joy while working and thinking about it. But during the last weeks I have felt more and more... unexcited about it. Almost as if it has become a burden rather than a hobby! This combined with real life stuff that now requires more time and energy, makes it harder for me to continue on Starbow at the moment.

So.. what does this mean?

1) I will reupload all the maps during the week with PunchTheBags ranking system included. ( I do not want to make his work be in vain.)

2) I will take a small "time out" until HoTS is released. Maybe I get some kind of interest and curiosity back. (If I even purchase it)

3) I will still hang around here on TL and visit the thread. I just need a couple of weeks of NOT working on this.

4) Would anyone of you wanna continue the development of Starbow? Maybe make the next patch.

I do not know how to organize this. If everyone wanna do it, things will get shattered. So the best would be if either 1 person, or a small group of persons (2-3) communicate together and work on this. Ofc everyone in the thread can contribute ideas etc. But someone gotta do the hard work in the editor and take the final decisions of values, changes etc. For the last two months, XiA has done all the hard work in the editor and I have taken almost all the decisions regarding what to do, in terms of balance, changes etc.

So yeah.. Thats it I guess. I will hang around. If anyone wanna do the work for the next patch, just PM me or write it here in the thread.

Creator of Starbow
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2013-02-24 16:11:42
February 24 2013 15:27 GMT
#4396
PunchTheBag's system makes a player get 50% handicap if you invite an observer into the game and switch players. Please fix that before uploading it to other maps.

All tournament VOD's have been compiled inot one playlist:
http://www.youtube.com/playlist?list=PLyCGb0pwEr_SINMRdWKmcXSPdP1QNJxyl

More casts might be added later.

Sad to see you lose passion for this Kabel (I still need 5€ btw....). Hope it will recindle after a break. I'll post more later....
aka KanBan85. Working on Starbow.
Zain3
Profile Joined September 2012
Sweden45 Posts
February 24 2013 16:34 GMT
#4397
@Chrono
in what world does hydras pwn straight gateway units?
i see the hydras just getting slaughtered by zealots and stalkers all the time..

and with templars its just a massive holocaust if the zerg doesnt have a upgrade advantage..

if anything i think hydras should get a buff..

This is stupid!
Danko__
Profile Joined January 2012
Poland429 Posts
Last Edited: 2013-02-24 17:28:58
February 24 2013 17:24 GMT
#4398
Anyone wanna play starbow right now?

@Chrono
in what world does hydras pwn straight gateway units?
i see the hydras just getting slaughtered by zealots and stalkers all the time..

and with templars its just a massive holocaust if the zerg doesnt have a upgrade advantage..

if anything i think hydras should get a buff..


Yeah. Speedlots shred trough hydras so fast its not even funny. Pure stalker is probably most terrible option vs hydras but Zealot/Stalker with zealots tanking is quite efficent as well.

But i cant agree on buff for hydras. They are fine as they are right now.
PunchTheBag
Profile Joined October 2012
Russian Federation26 Posts
Last Edited: 2013-02-24 17:44:17
February 24 2013 17:40 GMT
#4399
PunchTheBag's system makes a player get 50% handicap if you invite an observer into the game and switch players. Please fix that before uploading it to other maps.

thank you, i'll fix it
in what world does hydras pwn straight gateway units?
i see the hydras just getting slaughtered by zealots and stalkers all the time..

I think hydra is very hard unit to balance. Like a roach, the small buff or nerf can crush the whole matchup. I think zealots>hydras>stalkers now, but you need to be very cautious when change hydras.
The application "Crash Reporter" has quit unexpectedly
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2013-02-24 18:03:35
February 24 2013 17:50 GMT
#4400

Chronopolis


I agree with many of the proposed changes (especially after some feedback). The capital ships could be "cool" but it just sounds too complicated for the casual player. I think small steps is the way to go and changing all capital ships AND reintroducing mother ship might stretch it a bit too much. Banelings in zvz are not that fun anyway. I would love to see a zvz where banes are not a MUST in the early game (yeah, yeah, you can do without, but 95% of ZvZ has banelings in them).

Small patch suggestion:
- Redesign the baneling as suggested.
- Redesign the PF as suggested.
- Redesign the viking as suggested.
- Redesign the Goliath as suggested.
- Maybe do the fungal <---> frenzy. Might be too big of a change....
- Increase the radius of the dark swarm slightly (Starbow has wider maps than classic BW). And also increase the casting range of dark swarm slightly. (Swarm Guardians die before they can cast DS in many cases).
- Change the corruption ability as suggested.
- Change Rift and warp in shield effects as suggested.

Do not change:
- Hp on canons and spines.
- Hp on nexus.
- Mine dmg.

Enought people agree then let's go with it. Kabel, you think you can make the chances needed if enough people agree on it? You don't have to use too much time figuring things out, but you have to go into the file(s?) and make the changes we propose.

Edit: Agree with PunchTheBag on hydras. Units that are swarmed (Hydras, lings, marines) will change the game a lot from very small changes.

Also... I'll upload the rest of the Replays from the tournament soon. We (was going to say Kabel...) should analyse the reps. Rarely do we have so much data gathered together to help us balance the game right. There are of course a greater skill range in this tournament than in a professional tournament, but still....

I am missing: Chrono Vs HideRDK (2nd time they meet) and PunchTheBag Vs Chrono. So if you could send me that Chrono (since you have it all) then I think it is all complete.
aka KanBan85. Working on Starbow.
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